Customer Emails (click here for a large list of emails):

"Your emailers are one of the highlights of my Fridays. The Dutch Trucks update had me in stitches! I can't wait for my set to come in!"

"Just wanted to write to say that I love the CH counters in the newer sets. I have just recently gotten back into ASLing after a long hiatus, and love the new CH counters. In fact, I think I like them better than the [other company] ones, even the newer [other company] ones that have larger graphics and print. The new CH counters are nicer, with color, easier to read (even the vehicle counters are easier to read). I might even play more with those than my official ones."

"Once again keep up the hard work Ray & all the rest of your hard working crew at Critical Hit there! All your hard work is appreciated by people like me here who are always looking for new ASLcomp items here & counter sheets too! Not to mention your emails with up coming news of new items too!"


Dear Miss Maureen,

Thank you so much for letting me know...really appreciate all your are a gem!

Have a great weekend.

M. my order yesterday that I placed last weekend. Thanks again.

To our knowledge, CH is the ONLY company to ever comission a song, specifically for a release series. That series is GWASL ... and the song is from the 'Fighting 69th' 'Faugh A Ballagh' sheet music, from the period of World War One. We had Doug of The Martins sing lead in a period voice ... and All Rights Reserved for "69 Fight", which you can listen to by clicking on the DOUGHBOY above.

CH CONTRIBTORS LIST 147 and counting:

Ian Daglish (dec.) - 1
Mark ‘Tank’ Porterfield - 2
Pedro Ramis - 3
Yves Barette - 4
Kurt Martin - 5
Brian Martuzas - 6
Bob Davis - 7
Dave Lamb - 8
Drew Dorman (dec.) - 9
Hal Hock (dec.) - 10
Philippe Leonard - 11
Scott Holst - 12
Fred Schwarz - 13
PJ Norton - 14
Carl Noguiera - 15
Claude Scref - 16
Glenn Houseman - 17
Michael Cole - 18
Steve Swann - 19
Jim McLeod - 20
Jim ‘Gunny’ Thompsen - 21
Jerald Tracy - 22
Rob Modarelli - 23
Chris Maloney - 24
Steven Pleva - 25
Jeff Allen - 26
Peter Mudge - 27
Jan Himschoot - 28
Morten Lundsteen - 29
Jason Brown - 30
Charles Markuss - 31
Vincent Kamer - 32
Phil Nobo - 33
Alan Yates - 34
Paul Kenny - 35
Vince Lewonski - 36
Bob O’Connor - 37
Abraham J. Edelheit, Ph.D. - 38
Mike Puccio - 39
Darrell Andersen - 40
Oliver Giancola - 41
Bruce Kirkaldy - 42
Michael Klautky - 43
Ulrich Blennemann - 44
Mark Johnson - 45
Josh Qualtieri - 46
Scott Eagles - 47
Masahiro Yamazaki - 48
Devin Heinle - 49
Claude Scref - 50
Paul Haseler - 51
David Longworth - 52
Rick Troha - 53
Richard Cornwell - 54
Andy Daglish - 55
Jean Devaux - 56
Bruno Tielemans - 57
Luc Schonkeren - 58
Bob Gray (dec.) - 59
Brian Laethem (dec.) - 60
Dave ‘Ogre’ Dally - 61
Richard Berg - 62
Ted Racier - 63
Andrea Garello - 64
Larry Winslow - 65
Giancarlo Ceccolli - 66
Klaus Fischer - 67
Robert Murphy (dec.) - 68
Kerry Anderson - 69
Mike Nagel - 70
Randy Yeates - 71
Les Kramer - 72
Robbie Weissbard - 73
Nick Kabir - 74
Gordon McLelland - 75
Alan Smee - 76
Frank Watson - 77
Andrea Mateuzzi - 78
Ray Verbanic - 79
Michael Libens - 80
Adam Geibel - 81
Adam Aronson - 82
John Gorkowski - 83
Brian Abela - 84
Tim Robinson - 85
Serge Bettencourt - 86
Mike Gribbroek - 87
Scott James - 88
Jamie Westlake - 89
Rory Millard - 90
Peter Shelling - 91
Dirk Blennemann - 92
Jim Torkelson - 93
Joe Leoce - 94
Trevor Holman - 95
Paul Calvi - 96
J. P. Dasseville - 97
Christina Sinclair - 98
Dan LePore - 99
Michael LaPlante - 100
Matt Keurajian - 101
Peter Roberts - 102
Steve Haller - 103
Mark Adda - 104
Matt Zajac - 105
Nadir ElFarra - 106
Jan Rychetnik - 107
Edo Benvento - 108
Chuck Hamack - 109
Brian McCue - 110
Bob Miller - 111
Andy Daniels - 112
Charles Kruzshak - 113
Gary Boyce - 114
Bruce Bonnevier - 115
Yusef Bridges - 116
Benoit Foucque - 117
Joe Faraone - 118
Todd Larsen - 119
William Willow - 120
Gilles Timmes - 121
Gerald Nivison, PhD - 122
Eli Schwarz - 123
Jake Chadwick - 124
Ross Tweeten - 125
Caleb Tweeten - 126
Mike Allexenberg - 127
Andy Clarke - 128
Pat Florey - 129
Charlie Hamilton - 130
Steve Johns - 131
Dave Kirshfield - 132
Eric Myerson - 133
Kiri Neiman - 134
Allen Rines - 135
Christopher Spell - 136
Brian Sullivan - 137
Bob Walden - 138
Brian Wynott - 139
Darrin Anderson - 140
Robert Martin - 141
Robert MacGinley - 142
Harold Mortimer - 143
Davids Bishop - 144
Dave Wilson - 145
Andrew Rogers - 146
Derek Ward - 147
Murray McCloskey - 148
Mark Pitcavage - 149
Don Petros - 150
Chas Argent - 151
Yves Tielemans - 152

Critical Hit is the proud publisher of the first edition of Bob Murphy's NO BETTER PLACE TO DIE, the story of the Battle of La Fiere. Bob is gone but the words and story of this true American hero, confirmed to be the 'first man in' on D-Day, live on. The contest for the crucial Merderet River crossing following the 82nd Airborne's D-Day paradrop is now being made into a movie and Bob was an important consultant in the making of the ATS title AGAINST ALL ODDS. Here we've provided the full interview conducted with Bob during the making of that game: MURPHY INTERVIEW.

A new set of Winter Geo Boards is NOW shipping! CH aims to be the largest publisher of geo boards in the hobby and thanks EVERYONE that submitted entries during past GEO BOARD CONTESTS! We are bringing them to gaming tables in an ongoing basis!


In our 23rd year of publishing YOUR labors of love and counting! Founded in 1994, Critical Hit coined the phrase "Enthusiast Media" to describe the firm's approach to bringing together the publisher and the hobbyist/designer via voluntary submissions in a unique method of cooperation that strips away everything but a mutual effort to bring labors of love to the fore. This approach has proven successful in the form of many tactical-level wargames in print, and many more currently being prepared for publication.

Above, GWASL soldier art © Critical Hit, Inc. - marching to their orders for GWASL #5-16 soon!





UPDATE September 17, 2017:


ATS Teutonic Terror 1
ATS Teutonic Terror 2
ATS Teutonic Terror 3
ATS Teutonic Terror 4 WINTER TERROR
ATS Broken Arrow
ATS Animal Mother Hue MONSTER Map Set

ASLComp Teutonic Terror 1
ASLComp Teutonic Terror 2
ASLComp Teutonic Terror 3
ASLComp Teutonic Terror 4 WINTER TERROR
ASLComp Heroes 1
ASLComp Heroes 2
ASLComp Heroes 3
ASLComp Hue
ASLComp Hue Animal Mother Hue MONSTER map set
Gold MONSTER Map Set
Sword MONSTER Map Set



The warning order regarding “sold out on release” for HUE was right on the money. That module is now SOLD OUT for both systems. As in gone, no more here, and someone already got my personal copies, ATS and ASLComp. So if you nailed one, you have that many more than the publisher at this point!

If you were waiting to get one from a dealer, there are none to send to any dealers.

We’ll use this as a jumping-off point for further module exploration of the Vietnam War.

In the meantime, with the new counters being done up now for the upcoming releases, a “short stack” of Hue for both systems will be done. Once this limited batch is done, the module goes into the history books as a collectible, so if you want to nail it, NOW is the official last call. Check the Hue product pages for both systems at the site.


Without insult intended for our valuable overseas Battalion members, we’ll claim “bigger is better” for the USA and move on to the discussion. You know we’re talking about hexes, and overall GEO board size.

The new TEUTONIC Geo boards are here, and if you don’t mind, they look rather nice compared to their standard hex size brethren. No slight intended to the 11” × 16” ‘AP’ style geo board, those are certainly an improvement on the old 8” × 22” style that had the habit of cramming terrain features into a maximum height of 400 meters, based on their 10-hex “Panzerblitz”- sized hex width. Sure, you could stretch hills out until they looked like Dachshunds …. but after a bit they got looking like some Silly Putty®, streched and stretched… and stretched … until one hit the realities of the “geo” in geomorphic, aka the common edge.

By the numbers, an 8” × 22” = 176 sq. inches. An 11” × 16” = 176 square inches. And a 12.25 × 18.25 = 223.5 sq. inches of terrain, almost 25% more.

Numbers and concept is fine, but until they are laid out and perused, tangible creations, the jury is out. It is hoped you agree that they hit the mark, plus the 108% larger hex size is more suitable for stacking and presentation. The new Winter Tuetonic geos look very evocative too.


(Above, top left to right: Cover of ORO booklet [available to download at our tactical-level-gaming sites]; Heraklion folio; M60 LMG for ATS Hue; RED arrow points to Outer Banks offroading spot referenced in mailer; ASLComp Ontos counter super-impoed on Google Earth image; Ian's GWASL letter from 1999 - he loved an ornate letter!; six more module covers from new items now ready to nail)

14 July 2017


We’re hard at work for you and present a spate of new modules for you, the Battalion’s most decisive men – to nail NOW at the lowest price they will ever be offered at. As your parcels arrive with Gold and Sword inside, we trust you will see how the system works at your behest, with LOADS of extra gear that you received free, in addition to that specified at the time of order.

This batch of ‘Lucky 7’ new ASLComp modules are up first, now to nail at the site at the July 2017 link:


Note: All modules listed above include all the combat counters needed to play the scenarios provided! Germans are provided in Feldgrau; British in Khaki; Russians in official brown; Americans in Olive Drab.

All of the orders for Gold and Sword for both ASLComp and ATS have left here and are in transit – with the exception of any international orders that Maureen is still waiting for a reply about postage preferences (so if you have not already checked your In Box and are outside of the USA, please do so). In addition to your parcel, everyone has received an email with shipping confirmation and details.

Hue and Juno are right around the corner, wrapping up that entire Module Phase. A lot of different battlefields are and were represented – but in terms of collections, we are just getting started. There is a recognized need to pick up the pace, to get you your gear sooner, and, well, we’re not getting any younger. There’s work to do!

Speaking of work, I threw back NAT Sets 6, 7, and 10 to my printers because I was not happy with them. They have been reprinted and will be back on track next week I am assured, and will personally be visiting the plant to eyeball things to my satisfaction. To that end, these 3 NAT Sets will ship to one and all – together – including new orders that come in from today on.

Note that all 3 are close to being sold out. As long as their pages are up, you are good. Since we are always, always appreciative of your support of the publishing endeavor, and patience as we churn away for you – everyone that has all one of these sets will get a FREE bonus counter sheet of our choosing (hint: they are red)– for EACH NAT Set from 6, 7, and 10 – on order (including new orders through this weekend). Additionally, each customer that has NAT Sets 6, 7 and 10 will receive a special offer email directly from the publisher (i.e., not represented by this Friday Emailer) early next week, to add to their counter sheets in NAT Sets 6, 7, and 10 specifically (including any new orders this weekend).

The CH Annual 4 is about to get on the presses and it has been attracting additional material since y’all nailed your copies – nothing new around these parts. With the Korean War materials inside, you can expect that presentation to be built on with more Korean War historical modules, counters, maps and the like.


A bunch of smart guys have shared their feedback on what they think needs to go into the new ATS Rulebook edition - and let's just sum it up: MUCH APPRECIATED!

All the feedback has been consolidated into one document and YOU are invited to add your thoughts to the publisher at his chrt1 email address please. There is nothing too 'trivial', and we aim to snuff every last typo (not much there at this point), clearly clear clarifications so the newest newb and the most battle-hardened veteran alike can 'get it' and not have any ambiguity enter them and create a 1,000 stare. The end result is aimed at 100% backwards compatible, as it is now - plus additive > bringing in rules from Battlefield Walkaround documents to create a 'one stop' system to the highest extent yet. And still be accessible, in a sweet spot between 19 page rules-sets like PG, and much larger tomes like ASL®.

That all said, above, streamlined = good but the aim is to 'allow YOU to do it all' in terms of battlefield activities. If you can read it in a Roland Gaul, Charles Whiting, William Craig, Corneliu Ryan, Army Green Book, ANY book - the idea is that your ATS cardboard men, tanks and guns can DO IT. Without any more rules overhead than you need.

The new book begins getting final layout in about 30 days so NOW is the time to get your two cents in. Funny thing years ago it was 'growing too fast', now sometimes the feedback is, 'when, oh when' for the new edition. C'est la guerre.


As behind the scenes in the heat of summer there are some new things cooking for you to hear about during August 2017. Shhh, let's keep this our secret!


As a kid growing up one of my all-time favorite war moves was (and remains) “Pork Chop Hill”. It is so gritty in black and white, and Gregory Peck does a star turn, and never breaks from his serious mien throughout the film. We still have a limited quantity of the PORK CHOP HILL modules around here, it was one I found interesting to steer into existence.

Some years back I got to know Bill G., a “Frozen Chosin Marine” as a friend – we worked at a volunteer organization together. Bill is my old man’s age, and not surprisingly, a no BS type – my kind of guy – and they are their own brotherhood, deservedly so. I recall my first reading of the Operations Research Office “CCF In The Attack” report, the privations suffered on that stark battlefield at Toktong Pass, and the challenges faced by 1st Marine soldiers as the ‘Chicoms’ came. And came. And kept coming, some sans personal weapon, some with grenades only – many goaded on by bugler – some idea of what ‘Frozen Chosin Marines’ went through heroically came through.

Only those that were there can know.

The ORO report, dated 27 January 1951, went from Confidential to Unclassified and is authored by S.L.A. Marshall, a name familiar to one and all in this Battalion, no doubt. If you are not aware, a second-gen ‘Winterized’ version of the Toktong map is in print, and serves as a much more evocative scene of the struggle that took place there between Fox Hill, and other prominent military heights that represented life and death to our American warriors.

Come by the ASLComp and ATS sites at tactical-level-gaming dot com and you’ll find a link to the ORO publication, at one of our servers. Read it for yourself.

If one harkens back as far as 20+ years, and the G.E.N.I.E. message board - yellow type on a dark blue background on my Radio Shack (Tandy) 386 SX20. Riffing for a moment, that bad boy had an 80 meg hard drive, VGA graphics, large and small floppies, audio. The works. A ‘cool down’ from a night of wargaming was frequently in hand with one of the better football sports games for that machine – that there was REALISM.

So back when machines like this successor to the “trash 80” ruled the roost – the opinion of ASLers was issued in the usual fashion – as their was a cutting edge to the concept of stating opinions with a certain ‘certitude’ – that that game system was ‘World War II only’.

Without reference to opinions, as there is some saying about ownership of those, along the lines of “everyone” having one – a true statement of the First Amendment rights were enjoy Stateside – and with a tip of the cap to those that have read the Magna Carta and embrace the Rights of Englishmen .. and others in similar vein > one can instead point to the prophetic Words that include, “yee of little faith”. As in little faith in a game engine to survive, knees shaking … having its engine revved past the ‘red line’, cornering the machine harder than the sidewall specs say you should. Pushing it, hard.

Riffing once again, mea culpa. It reminds me of a moment on the beach north of Corolla, Outer Banks. A little north of Raymond Island (funny that, as we had no less than three Raymonds … in the vehicle). Like many of you in the Battalion no doubt, the publisher enjoys a little off-roading, and that particular sunny day found us heading towards the Virginia border in a no road portion of these here United States – Atlantic Ocean off to our right a few short yards away.

We passed other off roaders, including a World War II Jeep with a (I assume) non functioning .50 cal. mounted, run by some young guys and in a group of other vehicles. The publisher’s ride was the trusty 2000 Tahoe, Z71 with what Chevy bolted on their as their ‘factory off road package’ plus Class 3 hitch. So we’re busting along, staying near the water to avoid the deep, soft sand inland (running Pirelli Scorpion ATS tires, so far able to handle whatever had been thrown at them on Adirondack Jeep Trails and such).

We outstripped the gaggle of off roaders as we pressed north, eyes peeled for wild horses (saw none that day). When up ahead, the ocean had carved a deep trench in the beach, deep as in a couple of few feet … without time to turn around without risking a Bog/M-KILL out here where tow-outs were in the $800.00 range. There was only one option … trust in the machine, gun it and hope to clear the ditch. And that with a full complement of (all male) passengers – 5 in all. My son was whooping, the publisher (his old man) was going to jump the thing … and to protect the guilty no names shall even be inferred … but there was a “noooooo” and covered eyes ….

Up and over we go, front axle makes the leap, back tires hip check the bank, with that sound that only a heavy motor vehicle can make in these situations – BANG! We make it. And instead of risking the soft sand further inland, after heading further north, repeated the process on the way back.

Big. Fun.

Like sophisticated game engines, these machines are capable of much more than we may give them credit for – especially if one is of the Chicken Little bent. Sure, being safe would do your mother’s heart some good, and maybe she beat that approach into you during your youth (with kind words, beat ideas into your psyche, not, say, a leather strap). Good on you, even if you were one of the G.E.N.I.E. ‘never’ guys back in the day (or now).

Let your mind wander if you will (join in the fun) – the original TOBRUK got all kinds of accolades when it broke the mold of board wargaming with its unique approach – one that was unique to board WARGAMERS – but obvious and linear to a DIA and ordnance guy like Hock. Nonetheless, looking back, that system was spoke of in terms of being a “TANK GAME’.

As if.

While guys played their Panzer Leader 1940 variants to worn out counters (ok, while your publisher played his PL40 pieces to worn out counters after getting that manila envelope with the expansion counters in the mail) and using an infantry system that is rather basic … let’s face it, you never felt like you were running too fast from house to house with a Movement Allowance of ‘1’. And yet, this ‘tank game’ TOBRUK had, right there under your nose, a sophisticated INFANTRY system that broke ground in tactical-level board gaming … with concepts that would find their way, or be mirrored, in the other game systems to come.

And were not there before TOBRUK.

What the Infantry game of TOBRUK suffered most from, IMO – was shared with PB/PL – a feeling that your foot-sloggers were moving really. Really. Sloooow. Double Time – simply doubling the time interval in the BRL 1192 game turn (a variable event as it is in these tac-sims, where turns represent ‘about 90 seconds’ or so on) – and of course in SL/ASL/ATS and others treated by doing virtually the same thing – so that players have more of a feel of ‘movement’, and thus ‘action’ during play. But morale, differing types of movement and their relative exposure to direct and indirect fire, casualties (noting the main difference between the SL-ish approach and Tob/BRL/ATS is the effect of fire causing permanent losses in the latter as a main result – as compared to often Rallying back to full strength (noting the existence of Casualty Reduction, also as a possible result).

Casualties, which are permanent, CAUSE Morale Checks in the ATS/BRL/Tob game engine.

Back on point, to trusting the machine. Just as TOBRUK had a sophisticated Infantry combat system at its very heart – although not seemingly noted by the talkers back in the day (with all that certitude that comes with opinions) – taking any tactical-level game engine to pre- and post- World War II battlefields and combatants … is not only possible. The publishing entity that is sending you this weekly missive embraced intelligent guys –

-- not the kind that would have covered their eyes and screamed, “nooooo” as that 5.7L (aka 350) Vortec roared towards its encounter with open air on the sands of the Outer Banks –

And plunged into the unknown. Bob O’Connor came along in 1996 with GENESIS ’48, published the following year. Ian Daglish came along and pitched his idea for GWASL in 1999. That’s the same period our Vietnam War and Korean War materials came along – bringing a U.S. Army tank commander, a German national, and a Navy veteran, with their contributions – to the materials for these eras. Needless to say, these men were welcomed with open arms, and very likely came along because they KNEW their ideas would be supported.

Their creative endeavors would not be jeered at, and the publisher would take any heat for getting the Mk I Males (and females, see comments on Title IX elsewhere in this Friday Emailer), recreating Old Jerusalem, and beyond. Efficiently deflecting it from the designers. See how that works.

The projects that move action beyond the ‘friendly confines’ of the Second World War in no wise signal that the publisher is not sitting, at the time of this writing, surrounded by books from his personal collection. Books and documents focused on World War II history. A look at the upcoming modules will point up that interest, and then some. But the support for those that are ready to leap that ditch, and delve into other eras and theaters, continues – and the work is done for YOU. Not to make anyone, anywhere, beak out of their rusty cage – in word, deed or post.

To the game engine supported by ASLComper campers, we go. What is the difference between a Russian-made Putilov 02 76mm howitzer direct firing at ‘that little old farmhouse’ (paraphrasing Joe Costa in “Attack!”) … in 1914 … or during 1941 … or at the hands of Finnish crews in 1941 … a Maxim 1910 machine-gun, same question.

How about an LG 40 recoilless rifle on Kreta … or multiple mounted 106mm RCLs on an Ontos in Hue, 1968? Tank P. brought us the multiple-Panerschreck mounting B IV in Berlin – so putting these approaches together is not exactly a ‘reach’.

The above questions, and concepts – are easily covered in ASLComp land as well as ATS. That’s due, in part, to those systems relative simple (ASLers embrace 2 armor factors; ATSers a table of 9 for turreted AFVs) treatment of armor.

Back when the time was being spent, Hal (the genius and teacher) and the publisher (the pupil) – Hal stated that a World War II tank had 150 points of potential damage from the hit or penetration of an individual round. Note at discrete parts of the wiring harness, engine and transmission components, crewmen, hatch hinges, and so on each represent one unique, quantifiable vulnerability. According to Hal, modern AFVs were in the area of 5,000 discrete points – and in that case, much more difficult to model for a system like BRL 1192, than for the other game engines with simpler AF representations.

Moving the hands of time ever backwards is actually much simpler of a prospect. Moving all the way back, then working forward from the American Civil War to the Great War, representing the use of direct fire ordnance is rather linear. Dial up tables for the To Hit part of the equation, then the relative lethality and peculiarities of different ammunition types from solid shot to grapeshot, to high explosive, and add a crew. Like a boy and his dog, gun and crew have been wedded to one another throughout the history of warfare, since the earliest crew-served cannon. One wrinkle is the ordnance leader/officer, an individual that may affect the accuracy of the manning crew, not just their ability to shake off negative battlefield events during the checking of morale.

Still with an eye to the past, wagons, already ‘in system’ and easily extrapolated to limbers. World War I has an interesting collection of machine-guns, some that continued to serve well into World War II. Addition by subtraction is the case for the Civil War, with rifles, muskets and carbines represented by the different range factors for the squad types. A leader is a leader is a leader, noting the effect of higher level leadership on Civil War formations is represented and different from 20th Century combatants.

Looking forward, from the perspective of World War II, the early Arab-Israeli Wars were fought with Second World War weapons systems, and partisan warfare was in hand in the tactics of the Irgun and Lehi irregulars. French Indochina, pretty much the same approach, with siege warfare present at Dien Bien Phu. Yet still, WW2 tanks such as the Chaffee remain in service, under new masters (the French). Ho Chi Minh may have had his people haul ordnance through ‘impassable terrain’ … but once the shoot was on, the guns and mortars were familiar models made by various nations.

We have not gone there YET but to walk further forward than any extant works of the publisher, how different is the action during Operations Al-Fajr and Phantom Fury in late 2004, to that which came before in places like Stalingrad? The battle was called “some of the heaviest urban combat U.S. Marines have been involved in since the Battle of Hu? City in Vietnam in 1968” by American military sources and that is saying something. British and Iraqi fighting men, plus U.S. Marines, .50 cal.-armed Humvees, support from M198 155mm howitzers… do we have any reason NOT to create this moment in military history for you? Of course not, and the engines can and will handle the load.

To bring this musing to a merciful end … we ask: what is the connection between the Senussi warriors, Rommel at Caporetto, ‘Animal Mother’ at Hue, and the Canadians hitting Juno? YOU – and the tactical-level game system investigation you are and will be conducting with the materials being specially created for that purpose.

And now on to a description of the new modules…


Almost three years to the day ago, Tank Porterfield’s RUSSIAN RARITIES hit the ground, in the form of the Steppes of the Eastern Front, with a clank and a bang. Unusual but historical AFVs, and other esoteric vehicles were pitted against their German enemies with intense, and heretofore never covered battles. As the series progressed, things moved to all new 11” × 16” boards, and a nice variety of them. RR2 and RR3 kept the series moving forward and collectors were provided terrain, tanks and situations to ponder over.

Things are about to wrap up with RUSSIAN RARITIES IV: END OF THE 21ST TANK BRIGADE. If you guessed that more terrain was in the offing, tip your cap to, well, you! The module includes 5 new boards, as well as ten new, interesting scenarios. You also get a sheet of 176 5/8” counters to use with the new situations, plus Special Rules and a folio. Ownership of RR1-2-3 is needed, and this is the FINAL RUSS-RARE module in the series. We’re making a set of RUSSIAN RARITIES BOARD COLLECTION available for those that want to dive into RR4 that do not own the earlier editions – although we humbly suggest you nail them – but aim to provide options for all.

The new counters include some new aircraft, and there is a ‘Kalinin Mini CG’
that ties play of six of the scenarios together. We hope you enjoy a new visit to the Eastern Front courtesy of the designer of BERLIN/PANTHER LINE/POINTE DU HOC.


Historical modules built around the War in North Africa are few and far between, with the undersigned leading the charge in that realm. That thrust continues with an interesting battlefield unlike any other depicted to date: hill 609, aka “Djebel Tahent”.

This hill was an important height in the zone of the U.S. II Corps and German control of the strategic height could not be allowed to stand. The resulting battle would come to be known as “the American Army's coming-of-age” after what had been somewhat of a lackluster performance to that point in this, the first American campaign of the war that pitted Yanks vs. ‘Krauts’.

In a foretelling of what American boys would face at ‘Bloody Omaha’ about a year later, the attack had to be frontal – a suggestion that the hill be bypassed was rejected by General Omar Bradley. Instead, the American 34th Infantry Division, commanded by Major General Charles Ryder, would ‘get after it’, and ‘it’ was nothing less than one of the most difficult objectives in all of Tunisia. The hill was shielded by steep slopes. The Germans had abundant artillery to lay in, and supported fire from nearby heights made the going that much more difficult.

The result was a stiff battle and high casualties on both sides. The young men of the 34th managed to capture Hill 609 on 30 April, after three days of fighting … only to face enemy counter-attacks the following day. It was a near run thing, and a bloody one at that. But just as they would at Omaha Beach, the American fighting man showed his mettle. The German soldier of World War II would have no choice but to fear the Yank adversary in the days and months ahead, after the sacrifices made in American blood at Hill 609.


As Operation Bagration entered its third phase, Field Marshal Walter Model was forced to face the prospect of holding the line near Kaunus (Russian: Kovno) with a hodge-podge of formations, bringing together almost every part of the German war machine on the Eastern Front of 1944, equipment-wise and in terms of manpower. “Units” was a strong word, as most of the formations available on the Field Marshal’s map were really fragments that had managed to escape the trap that was the encirclement of Army Group Centre, earlier during Operation Bagration.

And so it continues, the efforts here to create the length and breadth of Eastern Front battlefields, from the Steppe to the Baltic countries … and as Operation Bagration pressed on and created the darkest days, to date, for the Third Reich, to the border of East Prussia. Hills, forests, multiple villages ripe for the capture. Choke points, strong points, there’s a lot to pore over, defend and fight over on the evocative battle-scape. And you’ll get to make it happen with the latest ‘toys’, circa 1944.


Years ago Tank sent over his take on the Monte Altuzzo battlefield in the form of a giant blueprint. We’re talking almost a quarter century ago, framing the time period. The place was the Gothic Line, circa September 1944. As most know, we’ve done some work to painstakingly model the ‘forgotten front’, the Italian Theater that was literally a small-unit battle by design – the terrain was just too challenging to deploy large forces in sweeping maneuvers.

The blueprint approach was superseded by a new map effort by our own Minster of Cartography and the end result for the module takes these two, and additional terrain analysis, to allow you to enter the “Three Battles” green book – noting that we’ve already brought you to Schmidt (in the book). But not Arnaville. Yet.

Places like Hill 926, and the various ‘knobs’ (please do not snicker, British friends) at Monte Altuzzo may not have gone down in history with names like Omaha and Arnhem. But they were hard-earned, and meticulously recorded for posterity by our own U.S Army historical folks. They did a fine job, and we honor their work by creating a module that faithfully recreates the place it all happened, and puts you into, below, and on top of the nooks and crannies of this challenging battle environment.

The Germans held the place with a combination of crack paratroopers … and Lithuanian soldiers, as well as StuGs. And of course, copious supporting artillery and mortars. There will be plenty of ‘arty shoots’ by both sides, so best get ready to hunker down and take things one yard at a time. One knob at a time.


High times for the Wehrmacht and Waffen SS were in hand amidst the tall corn during the summer of 1943. Operation Citadel was in full swing and massive panzer formations still roamed the earth in tracked aggression.

The 6th Panzer Division kicked off its attack towards Prokhorovka and a link up with II SS-Panzerkorps at 0645 hours on 10 July - and thundered forward. That is, until it reached the anti-tank ditch and mine belt in front of the fortified village of Kalinina, south of Melikhovo. Between the two towns another A-T ditch lurked, as well as another belt of defenses. German General Walther von Hünersdorff skirted these obstacles and sent two Kampfgruppen to attack Melikhovo from the east and the west. Meanwhile, German engineers were brought up to deal with the fortifications, and both sides hurled so much lead at one another, the grenadiers called Melikhovo “Little Stalingrad” due to the ferocity of the fight. The place would not be given up without a fight. An attack of thirty T-34s swarmed in, some 26 were knocked out …. but the ongoing battle allowed the Russians to form new stop lines just to the north. It would not be until 1900 hours that the back and forth resulted in the German capture of Melikhovo. But only after an especially bitter battle with heavy losses by both sides. Days later, General Hünersdorff would fall in battle; he was mortally wounded by friendly fighter-bombers and would die in the German hospital in Kharkov on 17 July 1943.


On 17 September the 502nd Parachute Infantry Regiment jumped over drop zone B in Son, the Netherlands, as a part of Operation Market Garden. The 502nd PIR is one of four rifle regiments of the 101st Airborne Division. Their assignment was: Secure the drop- and landing zones for the glider landings, attack Sint-Oedenrode to seize and hold the bridges over the Dommel river and seize and hold the bridge at Best over the Wilhelmina Canal.

The 502nd PIR would never had guessed that German resistance at Best would be so intense. The reason for the German strength in Best, was caused by the retreat of German forces coming in from the west of the Netherlands. The 15th German army was retreating from the Scheldt estuary, accompanied by many small groups of battered divisions coming from Normandy. When operation Market Garden started, a lot of these troops were located in between Boxtel and ‘s Hertogenbosch. Although most German divisions were decimated in Normandy, the German brass organized the defense of the corridor quickly. They formed small fighting groups (Kampfgruppe) and sent them into action immediately. At the time Company H made its way for Best on the 17th, a fighting force of about 1000 German soldiers were already in Best. Later during that day, more enemy reinforcements were sent to Best, including the 59th and 245th Division and two SS police battalions.


When Kurt Student focused his attention on Unternehmen Merkur, the stage was set to introduce the world to the airfield at Heraklion, Crete. The defenders included British, Australian and Greek soldiers. The write up for the book by by Yannis Prekatsounakis says succinctly, “The Battle for Heraklion - an epic struggle - remained largely forgotten and widely unstudied. Yet the desperate fight for Heraklion had everything: street-fighting in the town; heroic attacks against well-fortified positions and medieval walls; heavy losses on all sides…”

We could not agree more and like another treatise on the Italian Theatre, just yearn to tell the story. Or more accurately, get YOU to REWRITE the story – with your cardboard soldiers. We’ll provide them, but once they ‘ship out’ to your gaming table, they are indeed yours, and under your command.

New German Fallschirmjaegers, the first Greeks in any release for the Battalion, and a cool map – the title is THE DEVIL’S VINEYARD – you’ll find out why that title is appropriate soon enough.



ASLComp NATIONALITY SET 1: U.S. OLIVE DRAB brings you a collection of 912 color, die-cut counters representing American troops that fought in Western Europe from 1944-1945. The set includes all the combat counters you will need to play your existing collection of scenarios from CH or whomever ... plus a pile of “?” counters in ½” and 5/8” sizes.

In addition to the expected 6-6-6 squads, you receive new 1-6-8 BAR Gunners and separate Browning Automatic Rifle SW counters, plus M5A1 trailers ... how does one pull around John Wayne, er, Benjamin H. Vandervoort, in cardboard format in renditions of “The Longest Day” without one?

ASLComp NATIONALITY SET 1: U.S. OLIVE DRAB is not only about the “dogfaces” that hung tough during Wacht Am Rhein, broke out of the hedgerows of Normandy ... and so much more. Shermans in all models, early-war AFVs, half-tracks, trucks, all using accurate blueprints and in Olive Drab.


ASLComp NATIONALITY SET 2: WAFFEN SS brings you a collection of 1192 color, die-cut counters representing German troops that
fought for Waffen SS formations from 1939-1945. The set includes all the combat counters you will need to play your existing collection
of scenarios from CH or whomever ... plus a pile of “?” counters in ½” and 5/8” sizes.
In addition to the expected 62-5-8 squads, you receive MMCs in other values, including SS 83-3-8, 52-4-8, 42-6-8 and 41-4-7 types, so you
can play early war scenarios, as well as represent die-hard defenders in the rubble of Berlin as the Third Reich makes its last, fateful

ASLComp NATIONALITY SET 2: WAFFEN SS is not only about the “asphalt soldiers” that earned the ire and stoked the fires of war from
the Arctic Circle to the Eastern Front, Normandy ’44 and Hungary ’45. You receive three full sheets of AFVs, Vehicles, and Guns, covering
the canon of the ASLRB, from the diminutive Pzkw Ib to the massive Königstiger ... they are all there. And then some, including Flammpanzers

Go Berserk! Remember the ‘pink Berserkers’ of John Hill’s SL lore? Sure you do and you even get a handful of these, covering the
different squad types. What about Elite Ammunition Depletion #’s, you might ask. Stand down, Joachim, as the APCR, HEAT, Smoke, and
other values reflect the correct, increased Depletion Number on the back of each AFV, Vehicle and Gun. There is even a note on the back
of the 41-4-7 squads (and their HS) to remind you that these are 1st Line Infantry.

ASLComp NATIONALITY SET 3: WEHRMACHT FELDGRAU brings you a collection of 1192 color, die-cut counters representing German
troops that fought for various Wehrmacht formations from 1939-1945. The set includes all the combat counters you will need to play your
existing collection of scenarios from CH or whomever ... plus a pile of “?” counters in ½” and 5/8” sizes. In addition to the expected 41-6-7 squads, you receive MMCs in other values, including Engineer 85-3-8, 52-4-8, 42-6-8 and 41-4-7 types, so you can play early war scenarios, as well as represent Ostruppen units in the Battle of Normandy.

ASLComp NATIONALITY SET 3: WEHRMACHT FELDGRAU is not only about the “Feldgrau” that changes the look of your favorite system,
and matches up well with Olive Drab Yanks. You receive three full sheets of AFVs, Vehicles, and Guns, covering the canon of the ASLRB,
from the diminutive Pzkw Ib to the massive Königstiger ... they are all there. And then some, including Flammpanzers galore.

Go Berserk! Remember the ‘pink Berserkers’ of John Hill’s SL lore? Sure you do and you even get a handful of these, covering the
different squad types. How about the new Panzerfaust SW counters? You get them too, and new ATMMs and more.

ASLComp NATIONALITY SET 4: WAFFEN SS WINTER brings you a collection of 1192 color, die-cut counters representing German troops that fought for Waffen SS formations from 1939-1945. The set includes all the combat counters you will need to play your existing collection of scenarios from CH or whomever ... plus a pile of “?” counters in ½” and 5/8” sizes. In addition to the expected 62-5-8 squads, you receive MMCs in other values, including SS 83-3-8, 52-4-8, 42-6-8 and 41-4-7 types, so you can play Battle of the Bulge winter scenarios, as well as represent Operation Frühlingserwachen as the Third Reich makes its last offensive on the Eastern Front in 1945.

ASLComp NATIONALITY SET 4: WAFFEN SS WINTER is not only about the “asphalt soldiers” that earned the ire and stoked the fires of war from the Arctic Circle to the Eastern Front, Normandy ’44 and Hungary ’45. You receive three full sheets of AFVs, Vehicles, and Guns, covering the canon of the ASLRB, from the diminutive Pzkw Ib to the massive Königstiger ... they are all there. And then some, including Flammpanzers and other AFVs and Guns.

Go Berserk! Remember the ‘pink Berserkers’ of John Hill’s SL lore? Sure you do and you even get a handful of these, covering the different squad types. What about Elite Ammunition Depletion #’s, you might ask. Stand down, Joachim, as the APCR, HEAT, Smoke, and other values reflect the correct, increased Depletion Number on the back of each AFV, Vehicle and Gun. There is even a note on the back of the 41-4-7 squads (and their HS) to remind you that these are 1st Line Infantry.

ASLComp NATIONALITY SET 5: WEHRMACHT FELDGRAU WINTER—GREATCOATS brings you a collection of 1192 color, die-cut counters representing German troops that fought for various Wehrmacht formations from 1939-1945. The set includes all the combat counters you will need to play your existing collection of scenarios from CH or whomever ... plus a pile of “?” counters in ½” and 5/8” sizes.
In addition to the expected 41-6-7 squads, you receive MMCs in other values, including Engineer 83-3-8, 52-4-8, 42-6-8 and 41-4-7 types, so you can play early war scenarios, as well as represent Heer units in the Battle of the Bulge.

ASLComp NATIONALITY SET 5: WEHRMACHT FELDGRAU WINTER—GREATCOATS is not only about the “Feldgrau” that changes the look of your favorite system, and matches up well with Olive Drab Yanks. You receive three full sheets of AFVs, Vehicles, and Guns, covering the canon of the ASLRB, from the diminutive Pzkw Ib to the massive Königstiger ... they are all there. And then some, including Flammpanzers and other AFVs. Ands everything is ‘winter whitewashed’ to make them look more realistic on those ‘winterized maps’ from CH.

Go Berserk! Remember the ‘pink Berserkers’ of John Hill’s SL lore? Sure you do and you even get a handful of these, covering the different squad types. How about the new Panzerfaust SW counters? You get them too, and new ATMMs and more.



ASLComp LEND-LEASE 1 AFV COUNTERS is a sheet of 176 × 5/8" color, die-cut AFV counters that add all the Lend-Lease AFVs and vehicles listed in Chapter H, and more … for use in your scenarios - plus additional Special Rules AND 4 BONUS SCENARIOS plus TWO BONUS 11” × 16” GEO BOARDS and a rule for Lend Lease AFV replacement—so you can feed these into your existing scenarios immediately! All made from accurate blueprints and idling their engines right now, awaiting your commands to clatter, and rumble into action.


TURRETS FOR PRESIDENT - RUSSIAN TURRETS are here with 3 FREE BONUS BOARDS and 4 FREE bonus scenarios - + a 280 Counter Collection - Yes, we've received your feedback .. and no, we're not the kind to 'give up' on any thing or any person. What that means is the Turretmakers collection has a new batch of turrets, Russian Turretmaker .. for all of you that have the guts, the glory (ok, you can hear it, 'Ram' ....) to change your TCAs and not always stare straight ahead when a lady is talking to you when the other guy's tank ... is creeping around your flank! And the new Russian Turretmaker includes an increased quantity -- 280 compared to 140, and includes a batch of those colorful new Ammo markers (out of ammo; Disabled) ,for specific types, color-keyed ... making for a nice addition to the growing collection!


ASLComp OLIVE DRAB + Feldgrau Omaha Counter Collection is the OLIVE DRAB/FELDGRAU ASLCOMP OMAHA EAST AND WEST COUNTER COLLECTION. You get ONE each of the 4 sheets needed to play the ASLComp OMAHA EAST AND WEST modules from CH. Two sets are NEEDED to play the Monster Scenario that brings both modules together.
ASLComp OLIVE DRAB + Feldgrau Omaha Counter Collection
is not only about the Yanks in “Olive Drab” that changes the look of your favorite D-Day modules, and matches up well with Feldgrau Germans. You receive rare and special counters that are not, and will not be available anywhere else, ever!

Go Berserk! Remember the ‘chartreuse’ Yanks and “baby blue” Germans of John Hill’s SL lore? Carried forward to ASLers until now! Feldgrau Germans vs. Olive Drab “OD” Americans, that is what this collection is all about. Plus, you get all the combat counters you’ll need to play the scenarios of Omaha West and Omaha East, bring your own system markers.


ASLComp NW Europe Counter Collection '45 German Naval/British '45 is three sheets of color, die-cut counters, providing the German Naval Infantry, British Infantry, all the combat counters you need to play CH’s ALLER modules using your standard Waffen SS (or bring the new CH editions)—and any late war scenarios featuring the British—you choose to break out. The collection includes "?" counters and provides a total of 736 color, die-cut counters in Feldgrau, new GERMAN NAVAL INFANTRY BLUE, AND KHAKI FOR THE BRITISH. Includes an Updated Aller Special Rules document in color, 3-hole format.

ASLComp NW Europe Counter Collection '45 German Naval/British '45 is not only about the British “Khaki” that changes the look of your favorite system, and matches up well with feldgrau Germans. You receive a batch of Khaki AFVs, Vehicles, and Guns, covering the 1945 actions and prepare yourself for MORE KHAKI to come!

Go Berserk! Remember the ‘tan’ British of John Hill’s SL lore? Sure you do, and we love cream in our coffee, and note the British were replaced in ‘cream’ colors for their Nationality.... but in no wise would ever consider ‘Tommy Atkins’ a ‘cream puff’ on the battlefield. And now he’s not, with a tough-looking Khaki Nationality color to go with the original soldier art that is a hallmark of color CH ASLComp counters.


ASLComp KING RED/OPERATION DEADSTICK is a detailed ASLComp variant module that covers two parts of the British experience on D-Day. With years under our belts (and a couple of trips to Normandy, collectively) creating the first D-Day landing beaches for tactical-level gamers that carry an ASLRB under their arms, it is high time that more than Omaha Beach come to your gaming table. What's more, the new KING RED AND OPERATION DEADSTICK is the result of the best thing there is: enthusiast created, inspired by the previous module(s) You can roll out Hobart's Funnies on an historical assault ... on D-Day and take part in the classic British Airborne action.


PETTY’S WAR includes portable rope launchers, DUKW with extension ladders provided by the London Fire Department...with Lewis MGs mounted. New 6-6-8 Ranger squads. LCAs, Shore Fire Control Party counters. Gun Bunker counters. Counters and new AFV Card style play aids for the destroyers USS Barton, USS Thompson, and HMS Talybont. New 8-page variant rulebook and a complete campaign game that takes you from landing, scaling the cliffs, discovering the German gun battery...through 'backs to the sea' survival of the ferocious German counter-attacks. The BAR Gunner counters are HERE, as they should be and said historical hero counters include one dedicated to William 'L-Rod' Petty, of course! And a counter for Lt. Colonel Rudder, naturally. If you are ready to step into the heart of 'The Longest Day' at Pointe du Hoc...relive one of the most gallant assaults in the annals of military history.

Welcome to GWASL 1: Tankschreken Feldgrau Edition, the update for the first Great War module for CH’s ASLComp line of variants. This product brings the first edition of GWASL 1 in line with GWASL 2-3-4 and forward, with all-new AP-style 11” × 16” maps are used for the entire GWASL series. This set includes 5 brand-new AP-style folding geomorphic boards (all the boards needed to play the enclosed scenarios) + a newly mastered set of color scenario cards for GWASL 1 scenarios 1-10 + an updated set of GWASL 1 Special Rules, version 2.0.


Sword Beach was essential to allied planners as it would link the beachhead at Juno Beach with the left flank of the invasion created by the British 6th Airborne Division. Third British Division would land at Sword, its objectives were to breach the sea defences and secure a lodgement inland, preferably taking the City of Caen in order to help secure the left flank of the allied lodgement. Each of 3rd Division's nine infantry battalions would be supported by a tank squadron from 27th Armoured Brigade. 8th Infantry Brigade was to storm the beach and then subdue several strongpoints immediately inland. 185th Infantry Brigade was to advance quickly and take the City of Caen. 9th Infantry Brigade was to secure the Division's right flank and ensure a firm link with the Canadian 3rd Division in Juno.

THIS IS A LARGE MODULE and includes ALL the combat counters you need to play. What's more, the counter collection included provides the British in KHAKI and the Germans in FELDGRAU and new poses have been created just for this product, never used before! You get 5 sheets of 8½" × 11" color, die cut counters, 6 maps, color, 3-hole Special Rules that expand on the OMAHA presenation (and are stand alone; there is no need to own OMAHA), 12 scenarios, landing play aids, color folio and more!

Gold Beach sector stretched between the fortified seaside villages of La Hamel in the West and LA Rivierier in the East; in between on the coast were several other fortified localities which guarded roads leading inland across the marshy area immediately behind the beach. Immediately to the south of the beach was lateral road which ran between the two fortified villages, at some points this road ran alongside the sea front, in other places it was several hundred yards inland. The various strong-points (WN) along the beach were garrisoned by men from the 716th and 352nd German Divisions.

THIS IS A LARGE MODULE and includes ALL the combat counters you need to play. What's more, the counter collection included provides the British in KHAKI and the Germans in FELDGRAU and new poses have been created just for this product, never used before! You get 5 sheets of 8½" × 11" color, die cut counters, 4 maps, color, 3-hole Special Rules that expand on the OMAHA presenation (and are stand alone; there is no need to own OMAHA), 8 scenarios, landing play aids, color folio and more!



A BRAND NEW HOT OFF THE PRESSES Spanish 250th Division on the Eastern Front MMC/SMC sheet!



The wheels of production are churning, have no fear – better yet, let’s reflect on the fact that another week is in the book, marking off every day on a wall calendar with a grease pencil, yes!

Special mentions of the week to Robert and Hansel, your yeoman-ness is noted and appreciated!

I have received a bunch of emails asking for the opportunity to purchase the ASLComp counters sheets, now at the printers, for the upcoming Gold and Sword modules – the operative answer around here always strives to be “yes” and you’ll find that answer made manifest at the February 2017 link for ASLComp.

Speaking of our Noble English, the orders are stacking up for Gold Beach and Sword Beach, for both systems – and you may not find yourself overlay surprised that the quantity of counter sheets spec’d on the product pages for the ASLComp editions has been ‘bumped’ up from 5 to 6. Refer to the immediately preceding paragraph for information relating to the publisher’s ability to say “no”. Mea culpa.

So in the time machine that these modules are, you find ‘yourself’ assigned to a massive, impressive Regelbau 626, replete with MG Tobruk in the roof, and protected embrasure, keeping the dogs-from-seaward at bay … for you and your kameraden, crewing your PaK 40.

Now one need not go back in time to get behind the gunshield of a PaK 40. A nice example of this piece of ordnance art can be found parked in front of the American Legion Post 1949, in Wingdale, New York. That is if you have the good sense to “head north” for a visit to “Big W’s”, the best Bar-B-Q in this hex, and a place where the proprietor, Warren, is right there behind his counter, at the door, personally cutting the wares he personally smoke out back.

Sounds all very Criticalhit-ish, no?

Now you won’t find any mention of said PaK 40 online, so you’ll just have to head on over to check it out. It is in the yellow circle in the image above.

Back to the crew in their unfinished R626 casemate. The walls were up, but the steel roof, well they never got around to that before D-Day. A canvas tarp would have to suffice, created our fire “OT” pillbox, aka “Casemate” in our Normandy module(s) parlance. Casemate counter, inset in the image above.

We have a pickle, however. Not a SNAFU, just a pickel (not a Pickelhaube). With the counters off to print, we are locked-in, quantity-wise, for the modules Gold/Sword – so I set a quantity at the site to “sold out” for the counters – first come, first served, and once the pages blip past the set quantity, the pages will come down – so we do not blow past the quantity needed for the modules. I hope this gets everyone taken care of, get them while they are hot. As in the past, the counters will ship (in your latest ‘Redball Express’ parcel) before the module(s) as they come available. The MMC sheets for the British have different unit ID’s, the Germans different leader names and ranks, the British SMC sheets different leaders, and the AFV/Gun sheets have a variety of different units, i.e., they are not carbon copies. The 5/8” and ½” “?” sheets are the same.

It is assumed by now y’all know our Bénouville /Ranville Bridges map includes, well, BOTH bridges, each a D-Day objective. And the terrain in between. The King Red portion of that module is a taste of what is now to come, one Widerstandsnester (Wn-33). Juno and Utah Beach are coming next, to round out the insane, large D-Day set that is, well, insane and large.

With King Red/Operation Deadstick and Port-En-Bessin squared up to ship imminently, along with a variety of counter sets, including ASLComp NAT Set 3 and more > the long-awaited and almost sold out for both systems … HUE … is in the chamber and will precede Hindenburg Line, to follow immediately – wrapping up that phase of the release cycle. It will be GWASL and CH Annual 4 time, with a distinct possibility that Gold and Sword will be out the door on or about the same time based on production status. Needless to say, we have a large army of cardboard warriors champing at their bits to meet their new human commanders.


Shipping RIGHT NOW is a big batch of gaming hours -- with the emphasis on BIG - and added maps. KURSK: Psel II MONSTER set includes new maps for Waal River 1940, the scene of Vogt's Ritterkreuz, and Rzhev, 1942 - the scene of Jackboot Wood. Plus a large hex edition of the north of the Psel River map (not shown in above image) + large hex (even larger hex) Sevastopol map for Tin Pan Alley -- PLUS larger hex Central Railway Stalingrad map -- for its own manu-driven scenario play. Ownership of KURSK: Psel I MONSTER is required to get the counters and rules - you can also get the NEW freshly minted counter sheet separately as of today -- ALSO SHIPS IMMEDIATELY:

Dutch + Polish + Romanian + Hungarian + Norwegian INF/SW Sheets NOW SHIPPING!


SPECIAL THANKS to VASL man Pete for creating the new module - which you can get by clicking the large 'button' above! It's all there for you to play remotely using your VASL software, available free from Thanks to Pete also for the new Portland Class Cruiser Play Aid!



A new short stack of counters allows us to make a small additional batch of ASLComp TARAWA for immediate shipment. The new edition will include the Goodwill bonus counter sheet + a Play Aid for the Portand Class Cruiser, an OPTIONAL addition to the module.

The latest (ver. 1.2) edition of the Tarawa Q & A doc is available here:

The new Tarawa BA1 Bonus counter sheet can be purchases separately here:

Send a smiley star with two thumbs up because you are happy about customer service and -- Clint Eastwood voice -- 'make my (Maureen's) day'. Send in your loving creation in the form of the Tarawa VASL module for one and all to enjoy, make a bunch of guys days. Create new Russian tank Damage Tables for BRL 1192, make MY day. Update me on plans for a winter Mamayev Kurgan module, zang Eastern Front gear makes EVERYONE's day. All in a single week around here, making today ... Friday Emailer day.


Many thanks and a lot of AMTRACs to Big Pete the VASL man - with Pete demanding Big Rob McG get a shout out for his assistance > in creating the VASL software for CH's TARAWA module. And at the time of this writing the feedback has been solid, errata minimal, and nothing game breaking. We've updated the Q & A document - al0ong with an Optional Portland Class Cruiser Play Aid to add Direct Fire from that naval asset (the 200+mm currently only fires NOBA):

Additionally, a brand new BA1 TARAWA BONUS COUNTER SHEET has been added to the short stack of additional copies we cobbled together to go with the VASL release -- but NO FEAR > if you already own ASLComp Tarawa from us direct, Maureen is going to add a copy of the counter sheet to your next order parcel -- AT NO CHARGE. You can also nail copies of it here:





So you woke up this morning and you cracked open your massive ASLer guy scenario archive ... or you are about to sit down to a tournament play ... and you have this crazy thought ... 'wouldn't it be great after 30 years if I had Norwegian MMCs and SMCs and SW to play... scenario featuring Norwegians? Fill in the blanks for Hungarians, Romanians, Poles, and Dutch.... but stop right there! There is nothing 'crazy' about that thought -- whatsoever. What's more, hot off the presses comes brand new additions to our ASLComp Nationalities initiaitve -- in the form of sheets of 280 ½" color die-cut counters for 5 different nationalities!

You are not surprised that we commissioned all this military art for a useful and colorful collection of the most used counters for the various Axis and Allied Minor nations -- ready for use in scenarios from official to every 3rd party under the sun. This is a VERY limited print run and by ordering them NOW you get yours and you'll have them in no time flat -- they will ship with your Dutch Trucks 1-2-3-4-5 -- in a matter of days to 10 or so.

ASLComp Take a Trip With Me


A big part of the fun around here as we enter year 3 of our 3rd decade of exploring military history one football field at a time -- is finding our way to places never before mapped ... let alone fought over by our cardboard warriors. In last week's Friday Emailer we gave you the head's up that the new, Monster Kursk Psel 1 and 2 were packing to ship - they are here and being packed -- and that the huge map collection that Russian Rarities 3 was packing to ship - it is hitting the post next week too > but here is your head' up that the Kanne Bridge, hit by German paratroopers landing to the west and marching to the east .... against stiff Belgian resistance ... is ALSO shipping next week.

In addition to an greatly expanded counter mix -- we gave you those counts a few mailers ago --- is this colorful and evocative map ... like nothing you've fought over before. Color Glider counters, new Fallschirmjaegers, Belgians ... playable scenarios - STURMGRUUPE EISEN is storm-group YOU as soon as you click that click -- and issue your 'marching orders' to your men. A glider assault takes guts though. Do you have what it takes?


That's right, ALL 5 of these sets are out to print > same sitrep, locked in quantities, imminent release. You will also find some scenario references to use of the new Aircraft and such - OPT. -- in the new modules.


A brand new 'combo' counter sheet of 112 5/8" counters + 100 ½" counters -- including ALL the AFVs and Guns needed to play a MONSTER HELL'S BRIDGEHEAD EDITION (Russian and black Waffen SS, including some counters not found on the Nationality set) -- is HERE AND THE MODULE SHIPS IMMEDIATELY. Let's just say this should come as more of a surprise than the German assault on the Kursk salient -- imagine the ability to protect information, intel, that we hold here. Newly remastered map, large hexes, color themed scenarios with expanded OOB, and ready to be in YOUR hands in a few short days. No more blue skying, it is high time you had a Kursk module with maps that speak to the distances involved. And to make your Kursking more expanded, the map formerly known as 'K2' - with those excellent scenarios by Darrell Andersen, including 'Vogt's Ritterkreuz' and "Jackboot Wood" included for the first time > is also now available for immediate shipping!


Our Korean War module dates back to August 20, 1997 (as per the postmark on the parcel sitting on my desk as I type this) and that's a long wait in the file cabinet. The wait is over ... and the module is coming as the core material in the new CH Annual 4! The module's scenarios include:

>> High ground near Osan, 27 September 1950:

>> Chonui, 10 July 1954: The North Koreans continued to sweep aside American roadblocks, leading with tanks or flanking with infantry. Three M24's of the 78th Tank Battalion supporting the 3rd Battalion, 21st Infantry positions at Choniu attempted to delay NKPA armor. 'Rebel's Roost' would be the first UN tank to engage enemy forces in Korea...

>> Obong-Ni Ridge, 17 August 1950: The 8th Army had issued an operational directive to the 24th Infantry Division on the 15th of August: with the assistance of the 1st Provisional Marine Brigade, unleash a massive counter-attack to seize Obong-Ni Ridge...

>> Near Taegu, 21-22 August 1950: After several days of action along the Taegu front, the 20th was relatively quiet. Despite the presence of fluttering white flags and rumors of NKPA soldiers seeking to surrender, U.S. Army patrols found evidence of an impending offensive...

>> North of Sinnyong, 4 September 1950: In late August the eastern edge of the Pusan Perimeter was held by ROK units, the 6th Division straddling the Yongchon-Andong highway and parallel railway line that threaded through the mountains. Arrayed against them was a bevy of NKPA units, supported by 85 tanks...

>> Inchon Line, six miles inland, 17 September 1950: At 0630 hours on the 15th, the 3/5 Marines landed on Wolmi-Do beach and at 0646 three LCU's (Landing Craft Utility boats) disgorged the first tanks of Company 'A', 1st Marine Tank Battalion....

>> Near Kumch'on, 23 September 1950: The 24th Infantry Division had jumped off, driving up the Taejon-Seoul highway with three regiments in echelon. The plan was to rotate a fresh regiment into the vanguard at intervals, with the 21st Infantry in the lead. The North Koreans, with dug-in remnants of the 10th Armored Division, camouflaged and behind minefields ... we laying in wait... it would be a 'Kursk in miniature'...

>> and so much more! The module's scenarios (12 in all) are all set during the 1950 actions and ALL THE COMBAT COUNTERS NEEDED TO PLAY are included with the issue! And that means new ROK, armor - including never before presented for the M37 Howitzer Motor Carriage, M19 40mm AA Gun Motor Carriage, M41 Howitzer Motor Carriage, 4 new 11" × 16" geo boards -- a total of 736 new, color die-cut counters. The issue also includes new World War II scenarios, in-action photos, articles, Incoming letters and the more.


Dutch Aircraft 1, 2, and 3 are off to print -- locking in final quantities so nail those now to make sure you don't have to use tarnished old coins for planes while your Desert Fox-like bothers in cardboard warrior arms are enjoying the nth degree of customized play with all the color and flavor the period and genre deserves.

We ran into a bit of a problem with these colorful counter collections, though. The history of military aviation is so fascinating, the players (i.e., Nationalities in A25 parlance) so myriad, there just was not enough sprues to get them all in there. So we had to decide which Aircraft had to stay ... and those that had to go .. and came up with the answer in Pete Mudge's voice ... as he plucks your eliminated units off the map and flicks them aside, 'you have been denied ...!' That means ALL the aircraft (and Gliders, some boats, esoteric stuff) made the cut -- adding DUTCH AIRCRAFT 4 and DUTCH AIRCRAFT 5 ... to the collection. All hitting the printers NOW and that means locked in, about to ship.

Kamikaze aircraft? Check. A new version, the armed observation plane? Check. Rear-firing, underbelly machine guns? Yes! Prop hub mounted, high velocity cannon? Yes, sir! D-Day markings? Yup. Free French markings? Yes, naturally. The Finnish Air Force (you the gamer do your best Hans Wind impersonation) ....? Kyllä. Napalm? Yes. Rocket-firing Typhoons? Sure. Hamilcars that can transport Carriers or two Jeeps and open at the nose and let us all get out so we can win the cardboard war before our wives call us upstairs for dinner? Why, yes. Individual aircraft attributes, not just three generic kind? You bet.

In addition to the colorful collection of aircraft and such, everyone that buys three or more Dutch Aircraft sets ALSO gets a set of OPT. Rules that expand Aerial Combat (E7.22) -- as long as you'll have all those aircraft swirling about overhead they might as well fight it out with more detail!


The feedback off the ATS news from last week has been POSI and we're churning away! The mailer from last week is appended under this mailer as some were out of the office and away and reported not getting it.

ASLComp Nationality Sets 1 and 2 are in this new batch of counters so stand by for your US and Waffen soldiers and their rolling thunder -- and for NEW NAT SETS SOON!


Ray T


A Q & A doc is available HERE for ASLComp Tarawa.

CH 3 Errata from Dave (designer of "Private Enterprise"): Turn 5 reinforcements may NOT be fired on.... and SSR2: "... any successful GERMAN SAN check..."

SPECIAL BONUS: You now get a set of PRINTED, COLOR THEMED SCENARIO CARDS BUNDLED WITH THE CH ANNUAL 3, a first for the series! Previously, ALL scenarios were found in the pages of the CH Annual. That means MORE CONTENT -- and these BONUS scenario cards are a first, using color themed for any CH publication. What's more, the scenarios are ONLY provided in CARD format > they are not also printed in the pages of the CH Annual 3. This is your last chance to get yours NOW as it looks like a SOLD OUT ON RELEASE is ... right ... around ... the ... corner.

FRENCH ALGERIA is BACK IN PRINT for immediate shipment - while the page is up at the site.





Years ago you heard about the impending 'Dutch Trucks' ... so did we. We were happy to get Common Axis Minor Vehicles, of that there is no doubt.

But a void was left in our esoteric-ist hearts! One that needed filling. In swooped a retired, former high-ranking government official - that also happened to have a hankering for the esoteric - a deisre to help > a love for the ASLComp line ... and a collection of imposible to find BLUEPRINTS. The kind that are NOT 'oout there' on the internet, and took literally years to collect.

Bring it all together and we have DUTCH TRUCKS REDUX: Part 1, 2, and 3. Let's stop right there and make it plain this is a unique collection for those that want to paint their maps with trucks. And staff cars, radio cars, armored trucks, Red Cross wagons, AFV carrying trailers, recovery vehicles, tourers, pontoon bridge trailers.... the list is simply immense.

Each set of DUTCH TRUCKS REDUX includes 176 color die cut counters - 6 × each vehicle so you have an ASLer size collection. You also receive 3-hole punched Vehicle Notes for the vehicles in that set, plus a table to help you FEED THEM IN to your scenario play -- replacing all those 'generic' trucks, making the play-value almost unlimited. That said, this collection is for those that are ready to delve into a new, deeper layer of military history using their favorite system.

NOTE: THIS IS A VERY LIMITED PRINT RUN and as long as you see the page you can reserve your copy. Allow 4-6 weeks for delivery. The collection will cover German (including captured), Russian and American trucks. Support this first 3 collections, and new scenarios and other nationalities will follow!










Ten miles west of Vielsalm lies a small crossroads settlement known among its Belgian inhabitants as Baraque de Fraiture. It also happens to be the second-highest point in the Ardennes, though the slope is so gradual that is appears to be flat ground. Running through the settlement is the north-south N15 Highway, leading from Bastogne in the south to Liege in the north. Intersecting the N15 is the N28 secondary road, running from St. Vith to La Roche. Coincidentally, the N15 also corresponded to the boundary between the 3rd Armored Division and the 82nd Airborne Division.

The first US units to occupy the crossroads were elements of the 106th Infantry Division which had been battered and forced back in disorganization by the opening onslaught of the German attack. Arriving on December 19th following their retreat from the St. Vith area were remnants of the 589th Field Artillery Battalion. Unable to properly pronounce the name, the troops quickly dubbed it “Parker’s Crossroads”, after their commander, Major Arthur C. Parker III. By this point, however, Parker’s `battalion’ consisted only of three 105mm howitzers and about 110 men including surviving service troops. These men had managed to escape encirclement on the Schnee Eifel, losing contact with their division commander in the process. Parker eventually received orders from the 174th Field Artillery Group instructing him to establish a roadblock at Baraque de Fraiture.
Later that day a platoon from the 203rd AAA Battalion, attached to the 7th Armored Division, arrived at the crossroads and joined the defense at Parker’s request. The multi-barreled antiaircraft guns of the M16’s and the single M15A1 were a welcome boost to the tiny garrison’s firepower. All hands nervously anticipated a German assault.

What you get!

>> BRAND NEW SUPER SIZED LARGE HEX map with winterized terrain and woods/forest in hues like KGP!
>> Did we mention the map is winterized!
>> Color rules in 3-hole format
>> Color Folio


Scottish Corridor 1 - The Battle of Normandy 1944: A brand new take on the battle in the Norman countryside along and north of the Odon River. This area was the sight of the ‘Epsom Offensive’ during late June 1944. Montgomery’s offensive to capture Caen would draw a massive response from the cream of Hitler’s remaining SS Panzer forces in Normandy, including 12th Waffen SS Division Hitler Jugend. The offensive, attacked on three sides of the ‘Scottish Corridor’ failed to capture Caen. It did represent a strategic success, drawing off and bleeding off Hitler’s remaining armored fist. The Allied breakthrough would come soon enough, as would the German Rucksmarsch—the precipitous retreat to the Seine that followed the collapse in Normandy. This module includes one all new, enlarged map that links to Scottish Corridor 2.

Welcome to the ASLComp LAST WORD EDITIONS, all new for 2015. New map, larger, on cardstock, folding with no trimming needed -- did we mention new terrain art throughout AND larger hexes? Perfect for those classic -- PLUS YOU RECEIVE A BONUS COUNTER COLLECTION CONSISTING OF 112 AFVs and 100 MMC/SMC -- the you'll use in the scenarios deciding history ... all ... over ... again! THIS MODULE SHIPS IMMEDIATELY!

THIS IS NOT A COMPLETE GAME! Ownership of the ASLRB, and any modules providing the Germans and British, plus standard system marker counters is required to play this historical module.


Scottish Corridor 2 - The Battle of Normandy 1944: A brand new take on the battle in the Norman countryside along and north of the Odon River. This area was the sight of the ‘Epsom Offensive’ during late June 1944. Montgomery’s offensive to capture Caen would draw a massive response from the cream of Hitler’s remaining SS Panzer forces in Normandy, including 12th Waffen SS Division Hitler Jugend. The offensive, attacked on three sides of the ‘Scottish Corridor’ failed to capture Caen. It did represent a strategic success, drawing off and bleeding off Hitler’s remaining armored fist. The Allied breakthrough would come soon enough, as would the German Rucksmarsch—the precipitous retreat to the Seine that followed the collapse in Normandy. This module includes one all new, enlarged map that links to Scottish Corridor 1.

Welcome to the ASLComp LAST WORD EDITIONS, all new for 2015. New map, larger, on cardstock, folding with no trimming needed -- did we mention new terrain art throughout AND larger hexes? THIS MODULE SHIPS IMMEDIATELY!

THIS IS NOT A COMPLETE GAME! Ownership of the ASLRB, and any modules providing the Germans and British, plus standard system marker counters is required to play this historical module + PLUS OWNERSHIP OF SCOTTISH CORRIDOR 1 FOR THE NEW AFV COUNTERS.



North of DIEKIRCH, LUXEMBOURG, 17 December 1944: Only four infantry divisions were assigned by the Germans to cover the southern flank of their assault armies during the Battle of the Bulge. Their mission was to establish a bridgehead across the Sure and Our rivers and make limited advances westward to take blocking positions south of Bastogne. The 352nd Volksgrenadier division, composed mainly of ex-Luftwaffe and Kriegsmarine soldiers, had to assault a sector defended by the 109th U.S. Infantry Regiment. On December 16, after an opening artillery barrage, the 915th Volksgrenadier regiment crossed the Our and pushed aside the American outposts achieving a fast penetration to the northeast of Diekirch. However, its other sister regiment was pinned on the river banks by the well-directed fire of the U.S. artillery batteries emplaced near Diekirch. On the 17th, the Germans, hampered by U.S. counterattacks, spread through the rear areas near the ridge-line road that the Americans called "Skyline Drive". There, they threatened the gun positions of the U.S. field artillery batteries. By mid-afternoon the Germans were closing in on the U.S. batteries emplaced northwest of Diekirch. The gunners fought as infantry while the fire from a neighboring battery blasted the woods east of the road in which the enemy assembled. Hard pressed, the gunners were relieved by two friendly counterattacks. Two AAA halftracks raced up the Skyline Drive, and drove into the files of German infantry on the road, their quad .50-caliber machine-guns blazing. One was destroyed by enemy fire while the other fought its way to the batteries. A tank platoon with supporting infantry, previously sent to the north to help the Hoscheid garrison, came back into the fight, rumbling into the midst of the enemy. The batteries were saved.

What you get!

>> Brand new printing of the classic edition using your ASL-standard geo boards
>> All new art
>> Color format just like the big boys
>> All scenarios depict Battle of the Bulge actions

The CH Annual 2 and Wake are back in stock. GWALS 3 and 4 are almost sold out prior to release. There is a new GWASL 1 Upgrade Kit now avaiable.

As usual, a lot of new gear is in the works and that means GWASL is marching on with it's 3rd and 4th modules—U-S-A- and Russia, specifically. Those are going to be followed by a significant system announcment, so stand by your In Box as we'll be broadcasting en clair.

Your CWASL experience wraps up the current release cycle with Culp's Hill and Pickett's Charge. BOTH require ownership of the CWASL core module, GETTYSBURG: Turning Point 1863, as specific on the product pages.

The cannons are about to start .. well, cannonading ... as one of the largest ASLComp modules EVER hits the street and it isn't even WW 2. It isn't even in the 20th Century ... no, it's the ultimate American wargaming experience ... because it HAS NEVER BEEN DONE AT THIS SCALE. Can you say "Pickett's Charge" ... we knew you could.

The likes of Robert E. Lee, A. P. Hill .... Armistead, Kemper ... Trimble ... and Pickett ... and those bearing the standard of the C.S.A. ... may no longer be welcome in America ... but they'll be alive and breathing life into their cause ... and hurling lead ... and bayonets ... down the the collective necks of the Union at The Battle of Gettysburg ONCE MORE and continuing our unprecedented presentation at 40 meters per hex. No one in the United States of America, nor the Confederate States of America was using metric anyhing, notwithstanding "The metric system is for all people for all time." (Condorcet, 1791), but then again ... they weren't buidling Volkswagens (aka 'the KDF car') in Tennessee then either.

Korea will not be 'the forgotten war' for long, stay tuned....


RED BEACH - BLOOD TIDE: THE BATTLE OF TARAWA follows CH's successful BLOODY OMAHA series ... just move things over an ocean, and then some.
Out of print, at Ebay for upwards of $400.00? Not any more. CH is putting YOU into the surf, neck high as it is, to wade in ... to your destiny at BLOODY TARAWA! To max out your experience, we bring together:
>> 6 Sheets of counters (amlost 1500 color die cut counters with custom military art throughout
>> The largest map yet, no need for OCEAN overlays, and larger hexes to alleviate stacking
>>PLUS you get the ENTIRE Betio Atoll, no one cut off its nose (or tail, neighter cut off)
>> Color special rules in 3-hole format
>> Color scenario format
>> Yes, a plop them down and let the invasion being macro game (think OMAHA, THe Downfall for our Berlin series), no ordering soldiers like Chinese take-out, they were there > they ARE there; you live and game in the moment
>> Did we mention MONSTER? Playable monster.
ORDER NOW, DIRECT, get YOUR personal leader (a $19,95 value) absolutely FREE > we make YOU a member of the USMC, we choose the rank (we have the data), unless you email Maureen with your choice OR Japanese
The invasion of Tarawa Atoll was the second American offensive in the Pacific after Guadalcanal. On 20 November 1943, an aerial bombardment of carrier-based Dauntless dive bombers preceded the amphibious landings. The shore was defended by a maze of bunkers and interlocking gun positions so well-entrenched that the preliminary bombardment had little effect.
Once the bombing lifted, the island’s defenders were able to take up defensive positions and began repelling incoming landing craft. The majority of the Higgins boats got hung up on the barrier reef surrounding the island, forcing the Marines inside to jump over the side into neck-high water and wade hundreds of yards to shore, all the while under constant machine gun and artillery fire.
Amphibious tractors, also known as Amtrak’s or LVTs (Landing Vehicle Tracked) fared slightly better as they were designed to climb over obstacles and land on shore. Over the course of the day, more than half of the Allied landing craft were destroyed by Japanese mortars and light artillery.


BATTLE OF THE TWIN VILLAGES: KRINKELT-ROCHERATH is a natural follow-on to the successful Hurtgen Forest monster.

The Battle of Elsenborn Ridge was the only sector of the American front lines during the Battle of the Bulge where the Germans failed to advance.[1] The battle centered on the Elsenborn Ridge east of Elsenborn, Belgium in the Ardennes forest. West of Elsenborn Ridge, near the cities of Liège and Spa, Belgium, was a vast array of Allied supplies and the well-developed road network leading to the Meuse River and Antwerp. The Germans planned on using two key rollbahns or routes through the area to seize Antwerp and force a separate peace with the United States and Britain. Capturing Monschau and the nearby village of Höfen, and the twin villages of Rocherath-Krinkelt just east of Elsenborn Ridge, were key to the success of the German plans, and Hitler committed his best armored units and infantry troops to the area, including the 12th SS Panzer Division Hitlerjugend.

The green, untested troops of the 99th Infantry Division had been placed in the sector during mid-November because the Allies thought it was an area unlikely to see battle. Their soldiers were stretched thin over a 22-mile front, and all three regiments were on line, with no reserve. In early December, the 2nd Infantry Division was assigned to capture a vital crossroads marked by a customs house and a forester’s lodge named Wahlerscheid, at the southern tip of the Battle of Hürtgen Forest. They transitioned through the 99th division's lines and after a deadly, costly battle, capturing the crossroads. But the Germans counterattacked in what the Americans initially thought was a localized spoiling action, but was actually a leading element of the Battle of the Bulge. The 2nd ID consolidated their lines, pulling back into Hünningen, and then to the twin villages of Rocherath-Krinkelt, and finally at the dug-in positions held by the 99th ID at Elsenborn Ridge.


HERE COMES THE AP-style 11" × 16" geo board collection!

Did we hear you say, 'it's about time!' Ok, we thoiught we did. Did we hear you say, 'I want alll the latest, greatest AP-style foldiing boards ALL in one collection and with that cool folder y'all store them in? Yes, and yes. So we have for you, the ASLer with a bent for innovation, experimentation, and just lioving the study of terrain THAT GETS FOUGHT OVER BY YOUR SQUADS AND LEADERS > a collection of 12 of the AP-style boards from the last year in updated editions.


The LEATHERNECK series is back! Correction, these are not the same as the old ones, and they all come with ALL the geo boards you need to play ... and a FREE bonus 140 counter sheet of Marines.

New AP-style 11" × 16" PTO geo boards are at the heart of this set of NEW USMC scenarios -- along with a Vernacular PTO for use with the 8 scenarios > de-mystifying things, and getting your cardboard Gyrenes down .. on... the boards. Each pack comes with ALL the boards needed to play ... no overlays from your standard collection needed ... hell, NO OVERLAYS NEEDED .. isn't that the point of new boards. Now drop and give Sarge 20, make that 40, then get yer self in gear and nail all three LEATHERNECK SETS!




Prior to his unexpected passing designer and author Ian Daglish (dec.) sent in his GWASL module materials, joining the work of other CH designers in the effort to bring another era of warfare to the collection. Losing top men is sad, and they can never, ever be replaced. But their contributions, like authors of yore, can speak to us, and we are grateful to have this chance to make the Great War return for an encore ... on your gaming table in the form of GWASL III and IV. It is all very straightforward, and the Special Rules give you the handbook you need to maneuver the men and machines, some representing combat systems never seen before, but prominent since.

GWASL III OVER THERE brings .... you guessed it! The Americans enter the fray with all the fanfare that was mustered as they boarded ships to save Europe. The proud, but untested ‘doughboys’ could not have know what was waiting for them ‘over there’ ... specifically, battle-hardened German soldiers, led by officers that knew victory first-hand. And were fighting for the Vaterland....

New military art created by CH just for your gaming tables? Check. New men and machines? Check. New situations? Check. New geo boards to play it on? Yup. And in the larger, new AP-style 11” × 16” format? Check. And ALL the boards needed for the included scenarios? Checkmate! Ownership of GWASL I and GWASL II is required ... as you know the Battle of Belleau Wood pitted Americans, alongside French and British troops as they faced down the Kaiser’s 1918 Spring Offensive! Includes eight new scenarios, two sheets of counters, all the geo boards needed to play the scenarios, folio, and special rules.


GWASL IV SAMSONOV’S ARMY takes the action to the Great War’ Eastern Front and pits the soldiers of General Ludendorff against invading Russians under General Samsonov. The dark forests, forced-marches, and human waves of a low-morale, poorly led force ... face the crack troops of a still ascendant Germany. The horror of a two-front war is upon the Kaiser’s best leaders and there is only one way out: total victory.

Historians know the battle took place near Allenstein. However, General Erich Ludendorff named it after Tannenberg, some 30 klicks to the west, to avenge the defeat of the Teutonic Knights at the earlier battle of the same name that occurred in 1410.
The world was a far different place during the summer of 1914. Germany was on the offensive on the Western Front. Trench warfare had yet to set in. Crowds, out in the streets welcomed war with open arms, and cheers. A massive Russian Army headed for East Prussia, and eventually, the heart of Germany ... in an unprecedented invasion—ten Russian Armies in all could be mobilized. Hindenburg was called out of retirement to manage the German side along with Ludendorff. Despite overwhelming numerical advantages by the enemy, the battle resulted in the almost complete destruction of the Russian Second Army, and the suicide of its commanding general, Alexander Samsonov.

A series of follow-up battles (1st Masurian Lakes) destroyed most of the First Army as well, and kept the Russians off-balance until the spring of 1915. The Battle of Tannenberg set the stage for the First Battle of the Masurian Lakes a week later, where the reinforced German Eighth Army now faced only the Russian First Army and forced it back over the prewar border. Russian forces would not again march on German soil until the end of World War II. Ownership of GWASL I is required. Includes eight new scenarios, two sheets of counters, all the geo boards needed to play the scenarios, folio, and special rules.

GWASL marches on with YOUR support and two new modules bring TWO more Nationalities to the fray!

The new Spanish Civil War 1 and 2 editions are just about SOLD OUT at the time of this writing. As long as the pages are UP, you nail a copy. NOTE: You need SCW to play SCW 2. Also, ALL of the geo boards needed to play are INCLUDED -- making these two combined the equal or better than an entire SWEET 16 board set!

New terrain art for Olive Groves and Vineyards make these boards unique and special.

Players of Beyond Valor(tm) and beyond will find an extensive collection of VARIANT products published in our ASLComp line. These include everything from full-blown Historical Modules to scenario packs and the longest running magazine in the hobby.

UPDATE: The Tobruk DEPRO material has been moved to its own page here.

Q & A for newer products:

Russian Rarities 2:

Q. I have a question regarding SSR#4 on Guards Rocketeers RR#11. SSR#4 states that the Germans enter on Bd 33. There is no Bd 33 used in this scenario. So which board do the Germans enter on, board T or board V?
A. German OB instructions state: Elements of the 7th Panzer Division [ELR: 4] enter on Turn 1 along the north edge with all Infantry as PRC: {SAN: 2}. They are correct, the "board 33" mention should be removed, and they enter, where stated, as a Convoy along any north edge road.

A2. Here is a clarification of SR #4, hope it helps:

4. The German OB must enter as a Convoy and move at 8 hexes per turn along a north edge road and remain in motion; it may not Disband until any AFV has LOS to a known Soviet unit or automatically on Turn 3.


Q. Nelson & I began Westerplatte today. This is a very cool map & a very cool subject. We're enthusiastic about playing it. We're 1 turn into scenario #1 and have come up against some questions:

A. Outstanding, and I hope you guys have a great time, here to help!
Q. Can the BB's MA a/o IFE attacks activate the polish SAN? Can they during the BB turns?

A. Yes, during normal turns. No, not during BB Turns.
Q. Are the guns able to traverse to fire outside the CA printed on the map?

A. Yes, as stated in the SR they are turreted; also as denoted on the counter.
Q. Does the last sentence of 4.2 allow the BB's guns to fire during DF? It seems a bit much to ask a WW1 BB to track moving targets....

A. Yes, your point is understood -- but in reality, the battleship laid in much more fire than can be depicted in a linear manner by the game system so we needed to allow lots of 'lead to fly' an this is one way. It also keeps the Poles 'under the guns' of this fearsome weapons system.
Q. The scenario #1 card list 6x457 & 8x457. Why? Also I've got 4 DC and no elites to used them......

A. The first group of squads is 6 × 4-5-8.
Q. Finally; the placement of the compass rose make the determination of "southeast" difficult. Can you clarify where north is?

A. I understand, the original designer duly placed the compass rose to true north, and it remains there, conforming to hex spines. So the 'N' points directly at hex BB1. That makes DD1 directly east; Z3 directly west. A line through hexes DD4-EE6-FF7 are directly south.

Q. In scen 1 the BB has no spotter. At what elevation/level are her guns firing from?

A. Treat all LOS from level 3 for the battleship as per WPSR #4.4.


Clarification: Use the Schneider and St. Chamond AFV counters found on the free bonus counter sheet "GWASL 2 French AFVs and Guns" that we added to this product after your order, at no charge; they replace those found on the GWASL 1 French AFV sheet.


Q. Reading thru the scenarios noticed one clarification is needed for maxi Gorki scenario MG3 Pioneer Push--the Russian RG Table on the Russian OOB is a duplication of the German RG Table. What is the correct Russian RG Table for this scenario please?

A. The RG table used for the Russians in scenario MG #6 is also meant for use in scenario #3, the wrong table was linked at printing.


The CH ANNUAL is here and heading into a 4th Edition right around the corner!



The inaugral CH ANNUAL sold out quickly. Yes, it was 'finally here' and aimed to be a retro experience, follow the CH approach of being all-inclusive, welcoming designers from all parts ... and then some .. not ony a clique, claque, or anything along those lines. We're grateful of your support for our first full-color magazine and more are in the works. In the meantime, the CH ANNUAL is out for REPRINT and we expect to have it on the streets in late April again!

CH Annual content is courtesy of YOUR ASLer gaming brothers, albeit the ones with a creative bent to share! We go all out in this first issue and present a varied mix of content, including a full-blown historical module with counters and map -- not to mention writing by THOSE THAT WERE THERE -- 'in theater' and hands-on developing a ground-breaking combat platform.

CH ANNUAL 1 Mike Klautky brings us "The Wolf and the Bear Trilogy" a set of scenarios and designer's notes from his special HQ ... aka his houseboat hideaway. Ok, a hint— being a Klautky design you KNOW the focus is on inrtense Eastern Front action .. and in this case you are right on, spot on in fact as the scene is Oboyan, the year is 1943 .... and the month is July. Need we say more? All scenarios in color format! Ok, we can say more .... Mike's article on "ASL® and Dating" is also included in the issue. Who knew you could do both? Mike proves the two are not mutually exclusive—and has a beautiful family—to go along with his expert skills as an ASLer.

Click here for an updated version of ASLComp LZ X-Ray #4.

If you're looking for 3000 of your fellow hobbyists and what is widely recognized in wargame circles as the friendliest and most informative message board on the internet you can sign up for the CH Message Board. It's a free service provided by Critical Hit and has attracted over 100,000 posts to date and counting.




 Three years and multiple research trips to Normandy in the making, OMAHA EAST WEST MONSTER breakd all limits and is available for order RIGHT NOW. It depicts the landings on ALL of Omaha Beach in unprecedented detail and scope at this scale.

OMAHA EAST WEST MONSTER includes all NEW art created especially for this game as well as American soldier types never before used. Each counter is highly detailed and drawn by renowned military artist Alan Archambault and include Shore Fire Control Party personnel, Wire Cutting Teams, Medics, Bazooka Teams, and an expanded command structure with counters depicting officers such as Norman 'Dutch' Cota down to individual NCOs.

Not only are the soldiers treated to new art. A complete collection of new landing craft counters are provided for LCVP, LCA, and LCM use the standard vehicle counter while larger ships, including LCI(L), the destroyer Frankford, and LCTs, use new watercraft counters.

The defenders of Hitler's Fortress Europa are depicted in ultimate detail. Ground-breaking research conducted for this game places each and every weapon found in Widerstandsnester (Resistance Nest) Wn65 through Wn 73 in its exact location. New emplacement counters were created depicting various casemate types, with their unique fields-of-fire. Also included are counters for Tobruks, open flak platforms, and Panzerstellung, the latter coupled with accurate turret counters which can be realistically pivoted during play. You also receive the 5cm pedestal gun, Goliath counters, and 320mm Wurfgerat rockets, all part of the Omaha Beach defensive network.

At the heart of each and every ASLComp release is a historical map and OMAHA MONSTER is no exception. The game includes the largest historical map published in any system release to date. Measuring a whopping ALMOST 12 FEET long by three feet wide, the detail included will provide hours of enjoyment before the first game piece is placed. It's all there on the map, Belgian Gates, anti-tank walls and ditches, minefields, trench networks, hedgerows, paths, the Chateau de Vermicel, Vierville church, St. Laurent sur Mer, and of course the infamous seawall. Each and every detail is faithfully recreated at this scale.

Lots of new gear Award      |       GAZALA Monster—Wake Island starts the Island Hopping Campaign      |       CH Annual 2nd printing under way

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