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FrF 30 Bidermann’s escape
G3 G2 + exchange two 447 for two 458 in Russian OB
G2 G1 + exchange three 467 for three 447 in German OB
G1 add a 228 crew to Russian onboard force
R1 delete 2 x ? from Russian OB
R2 R1 + exchange two 467 for two 468 in German OB
R3 R2 + exchange Russian 8-1 for a 8-0
MwT 10 Party boys
Errata: Building 10 oCC4 (and not building 43 oCC4)
is worth 2 VP
G3 G2 + delete the DC in the German OB
G2 G1 + add a Hero to Canadian OB
G1 add a PIAT to Canadian OB
Can 1 delete SSR3
Can 2 Can 1 + lower SAN to 3
Can 3 Can 2 + add a 9-1 AL to German OB
110 North Bank
G3 G2 + shorten the scenario to 6 turns
G2 G1 + lower German SAN to 2
G1 add 1 338 to the British OB
B1 add a 9-1 AL to the German OB
B2 B1 + delete the 8 “?” from the British OB
B3 B2 + lower British SAN to 5
FRF 23 Elephants Unleashed
G3 G2 + add 6 AP mines to the Russian OB
G2 G1 + exchange the 9-2 AL for a 9-1 AL
G1 add a wire counter to the Russian OB
R1 decrease Russian SAN to 3
R2 R1 + add a LMG to the German OB
R3 R2 + exchange a 467 for a 468 in the German OB
FrF24 Forging Spetsnaz
J3 J2 + delete one 336 squad
J2 J1 + exchange two 447 squad for two 347 in the reinforcement group
J1 exchange one Russian 7-0 for an 8-1
R1 add a LMG to Japanese OB and Battle Harden two squads
R2 R1 + The 75* INF gun may set up HIP
R3 R2 + delete one 527 squad from Russian OB
PB 19 House of Pain
Clarification: The Commonwealth side wins controlling at game end at least any two buildings listed in the VCs
See scenario’s sheet for ABS.
FrF14 Patton Breaks loose
Tournament SSR addition: Crews cannot voluntary abandon their AFVs
I3 I2 + Italian crews are inexperienced (D3.45)
I2 I1+ Replace 3 X 447 with 3 X 347 in the Italian OB
I1 the Italian ELR is 0
US 1 lower American SAN to 2
US 2 US 1 + delete one 666 squad from the American OB
US 3 US 2 + exchange the 8-1 for a 8-0 in the American reinforcement group
AP 23 Agony at Arnatuovo
Clarification: Partisans are “Russian” for control building purpose.
I3 I2+ Replace the Russian 9-1 with a 9-2
I2 I1+ delete 4X “?” in the Italian OB
I1 Replace 2 X 447 with 2 X 458 in the Russian OB
R1 Delete one MMG in the Russian OB
R2 R1 +Replace the 8-1 Partisan Leader with a 7-0
R3 R2 + Increase Italian SAN to 5 in game turns 4,5,6,7,8
AP 19 winter of their discontent
Clarification:“Units”, for Russian entry conditions, are AFVs, MMCs and SMCs
I3 add 4 VP to the Russian Total at Game End
I2 add 2 VP to the Russian Total at Game End
I1 add 1 VP to the Russian Total at Game End
R1 Subtract 1 VP to the Russian Total at Game End
R2 Subtract 2 VP to the Russian Total at Game End
R3 Subtract 4 VP to the Russian Total at Game End
NQNG-6 One eye to the West
Clarification: IT-ASL-IA 2009 adopts the HOB “All time Favorites” free downloadable version of the scenario
G3 add 6 VP to the Russian Total at Game End
G2 add 4 VP to the Russian Total at Game End
G1 add 2 VP to the Russian Total at Game End
R1 all German 838 are Fanatic
R2 R1 + Subtract 1 VP to the Russian Total at Game End
R3 R1 + Subtract 3 VP to the Russian Total at Game End
SP 11 Pomeranian Tigers
(Ignore the ABS in the scenario sheet).
Clarification: all German AFVs are "Elite" for ammo depletion purpose and AT mines are placed on board (strenght revealed) if and when in clear (not hindered) los of a Good Order German unit.
G3 G2 + Cancel SSR 5
G2 G1+ exchange the MMG in the Russian OB for a HMG
G1 Russian can HIP 1 squad any SMC and SW stacked with it.
R1 Germans wins exiting > 38 VPs
R2 R1 + Add a 548 to the German reinforcement group
R3 R2 + Russian reinfocements enter on turn 5 or later
WCW 7 Eye of the Tiger
G3 G2 + Russian may use HIP for one MMC and any SMC/SW setup with it
G2 G1 + add 5 “?” to the Russian OB
G1 add 2 CVP to the Russian total at Game End
R1 subtract 3 CVP to the Russian total at Game End
R2 R1 + Exchange the German 8-1 for a 9-2
R3 R2 + delete the 9-1 AL and Exchange the SU -85 for a T34-M43
FF10 Blackjack is Back
Clarification: IT-ASL-IA 2009 adopts the “FF 10” version of the scenario from the Waffen SS II Pack by the HOB.
G3 add 5 to the CVP/EVP the American must earn more than the SS player to win at the end of the game and to the total of CVP/EVP he must gain to have an immediate Victory.
G2 add 4 to the CVP/EVP the American must earn more than the SS player to win at the end of the game and to the total of CVP/EVP he must gain to have an immediate Victory.
G1 add 2 to the CVP/EVP the American must earn more than the SS player to win at the end of the game and to the total of CVP/EVP he must gain to have an immediate Victory.
A1 Subtract 2 to the CVP/EVP the American must earn more than the SS player to win at the end of the game and to the total of CVP/EVP he must gain to have an immediate Victory.
A2 Subtract 4 to the CVP/EVP the American must earn more than the SS player to win at the end of the game and to the total of CVP/EVP he must gain to have an immediate Victory.
A3 Subtract 5 to the CVP/EVP the American must earn more than the SS player to win at the end of the game and to the total of CVP/EVP he must gain to have an immediate Victory.
J43 3rd RTR in the Rain
G3 G2 + lower German SAN to 2
G2 G1 + Exchange the 8-0 in the British OB for a 8-1
G1 add a 247 HS to the British OB
B1 add a 468 to the German OB
B2 B1 + Exchange a LMG with a MMG in the German OB
B3 B2 + add a 8-1 AL to the German OB
J28 Inhumaine
Clarification: HIP Units are “counters” for SSR 3 purpose, but not “?” placed for A12.12 after the setup is complete.
US3 US2 + Exchange a MMG in the German OB for a HMG
US2 US1 + add a 8-0 to the German OB
US1 add a 248 to the German OB
G1 Exchange the 9-2 leader in the American OB for a 10-2
G2 G1 + delete one LMG in the German OB
G3 G2 + add a 747 in the American OB
CH 6 Armored Probe
See scenario’s sheet for ABS
SP 95 Burn Gurkha Burn
J3 J2 + Exchange a MMG in the Gurkha OB for a HMG
J2 J1 + delete a 447 in the Japanese OB
J1 Exchange the “non-Gurkha” 8-0 in the Gurkha OB for a“non-Gurkha” 8-1
Gu 1 delete 4 “?” From the Gurkha OB
Gu 2 Gu 1 + add a LMG to the Japanese OB
Gu 3 Gu 2 + Exchange one of the Japanese reinfocement 9-0 leaders for a 10-1
SP 125 Nushingum
VC Clarification: Gurkha must clear from good order Japanese MMC both level 1 AND level 2 hills in the Victory Area to fullfill VC.
J3 J2 exchange a 9-1 for a 8-0 in the Japanese OB
J2 J1 + BS is NA
J1 exchange the 448 for a 447
Gu 1 delete a 338 in the Gurkha OB
Gu 2 Gu + lower Gurkha SAN to 2
Gu 3 Gu 2 + exchange a 447 for a 448
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