Historical Advanced Squad Leader Module - Campaign Games

Campaign Games

The centerpiece of HASL's, aside from the maps, are the Campaign Games.

The Campaign Game (abbreviated CG throughout the rules and hereafter) allows for a wide variety of situations and nearly limitless possibilities. Each player, or team of players, is assigned a certain force, given in terms of Companies, Platoons and Batteries as well as a number of campaign Purchase Points (CPP) and Fortification Purchase Points (FPP).

Each Company...is composed of a set number of squads and support weapons. Further, each Company can be either in a full-strength or depleted state...The CPPs are used to purchase additional forces throughout the game.

Unit purchases are made during a Refit phase taking place between game days - instead of a set number of game turns, actions now take place in game days. A game day is of variable length...

At the end of a campaign day both players place perimeter markings along their front lines, or around units if they're isolated. The perimeter serves as your start line for the next campaign day. This will usually result in wild jagged lines penetrating into enemy held areas which show where your last major effort was made...After each campaign day in which at least one side had decided to go on the offensive, each day varies from a minimum of five (game) turns to an infinite amount (though likely less than eight)...both sides (then) refit and redeploy anywhere along their defined perimeter...

Opposing sides do not fight tooth and nail every day. At the outset of each campaign day each side secretly chooses a(n)...Initiative chit, outlining its intentions (Attack or Idle)...On all results except (both players choosing) Idle, another game day is played out with its varying length. If both sides are Idle, then a game day passes without being played out...(either way, at day's end) both sides again go through the Refit Phase...The Refit Phase features events like promotion, extinguishing blazes, AFV machine gun exchange and scrounging (as well as purchasing fresh forces with CPP and FPP).

Perhaps the only perceived drawback to the historical modules was a lessened re-playability. By their nature, map-boards were small and focused on close-in terrain such as urban, forest or jungle. While new scenarios for play on the historical maps were occasionally found in ASL themed periodicals such as ASL Annual or ASL Journal, the limited scope of the fighting on these maps restricted the number and type of scenarios possible. However, the dynamics of the campaign games guaranteed that no two CG would play out the same, even with the use of similar forces and identical terrain.

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