Added July 2004



Although SolitaireASL is based on the ASL game system, a thorough reading of the rules will show that there are a few differences, usually in the interest of play balance. Of these the most important is the Command Rule (S16), which means that the player cannot be sure that Friendly units under his command will respond as he wants. I offer the following few tips for playing the Campaign Game, based on my own experiences. These should apply equally to all nationalities, especially as SASL special rules (S17) make some of the weaker nationalities more equal.

  1. Leadership is vital. Remember, if a leader passes his own Command Check then all infantry units and any CE or non-BU OT AFV within 2 hexes does not have to take the Command Check. This makes positioning of leaders fairly vital. Also, with just 9-12 squads under your command, you will need to Rally any broken units optimally.
  2. On the offensive, beware of over-activating Suspect counters. Although unactivated Suspect counters usually count against you at the end of the scenario, it is better if possible to activate a few at a time: enough for your squads and any attached units to deal with before going on to the next batch. This is also a good reason for using terrain sensibly, in this case as cover to prevent activation by several Suspect counters having a LOS to a Friendly unit.
  3. Winning the Mission is less important than winning the Campaign. If you are doing badly or start out understrength, it may be better to withdraw or at least hold a defensive line and live to fight another day, hopefully with more reinforcements. Plunging on into battle when you are already in a parlous position can well end in the total loss of your company, especially if the Enemy has high RE numbers.
  4. As in ASL, use Concealment wherever possible. Remember that you can often grow Concealment back, even if you lost it in a previous move.
  5. AFVs need to be used carefully, depending on which nationality you are playing. Even King Tigers and Stalin tanks can be knocked out by a Suspect counter which turns out to be either a very powerful late-war AT Gun or an Elite squad with a LATW facing a vulnerable part of the vehicle, and remember that in this case the Enemy gets a large amount of CVP for such a vehicle if it is knocked out. Unlike in ASL, there is often no CVP bonus to the Friendly player for eliminating large numbers of broken infantry for failure to rout, so there is usually less incentive to send your AFVs cavalry-style behind enemy positions. Lightly-armoured vehicles such as some SP guns should be kept back and used at 12 hex range or so. On the other hand, thin-skinned AFV that have short-range weapons may not last long on the cardboard battlefield anyway, so it may be worth keeping them in Motion and using them to activate Suspect counters and then paralyse them by driving into their hex (with Overrun if possible), which prevents the just-activated unit from firing at anything outside the hex and hopefully allowing your squads to close with it.

Using the SASL system to master ASL rules

Although there are limits to this - the Command rule, for example, is not used in ASL, and some nationalities are stronger in SASL than in ASL - the SASL system can be used to master certain sections of the game rules, as follows:

Some easy SASL campaigns

The Russo-Finnish Winter War of 12/39-3/40 will also make an interesting short campaign when we eventually see "Haakke paalle" released.

Some long Campaigns

Some hypothetical campaigns

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