Monday, 15 June 2026

The Guards Counterattack ASL(SK) ish



The Guards Counterattack is the first scenario in the original Squad Leader game (lates 70’s) and as such, it must surely be the most played scenario in the system, holding a special nostalgic charm for many as being the gateway to a world of tactical warfare.





When Squad Leader gave way to Advanced Squad Leader (1985), this iconic scenario did not migrate across to join the scenario line-up in the Beyond Valor module. However, Multi-Man Publishing has since taken some notable scenarios from the base system, converting them to the advanced rules and they now host them on their web pages, so once again The Guards Counterattack is available to us all.





While I wait for the re-prints of the ASL Starter Kits (some months off), I have been re-learning the rules through play, with some bits that I already have from the Starter Kit expansions, together with admin counters and a wider order of battle from the full ASL Beyond Valor module. 


As it happens, Beyond Valor also includes mapboard 1, the board that The Guards Counterattack scenario uses, so I am pretty much set up to run that scenario, but using ASL Starter Kit rules rather than full ASL and the prime issue is whether the starter kit rules can cope with this full ASL scenario. 


If we go back to the original scenario in original Squad Leader and understand that this was in fact the introductory scenario to the system. Basically you only had to learn the systems core engine to play. Scenario 2 would introduce you to a chunk more of the rules, Scenario 3 - more  and so on, right through all the scenarios until the full system had been assimilated.


Of course, things learned and played in a later scenario could be taken back and used in an earlier one and over the course of that ‘programmed learning’ system, scenario 1 became further enriched by the layering on of newly discovered aspects of the rules.


So, in the spirit of that very first game being played just with just the core engine, then our starter kit rules will do just fine. Even things like staircases and being in the upstairs part of a building and the principles of concealment, are all things that later scenarios introduced. We might recall having played ‘The Guards Counterattack’ using those things eventually, but not on the first outing, which is what we are replicating here.





The first surprise is that when looking at the original scenario and the downloaded ASL one, they are pretty much identical - good, that just adds to our ease of recapturing the moment.





Above - The playing area uses just half of board 1 (lower map). I took it to a copier and got it enlarged, so now it sits on an A3 sheet - upper map. (A3 is a UK / Euro measure, but around twice of U.S. letter size or twice A4), making it just that bit easier for when I play, especially for face-to-face across a dining table. 


Scenario Blurb - The action represented here takes place on 6th October 1942 at Stalingrad. The Germans have been successfully on the attack, but as Stalingrad absorbed more and more men, advances slowed and Soviet counter-attacks increased. ‘By October 5, the Germans had almost taken the key Dzerhezinsky Tractor Works. However, the fighting had been so heavy that the line troops occupying the surrounding area were exceptionally weak from the previous week’s combat. At that point, the Russians counterattacked with their crack 37th Guards to break the ring the Germans had thrown around the factory and to reinforce the desperate defenders’.





Victory Conditions - To win, the Soviet forces should end the game controlling a net gain of two or more stone buildings than they started the game with [there is an extra option for winning to do with casualties].


Anyway, once again I am back on the streets of Stalingrad, near to the Dzerhezinsky Tractor Works, trying to decide what to do with those twelve 6-2-8 sub-machine gun units belonging to the 37th Guards (below shot).





I have just watched two videos on two different gamers playing this scenario solo and they both decided to use the ‘Human Wave’ rule (full ASL rules), to charge out into the street with their 6-2-8’s and overwhelm the building opposite. On both occasions it was a disaster for the Soviets, they just faced a hail of bullets and got mashed!


I feel it is better on turn 1 to use the devastating firepower of the 6-2-8’s to hose down the building opposite before putting a foot out in the street and so that is what we shall do!





Turn 1 - above - here are the Guards (brown counters), under the command of Captain Antonov. If they form fire groups and shoot across the street, hosing down the building complex F5, they can reach the top end of the fire table and be devastating. They get a 2MC result (a morale check with a +2 penalty to the test). This might normally be expected to be effective, but the Germans roll exceedingly well and pass their tests!





Above - In the top centre, the Soviet medium machine gun (MMG) fires and breaks down, this is not a good opening for the Soviet side.  





Turn 2 - Above - The Guards surge forward to assault the building. Their first stack enters the open street (E5 now under the blue DM counter) and I have missed the potential of a German squad and light machine gun (LMG) position in building J4 (right building block). It has a line of sight right down the road - fires - gets devastatingly low dice and scores the dreaded Killed in Action (KIA) result, in fact, worse, it is a 2KIA. Two squads in the target hex are removed from play and the third is automatically broken - ouch!


As an aside, in full ASL, this machine gun could create a ‘Fire Lane’ running right along the street and anything crossing its path would have to roll on the Combat Result Table, but here, with the starter kit rules, we are limited to only the target hex being attacked.





Above - by the end of turn 2, Captain Antonov and three Guard squads have got themselves into the German held building.


Turn 3 - Antonov works to clear out Captain Weiss and his remaining half squad from the building. They now control their first building (they need 2 buildings), but through the turn they suffer heavy casualties from nearby German fire-groups.


For their part the Germans have not been idle. Over on the right, they have assaulted the Soviet held 4 hex building N3, but only with one squad and a LMG. Several of the Soviet squads there are broken, but as they recover, that lone German unit may come to regret being so rash.


Also the Heavy German machine gun that starts in building M9 (lower right) moves across to the left flank to act as a back stop against the Soviet Guards progressing further.


Turn 4 - This is only a 5 turn scenario, so there is a lot to do and the only way to take buildings is by manoeuvre ….. no matter how dangerous the streets!





The Soviets re-claim the building N3 (far right) after a long melee in N5, finally getting rid of the German squad and LMG. Overall, the Germans suffer a few casualties, but importantly, the Soviets have now positioned themselves for a final push - though it will be across well guarded lines of fire between the buildings and any assault is likely to be harshly dealt with!


Turn 5 - As it is their last turn, the Soviets must balance laying down fire in the Prep Phase, against having enough squads to assault.


The assault starts and Captain Antonov is killed in the attempt to storm the I7 building (lower centre left)





Above - this is the situation at the start of the Russian Advance Fire Phase. looking at the board, the only place that the Soviets can concentrate upon, to pull a victory, is the large building in the centre (K4), where the Germans defend at J5. The Soviet MMG is present after moving, so will not be able to fire this phase (MMG / HMG that move can’t fire in the Advanced Fire Phase). The Germans survive the Russian Advancing Fire Phase and so the Soviets move into the German strongly held hex (J5) ready for Close Combat (normally simultaneous combat) .


But ….. the Germans get an ‘Ambush’ result, so the German defenders will fire first with a modifier benefit and this takes out a Soviet 6-2-8 squad! The Close Combat there is not definitively resolved and rumbles on into the German part of the turn. Here the Germans manage to remove another Soviet squad and the balance of play at J5 is clearly moving in the German favour, though the combat would rumble on into a future turn(s) if such turns were available!


End of Game - The game ends with the Soviets only managing to capture one stone building (F5 - left). The melee in J5 (centre) is ongoing and at building L6 (lower right), all the Germans in that building are broken and if the game were to have gone another turn, the Soviets no doubt would have descended on L6 and possibly taking it and that would give the Soviets their 2 building victory.


However the 5 Turn time is called and the game has not delivered a victory to the Soviets. German losses were a 9-1 leader, a LMG and 2½ squads. Soviet losses were a 10-2 leader, 7 x 6-2-8 squads and a 1 x 4-4-7 squad. The high losses ensured that the Soviets were also denied the other leg of victory by the ratio of surviving units.


I thoroughly enjoyed this replay and in no small part there was the heavy hit of the nostalgia factor. The enlarged map-board did help easy management of the counters. 


Scenario 2 from the basic Squad Leader game (The Tractor Works) is a big battle that uses the other half (only) of the game board. It adds Concealment, a couple of new weapons (flamethrowers) and has 38 Soviet squads!


Scenario 3 (The Streets of Stalingrad) used the whole board and combines scenarios 1 and 2, plus it adds in tanks. Building X3 is a factory and Soviet units in there use the Fanatical rule (full ASL). 


Later Starter kits do pick up some of those new areas of rules (such as Concealment in Starter Kit 4 and expansion) and going through the various Starter Kit scenarios might throw up some Special rules to bring some of that other extra stuff in. 


The Orders of Battle of these two additional scenarios will stretch my Starter Kits and I will have to dip into the Beyond Valor module (full ASL) for the counters.


Anyway, we are fortunate that Multi-Man Publishing have hosted some of these old, fine and updated scenarios on their site - thank you.


Resource Section.


My sister webspace ‘COMMANDERS’  showcases the various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link - 


https://commanders.simdif.com

Tuesday, 9 June 2026

Battle for the French Right (Post III)



The reader may recall that a few weeks ago, I started a corps level action by planning to use a 6 x 3½’ table three times, once for the battle in the centre and then twice more for the flank battles, with each table having roughly a divisional force per side.


Post one gave the ‘method’ for setting up the table, establishing the forces and how to manage the action.


Post two gave an overview of the game that covered the first battle, the one in the centre. There are links to both posts below in the Resource Section, but simply put, the two things that mattered in that battle were that the Austrian Corps commander ordered the heavy cavalry brigade on his left (table) flank, to move across to the centre table and attack the French infantry outside Süssenbrunn village and that this in turn secured an Austrian victory in the centre.


Good! Well only partly, because now the Austrian left (French right obviously) are going into action with their cavalry now absent! Will the re-deployment of the Austrian cavalry from flank to the centre, turn out to have been done at the detriment of the wing …. we shall see …. Today! 


One idea that I did add after the first game to further develop the relationship between centre and wings, was that whoever wins in the centre (the Austrians in this case) when the flank battles are fought, that news of victory will filter out and influence the flank fighting. 


In our action the French right flank will be told that the Austrians are winning in the centre and this will cause all French units involved in those two battles to test their resolve at the start of turn 7. Each French unit will take a Capability Test (think morale test). If a testing unit fails, it will fall back 6” and take a disordered marker. This can be a gentle influence, but could be enough to disrupt an attack or unhinge a defence, depending what shape the testing force is in by Turn 7.





Above - a reminder of the three table area being fought over in our corps action. Today we are playing the action on the right.





Above - A view of the French right wing from the French perspective.


Forces Austrian - 1 x Average Divisional Commander, 2 x Infantry Brigades, each of three regiments. 1 x 6pdr Foot Artillery Battery. Absent of course is the Heavy Cavalry Brigade of two regiments that were sent to the centre.


Forces French - 1 x Average Divisional Commander, 3 x Infantry Brigades, each of three regiments, 1 x 6pdr Foot Artillery Battery.


We can note at this stage that not only do the French now have superior numbers, but they start the game in possession of two out of the three victory locations, not an enviable situation for the weaker Austrians.





Deployments - French. They concentrate two infantry brigades amongst the wall fields, showing a determination to defend those victory locations. On their left, they deploy one infantry brigade and the artillery in front of the hill, but their orders are to demonstrate here, inflict casualties and pin the Austrian force - leaving them without the strength or support to attack the walled fields.


Deployments - Austrian. With only two infantry brigades, from the outset they are stretched. They will deploy one infantry brigade to defend the hill as this is a victory point location. Their other infantry brigade, with artillery support will attack in the centre, refusing their left flank. Their attack will be limited, intending just to secure the fields in the centre, taking a victory location …… frankly I think the Austrians are being overly optimistic! But if they do nothing, the French already have enough Victory Points to win!


Roll D6 to establish Player One. F = 4, A = 1, so the French will be Player One throughout the game.


As per the instructions in the original post - the game will play for 9 turns, at the end of that time roll 2D6. If the result is higher than the total number of units lost by both sides, a 10th turn is played, otherwise the game has ended at the conclusion of Turn 9. Also, terrain objectives are worth 2 Victory Points and each enemy unit removed from play is worth 1 Victory Point.





Early Manoeuvres - The French centre and right take up defensive positions amongst the walled fields. Their left infantry brigade set off in three assault columns, with artillery support, to assault the hill. The Austrians on the hill ready themselves, while their 2nd Brigade in front of the fields, stay out of French musket range and rely on their artillery to degrade the French units amongst the fields, while the action at the hill is decided.





On their approach to the hill, the French centre column goes into line, so that the French are now in a Mixed Order formation. Defensive fire from the hill is poor.


The initial clash at the hill - the French columns push the Austrian battalions back onto the rear slope, with the French maintaining relative good order.


Mid Game Manoeuvres - The Austrians recover sufficiently to counter-attack and for several turns, there is a too and fro of advantage gained and lost. With this uncertainty, the Austrian 2nd Brigade  holds off from attacking the fields, instead allowing their artillery to weaken the opposing French, but their firing is surprisingly ineffective.





Turn 7 testing - Word has arrived from the corps commander, half a mile away to the left (the corps main central position) that the Austrians are decidedly getting the better of it there and so on our wing, each French unit must test their resolve. With fairly heavy French casualties at the hill, the divisional commander worries that his men will lose heart, but his concern is unfounded … everything passes their resolve test! Perhaps the fact that French troops are still on the hill and the rest of the Austrian division is standing inactive has buoyed French resolve!   


Concluding the Game - At the hill, casualties amongst the Austrians are now very heavy and a tipping point had been reached, who will break first, surprisingly it is French.


101st Line received a very powerful volley of 3 hits (adding to the 4 they already had) at first they held, but there nerve just went and they routed. 





The French Divisional Commander acted immediately to make sure that there wasn’t a reversal of fortune and ordered the two brigades in the fields to attack at once and overwhelm the Austrian side. 


One French battalion from the right went into assault column and directly assaulted the Austrian guns - a most risky and ill-advised decision, but the artillery defensive fire can can only be described as abysmal and as the French closed, they lost heart, limbered up and routed from the field.


Any chance of stopping the French had now passed and the Austrian division was given the order to  retire, leaving the battlefield in French hands. The French had lost 190 men, the Austrians 260.


The fact that the Austrians had vacated the battlefield gave us our result of a French Victory, but it is reinforced by the Victory Point count. The French hold all three terrain objectives, worth 6 points and routed one enemy unit for a further point, giving 7 points. The Austrians get one lonely point for the rout of the French 101st Line Infantry. 


Thoughts - A division a side gives a nice sized game, a simple affair, not too taxing and easily playable to a proper conclusion. 


Having surrendered their cavalry in the previous game to the centre, the Austrians started the fight with one hand behind their back. They were really obliged to attack to either claim a victory object or inflict casualties - but in the numbers game, they would never have been strong enough to pull off an attack or create higher casualties on the French.





The idea behind this ‘corps’ level action is that the activity at the centre should have a relationship with the flank actions and we have seen that working. Our Austrians lost their cavalry to the centre, which did help the centre and that in turn caused our French today to test for resolve, from which they did very well, but on another day - who knows! Perhaps at a critical location some troops would fail and the resulting disruption could change outcomes.


The things that seemed to matter was the overall abysmal shooting of the Austrians, they just couldn’t inflict the harm needed to keep the French at bay. Plus the testing on Turn 7 of French resolve was a stonking success for them! Perhaps in the next fight the two sides should swap dice!


Next up, we need to visit the French left flank and then our corps level action will be complete. So far there has been one Austrian victory in the centre and one French victory today, so a draw at the moment and the left (French perspective) flank fight will be the decider … no pressure there then! 





On further think about this, not only can this engine give me a corps action, which is one level higher than my gaming space allows, but you could run several of these corps level actions as part of an army level campaign, it would not involve any significant amount of administration, just increase the number of games that need playing …. but that’s why we are here!  


Resource Section;

Post I - instructions

https://battlefieldswarriors.blogspot.com/2026/04/the-three-table-battle-not-part-i.html



Post II - Battle for the Centre

https://battlefieldswarriors.blogspot.com/2026/04/battle-for-centre-post-ii.html


I have another bit of webspace called COMMANDERS, which is a bit more snippet based than here - LINK  

https://commanders.simdif.com/dear_diary.html