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 scenario 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 that I recently obtained to help me out.
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 it. 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 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 SL 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.
A first pleasant 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, related to casualties - or rather the ratio of surviving units].
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 by 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), they had hoped for better, but this is still a good result and 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 start to 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.
By the end of turn 2, Captain Antonov and two Guard squads have got themselves into the German held building.
Turn 3 - Above - 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 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, this is a gamble, if 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 enough fire in the Prep Phase, against leaving 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 just moving, so will not be able to fire this phase (MMG / HMG that move can’t fire in the subsequent Advanced Fire Phase). The Germans survive the Russian Advancing Fire Phase and so the Soviets move into the German (still) 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! This Close Combat is not fully resolved and rumbles on into the German part of the turn, when the Germans manage to remove another Soviet squad and though still not resolved, the balance of play at J5 is clearly moving in the German favour.
End of Game - The game ends with the Soviets having managed to capture one stone building (F5 - left). The melee in J5 (centre) is ongoing. Interestingly, at building L6 (lower right), all the Germans in that building are broken and if the game could go on for another turn, the Soviets no doubt would descend on L6, possibly take it and that would have given the Soviets their 2 building victory.
However, the fact is that Turn 5 concludes 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. Their 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 adding to that. 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 its expansion) and going through the various Starter Kit scenarios might throw up some Special Rules to bring some of that other extra stuff in, if not it can be worked around.
The Orders of Battle of these two additional scenarios will stretch my Starter Kits and I will have to substantially 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 -













That was fun. When at Uni myself and a mate would play Guards Counterattack again and again just because we knew it, liked it, and it was quick to setup. Still one of my favourites.
ReplyDeleteHi Andy, it just pressed the right buttons for a generation.
Deletethis scenario really propelled SL/ASL into what it became. it was so much fun.
ReplyDeleteHi, for me, that single scenario gave a life long passion for WWII tactical wargaming - that is a very powerful thing.
DeleteA great read to close the evening and such a nostalgic scenario. We’re all ready for our short beak. Look forward to whatever’s on the table on Friday. Does this with ASL treatment fit our shorter time needs?
ReplyDeleteHi Mike, enjoy your break. Yes, it would sit in a single session
ReplyDeleteNorm, you are likely correct that this is the most played scenario in SL and maybe even the series. I know that I have played it out numerous times and is always useful as a refresher scenario when I return to SL.
ReplyDeleteHi Jon, it should have its own hall of fame and perhaps it already does in the hearts and minds of many gamers.
DeleteDoes a resurgence of ASL suggest that OST has been jettisoned?
DeleteHi Jon, yes, but not for design reasons. I am having to accept some limitations with my back are permanent. The core OST modules come with huge boards (think double map), they look wonderful, but scenarios using parts of each board, cause me too much ‘stretch’ especially for our face to face games and for many of the scenarios, especially the full board, which are my favourites, I put the board on the table that I stand at and it is standing statically which is a trigger to back and leg pain.
DeleteI just wish they had gone for large geomorphic panels instead.
By contrast, most of the ASL(SK) scenarios can sit right under my nose at the dining table. Having jumped back into the system, I must admit to enjoying the nostalgic aspect. It is also a reminder that 50 years on the DNA of SL is still in many of the designs that have since followed, they just got so much right.
Great read Norm and sounds like a game that could be translated into a skirmish using figures pretty easily....hmmmm
ReplyDeleteHi Keith, I was actually looking at this from a figures perspective and thinking ‘do I really need to collect 6 - 8 large office blocks for a figures game, when this small board represents a figures game so well’
DeleteI have seen example of gamers using a figures conversion. Converting 1 map hex to 2” on the table. I have also seen figures using hex terrain, which looked quite impressive.
Thanks Norm....I put an instruction into Copilot AI along the lines of " review the original ASL boardgame scenario Guards Attack and tell me how to convert it to 28mm figures on a 30 inch square table"....and it's done it!
DeleteI already have about 10 mdf ruined buildings, so no drama there either!
What a superb idea. I look forward to seeing whatever falls out of that. The ASL version of the scenario very much follows the Squad Leader original, the only things of note that it flags up are;
DeleteThe Germans set up first, the Soviets go first, there is a lot of sniper activity (both sides have the same level), weather is moderate, everyone has base morale except the Soviet Guards have high morale and finally, there is a mechanic in which if a unit fails its morale check when responding to fire by a certain number, then the squad not only breaks, but drops in quality (i.e. first line drops to 2nd line, guards drop to 1st line) - that fail number is higher for the Germans, so they are slightly less likey to degrade.
That’s about it, everything is deliberately straight forward.
Good job on a great concept. Thanks for sharing. Now I will nitpick your attack. ;) Nothing wrong with Prep Fire here. I would put Antonov in G4. Fire Group E4 & F3 at F5 for a 24FP +3DRM at F5. Depending on how that goes, Antonov takes a 16+1 at either F5 or G6. The units in G3 assault move into H3 and then (assuming they are unharmed) in Advancing Fire take a 12+3 attack against H5. Then assuming both Germans and Russians are all unharmed through all this, Advance a 6-2-8 into each of the four road hexes, leaving two 6-2-8s back in each of the four building hexes. In the face of this (without the advanced rule of Spray Fire), the Germans should skulk out the back of the building in Movement Phase and then Advance back into building. All of this subject of course to the whims of the dice and action on other fronts. Have Fun and Roll Low!
ReplyDeleteHi Perry thanks for visiting and taking the time to plot that out. I will run your solution as an independent exercise just in that part of the map for fun ….. I might have a problem with skulking though :-)
DeleteJim Stahler assured me that skulking has been there from the start. Whether it comports with your memories is not for me to say.
DeleteHi, the ability to do it has always been there, the sequence of play gives that capability and the rules do not have and never have ruled against it, or indeed commented upon it. It is simply a legitimate artefact of the sequence of play and any player who uses it is within the rules.
DeleteHowever, a totally separate issue is whether the individual gamer wants to use it. For my money it is gamey, for the next player it is good tactics. I play for my own pleasure, so it is an easy one for me to ignore, though I accept that it may have been a factor in playtesting and therefore balancing of scenarios …. But then if I don’t care, it doesn’t matter ….. to me at least!
Great idea getting the map enlarged Norm.
ReplyDeleteI never got into SL but perhaps that was because my first few experiences were with the full rules and I was definitely out of my depth.
Hi Ben, there must be many gamers fully with you on that score and I think as the system progressed through the later modules, up to ‘the Anvil of Victory’ the extra layers of unnecessary complexity lost many fans along the way.
DeleteI have returned to the system a few times over the years, so seem to repeatedly go through a ‘known’ learning curve. I have heard 2 pieces of wisdom from the ASL community, 1) you only use 20% of the rules 80% of the time and 2) the easiest pathway is to have another player teach you.
Interesting read Norm, I am really enjoying your boardgame posts as I know very little about them, every days a school day as they say!
ReplyDeleteHi Donnie, I have really been enjoying getting back to some boardgame titles that have been off my table for too long and also being introduced to some reprints of old ‘classics’ and re-capturing some of my earlier life enthusiasm, I am enjoying that.
ReplyDeleteThat original box art work is so evocative of those early wargames years when I think we all hankered after getting the boxed game, but never had the funds. Looking at the complexity even in this scenario, I doubt it would have worked for us, as as that age, we simpy enjoyed pushing figures about and making models.
ReplyDeleteCertainly these days the rules are too complex for me, unless I played them a lot so they became almost second nature, hence why I now stick with my core rulesets that I know and enjoy.
At least you're having fun and a big dose of nostalgia too:)!
Hi Steve, that original box art certainly hits a spot and that must be a real thing because when the starter kit line came out, the first module that covered just infantry, had very similar artwork to its front, no doubt to invoke a sense of the pull of the original artwork.
ReplyDeleteWorld War II Tactical gaming / design has always had a decent presence in the boardgaming community, but I think it is fair to say that pretty much all of it carries Squad Leader DNA, John Hill did a fine job when he designed that game.
Your point is well taken about regular play and rules becoming second nature, I think that is exactly what is needed to work hand-in-hand with the investment that these sort of rules need.
The smaller scenarios do make for a great mid week game and that sort of thing does help to keep your hand in, though I think a lot of players are using Vassal these days.
Nice to see that scenario out again, I've lost count of how many times I played it We almost always went for prep fire then an advance move into the street, a charge was just too high risk.
ReplyDeleteI greatly preferred the smaller SL scenarios, there was just too much going on in the big ones, so I only played the combined Stalingrad scenario a couple of times.
Hi Martin, it says much for the scenario and that particular moment in gaming history that the mere mention of The Guards Counterattack evokes gaming memories.
DeleteNice work Norm sadly I’ve never played these games but would love to see it transfer to the table top ?
ReplyDeleteHi Matt, I think that it is very possible that you will see that here some day.
ReplyDeleteHi Norm,
ReplyDeleteI know ive said it many times over on your blog, but this was the game and scenario that got me into tactical wargaming and Ive played this scenario so many times I swear the building hexes look worn on the mapboard :)
We continue to play this scenario, albeit with your "Into Battle / Tigers at Minsk" rules which work perfect in this scenario due to the canalyzing nature of the terrain that seems to mitigate the heavy firepower in use, and always breaks the battle into 2 or 3 separate fights.
Great post and i will re-read on the train home from work :)
Hi Steve, yes this single scenario could become one’s ‘Desert Island’ choice :-)
ReplyDeleteI think they tried to replicate the feel of TGC when they did the first starter kit (infantry based), with their War of the Rats scenario, but it never quite touched the same spot - The Guards Counterattack has an almost cinematic feel to it by contrast.
This wargaming thing is quite good, isn’t it :-)
I'm not really familar with ASL, but this was an interesting read.
ReplyDeleteThanks Richard, you may have just saved yourself a lot of money and time :-)
ReplyDeleteGreat subject for a post. One question for me (as a long-term SL player) is whether ASL adds anything of use / value over the original rules. Did it just feel like the old scenario updated, or was there some added feature that made a difference? (e.g. self-rally, smoke capability, squad breakdown into half-squads) The SL rules introduce berserk russians later, without jumping all the way to ASL. You mention fire lanes, but I remember SL having a similar rule for opportunity fire against squads moving between a MG and its target.
ReplyDeleteI played all the SL expansions (which were later consolidated into ASL) and felt that most of the new rules were either (effectively) scenario-specific for terrain types, early-war infantry vs tanks, bicycles etc, or were unnecessary complexity, such as bypass movement, tank turret counters, options for human wave attacks and so on.
For me the sweet spot would probably have been the original SL rules (1 whole book without COI, COD & GI) but with the full counter-mix for other theatres and SSRs for terrain like vineyards, graveyards, rice paddies etc.
Hi Dave, thanks for calling by, your comment pretty much fits with my world view. I started with SK, a wonderful game and then ‘progressed’ through the following three modules and what was a wonderful slick rule set just became a quagmire.
DeleteAt one stage, I got all four rule books, photo copied them and then cut them up into sections and paragraphs to try and make a cohesive whole.
Of course then came along ASL, which did exactly that and ‘fixed’ everything by streamlining - fine, unless you felt that developers had taken the purity of SL and just simply over cooked it.
My vision for a re-done SL, would be take the base game, add board 5, add a british order of battle and some new scenarios and sell. A second module could cover PTO, but done in a way that absolutely respects that original work of John Hill.
I feel that a respectful update of (basic) SL would have huge market penetration as well as making us two very happy!
in answer to your question, the module 1 of ASL Starter Kit is infantry only and of course it is an introductory version of full ASL and in that regard the old and the new played very similarly.
Where there is a difference and it takes a while to get your head around, ASL uses a more multi-layered approach to Defensive Fire and while trying to get into the system, you can spend quite a bit of time with your head in the rulebook, though of course as will all such things, repeat play brings that back to second nature eventually. It probably has the effect that it total, a bit more defensive fire can be put down in ASL than in SL.
In looking for a ‘feeling’ of returning to my first ever go at The Guards Counterattack, I felt that I got that.
My SL sweet spot was SL plus COI. The slightly more detailed armour combat was more believable than the original but not overly complex. We generally just used the counters from COD and GI, although I hated the new US counters in GI. Some of the scenarios in COD were just excellent.
DeleteWhen I tried to make my own Panther tank counter for SL, it was difficult to squeeze it into the system , not enough headroom, so the update armour in CoI was a good uplift.
DeleteWe (the Rejects) really ought to get a game like this, it looks a lot of fun.
ReplyDeleteHi Ray, I can’t recall your group being heavily invested in WWII , so something like this would have its place, especially the city fights as block buildings and storage are no mean consideration for the figure gamer.
ReplyDeleteThanks for the reply, Norm. I really appreciate this kind of thoughtful discussion of the good and bad parts of games. While some choices are a matter of personal preference, it's good to hear this kind of well-informed opinion.
ReplyDeleteI have just had the other half of the board enlarged, so that I can do SL scenario 2 as update for ASL. With that done it would make sense to do the combined scenario 3, though that looks huge in terms of counter numbers and I think that will show a difference between SL and ASL(SK) … the playing time of the larger scenario, due to the more nuanced CRT and those different layers of defensive fire.
ReplyDelete