I have downloaded the first three scenarios for the old Squad Leader system from Multi Man Publishing. The scenarios have been updated from SL to ASL standard, but for all that, they have changed little to those old classics, that for many, introduced us to WWII tactical wargaming.
I am using the ASL Starter Kit rules to play these scenarios.
The first scenario (The Guards Counterattack) has already been played and discussed previously - see the link in the Resource Section below.
Though using ASLSK rules, I have bought the full ASL module ‘Beyond Valor’, this gives me access to enough counters to get this squad heavy scenario done, plus it also has Board 1, which the scenario uses.
Like last time, I took the board to a local copier and had each half of the original board expanded to double size, giving me plenty of playing room.
Note the third scenario in the trio combines scenarios A and B and adds some tanks, so when I reach that, it is going to look great with the two expanded board panels sitting side by side.
Anyway, back to the Tractor Works. The blurb tells us that we are in Stalingrad, 6th October 1942. While pushing into the industrial area of the city, advancing elements of the 389th Infantry Division isolated a contingent of the 308th Rifle Division in the crucial Dzerhezinsky Tractor Works. The German command decided to crush this island of resistance and to help, brought up a crack team of assault engineers. However, the Russians had noted a critical weakness in the ring around the Tractor Works and had decided to launch a major counterattack to relieve the garrison there.
So, a dramatic sounding scenario.
One thing that ASL introduced was snipers. Their activation number is high in this scenario and they do bring an extra level of dynamism. However. Snipers are not used in the ASLSK world and nor were they used in the original Squad Leader scenario, so even though I understand the rule, I will not be implementing snipers, to keep the scenario pure. Note, the scenario does use ‘Concealment’ and this was a rule introduced in both the basic Squad Leader and is also present in the Starter Kit IV module, so we will be using concealment.
We are going to see a lot of firepower here within a small, building dominated landscape. The Soviets get 38 squads and 26 of them are sub-machine gun armed squads, ideal for assault amongst the buildings. The Germans get 19 squads, but 6 of them are the elite and powerful engineer squads, that are also carrying flamethrowers and demolition charges. Additionally, the Germans have excellent leadership with 10-3 and 10-2 leaders!
To win, by the end of the game, a side must have undisputed control of at least 6 hexes in building 1X3 (representing the Tractor Works).
Enough! Let’s go!
Above - here is our game area. The big central building (tractor works) is occupied by the Soviets (brown) and they are surrounded by German forces (blue). You will note that weak spot in the ring to the right and beyond that are the 26 Soviet 5-2-7 squads lined up ready to exploit that gap. Their big advantage, besides numbers, is that they get a small uplift in firepower in the Advancing Fire Phase.
Above - The German 8-3-8 Assault Engineers set up in the large stone building above the factory. They are going to have the prime responsibility of assaulting the factory. Their high morale (8), excellent firepower, good smoke laying capacity and specialised weapons (flamethrowers and demo charges) are going to make them a formidable force, together with their highly capable 10-3 leader, Major Alter.
Elsewhere the buildings are bristling with machine guns, will anyone dare step out into the street!
Perhaps the most interesting quirk of the scenario happens now - Player 1 is randomly selected! Whoever wins that roll can put down a lot of initial firepower and ruin someone’s day.
Roll …… The Germans win and will be Player 1.
Early part of the game.
In the first 3 turns, both sides slug it out, laying down a lot of firepower, it is not until turn 3 that the German assault engineers manage to actually get into the factory and here you can see (below), a demo charge has been slung into the central building hex. This will prove to be fairly devastating.
Soviet commander, Lt. Chernova has been occupying this central hex, to rally those troops that have broken under fire and retreated into the heart of the factory. Once he calms them, they are sent back into the front line to defend the windows and doors and it is this cycling of troops that have kept the Germans at arms length (see below photo).
Mid part of the game (turns 4 and 5)
Increasing German pressure sees them take the fight through the factory and eventually, Lt. Chernova fights a last stand at the lowest end of the factory. With the factory captured, the German force starts to prepare the building for the inevitable counter-attack.
Note in the below photo that the Soviets have managed to capture the 4 hex stone building (bottom right) next to the factory, giving the Soviets a good springboard to attack from. They are also employing two captured German medium machine guns.
I think I should have given a little more thought to having Lt. Chernova attempt to escape from the factory as it is becoming noticeable that the Soviets are short on leaders and in the game, these are needed to rally broken squads.
There are broken and abandoned Soviet support weapons (brown) strewn across the factory.
The last part of the game (turns 6 - 8)
The Germans are defending the factory from all aspects of attack. Major Alter (a very impressive 10-3 leader) personally takes a squad into one of the wooden out buildings to help break up the inevitable Soviet attack.
The Soviets have managed to maintain overwhelming numbers, but their losses increasingly grow as they manoeuvre to get closer to the factory. They are clearly now up against the clock and they just have to go in, before their losses make a counter-attack impossible to make.
Soviet Sgt. Malygin scrambles over open exposed ground and into a wooden building 200 metres above the factory and by force of personality, rallies an entire platoon of broken infantry. Leading the way, he takes the platoon back out over the open ground towards the factory, running the gauntlet of automatic weapons, one by one the squads break or become pinned and his ‘charge’ collapses.
Elsewhere, some Soviet squads do get into the factory and in the last turn, the greatly thinned German defence desperately try to hold their ground (see below photo).
A winner!
The Germans are declared the winner as they are the side that have sole control of 6 factory hexes (just!). However the Soviets have given a good account of themselves taking two of the hexes and contesting a third, but both sides are pretty exhausted.
Conclusions
A very entertaining game and quite different from the previous The Guards Counterattack scenario. The opposing forces bring a lot of dynamism to the game, with the Germans having those very powerful 8-3-8 Assault Squads, while the Soviets have the numerous 5-2-7 sub-machine gun units and when stacked and firing in groups, their firepower can be testing even for the 8-3-8’s with their high morale (8) factor.
The scenario victory points being centred upon the occupation of a single building brings a lot of focus to player intentions and with so much firepower in this small area, the randomness as to who goes first can seem to matter …. but the sting in that tail is that the player going second, will also be the last player at the end of the scenario to move / fight and that can bring its own advantages.
It is a long game with 8 turns and lots of units and I can’t remember the original Squad Leader taking that long to play, but ASL(SK) brings additional firing opportunities with its First Fire, Final Fire and Subsequent Fire routines, so perhaps that is coming into play …. or just an older brain :-)
Next up, in the initial trio of Squad Leader Scenarios, we have scenario C that combines scenarios A and B and adds in some tanks for both sides, so that, I think, is going to be a hugely enjoyable match, especially played on this board that I have had enlarged at the copiers, giving plenty of room for the forces to breath …… so there we are, Scenario C, coming soon, to a blog close to you!
Resource Section;
Previous playing of Scenario 1 - The Guards Counterattack. LINK
https://battlefieldswarriors.blogspot.com/2026/06/the-guards-counterattack-aslsk-ish.html
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/dear_diary.html






Very good, Norm! Am I correct in understanding that BV is required to pull this off?
ReplyDeleteHi Jon, yes, I have used BV for board 1 and to get enough squads to fulfil the order of battle. However, I assume that the original basic squad leader would do the same and then just use Starter Kit and admin counters.
DeleteGreat stuff once again Norm - I think this one might be a bit too big for me to try on a 29" square table using 28mm troops - but then again, I do have 15mm as well (although virtually no scenery for them.....)
ReplyDeleteThanks Keith, yes, I was surprised coming back to this, that it has so many squads. For some systems (I am thinking of my own rules here) this might be too much firepower concentrated into a small area.
DeleteInteresting scenario and great report Norm. I wonder how it would be different if the Soviets went first? I guess there is only one way to find out 😁
ReplyDeleteHi Ben, I had a false start with the game, part way through I got confused and ended up with the Soviets taking a couple of the German phases, but there are too many squads and interactions to turn that clock back, so I re-started .... anyway, the point is, in that game the Soviets did go first, with great potential, but their die roll scores were consistently poor in the opening fire - not much you can do about that, but having good dice for a good start is all part of it.
DeleteI am sure that I will be playing this again, it is so immersive, yet contained in a small footprint.
Very entertaining read Norm and a really close run thing,the Germans just pull it off an no more!
ReplyDeleteThanks Donnie, in the last turn, I thought the Soviet force had shot its bolt ... and yet there were just one hex away from stopping the German win. Considering how many dice rolls and interactions are typically made in a game with so many. unit is, that is a very tight and nicely balanced result.
ReplyDeleteHi Norm,
ReplyDeleteA fantastic write-up! The Tractor Works is such a classic tactical puzzle, and it sounds like an incredibly tense finish with the Germans just barely hanging on in that final turn. Enlarging the board was a brilliant idea to give all those units some proper breathing room.
Cheers, Andy
Hi Andy, certainly an injection of nostalgia while playing this, I have spoilt myself with these boards, going back to a standard board is going to feel a little tight for the bigger games,
ReplyDeleteThat was another enjoyable blast from the past, I played this one a fair bit back in the day with SL. I presume you weren't using sewer movement? That made the whole thing even more random. I'd forgotten how huge these scenarios were, 38 Russian squads! That is pretty much an entire Rifle Regiment on the reduced 42 TOE.
ReplyDeleteHi Martin, no, didn't use sewer movement as the 4th Edition programmed learning introduced it in later scenarios (I think!). I hand't noticed until a reviewer of Beyond Valour said how big those scenarios are compared to more modern scenario design, so 'big' scenarios must have been a bit of a thing.
DeleteAlthough SL is leadership based, it has never formally gone down the route of company / battalion / regiment etc, but in my own mind, I play it loosely with that in mind.
I must check back to 4th Edition SL rules and see whether sewer movement was introduced for the 3rd scenario. It does include tanks, which is quite a step up.
Hi Norm,
ReplyDeleteA great battle report. I like how you described the actions and the turns, woven together as a story. For me, it's difficult to describe a boardgame action in a way that is entertaining for anyone but me :) but you really pulled it off here .
It would be fascinating to see a replay with the Soviets going first.
Steve
Thanks Steve, I am tending now to deliberately go for posts that are perhaps 50 - 60% about system and background and then doing the remainder as the actual AAR.
ReplyDeleteI am certainly going to return to this scenario and will just have the Soviets go first, without testing for that random element. The big test will be how bringing everything together (scenarios 1 & 2), plus tanks. Will it feel like two different scenarios or will there be some cross over of battlefield influence? It is so long since I played the third scenario (probably 1979), that I just can't remember how it panned out - looking forward to that.
Did you use ASL Factory rules or something from SL?
ReplyDeleteHi Perry, in trying to keep this towards SL, I used their ‘fanatic’ rule with the uplift for morale checks and rallies for the original occupants.
ReplyDeleteWhen I go to Scenario C, which combines A and B, plus some tanks, I will include sewer movement, because scenario 3 in SL introduces that concept as part of its programmed learning.
Man, that brings back memories ... from more than 40 years ago. A friend at the time (since domiciled back to Oz) had the of SL game. We got to play a few East Front scenarios. I seem to recall playing these tractor factory scenarios a few times. Unfortunately his departure took with it his game...
ReplyDeleteI recall a year or two later trying to put together a miniatures rule set based loosely (very loosely) on SL. The play tests led to exciting games, but I didn't pursue the project very far.
Great to see it again, but I rather think that back then the Soviet assault engineers were 6-2-8s, rather than 5-2-7s (the German variety were as remembered 8-3-8, and I think the American were 8-4-7s)
Cheers,
Ion
Hi Ion, SL without doubt pushes the nostalgia button for many, being their gateway game into all things tactical WWII. My friend still has good old SL, I will check out the original order-of-battle with him. If SL were ever re-printed, it would sell a ton! (again :-) ).
ReplyDeleteGreat report. The scenario really worked to give a tense game. Enjoyed the post even if I don't know ASL, or what 8-3-8 or a BV means.
ReplyDeleteHi Richard, thanks for sticking with it. No worries, It is possible that 50 years of Squad Leader and Advanced Squad Leader sales, may have a market penetration that is amongst the greatest of all games ……. Even so, to most, it still remains something that could be in another world 😀
ReplyDeleteInteresting stuff Norm 👍
ReplyDeleteHi Matt, some of these infantry only actions can give the most immersive of games.
ReplyDeleteGreat to see you really enjoying this game Norm and that most of it seems to be coming back to you, despite the complexity of it all. I was surprised at just how many units there were to keep track of, something I'm nit sure my brain could or would want to cope with these days. Also I don't think as kids we realised just how Infantry focused the game was, as well as it being about urban combat, or certainly in these modules. We were very much more inclined to Normandy and the Western Desert for our games.
ReplyDeleteHi Steve there is a lot of granularity in the system, though with WWII tactical being a prime interest, that does bring a level of satisfaction, it does feel like you are getting down into the hexes and so ticks the immersive box.
ReplyDeleteMost definitely these games seemed easier to a younger mind😀 I am glad that I have re-connected with the system.
Nice report Norm!
ReplyDeleteThanks Aaron, more to come I hope.
ReplyDeleteEntertaining aar, I never played SL but it was definately in the air, a scaled down tractor works scenario for Bolt Action could be fun?
ReplyDeleteBest Iain
Hi Iain, a bathtubbed Bolt Action game would work very nicely.
ReplyDelete