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SHANLEY'S HILL
  • Mistress Tabitha

 

Went out today and picked up the 3rd in a series of three All American supplements which include Kellam's Bridge and Timmes' Orchard. I don't have Kellams' Bridge because I really don't want to pay $25.00 bucks for something in a ziplock bag just yet,. I'm waiting till I have $25 worth of penny's to cash in, then I will buy that particular supplement to the AA series. As for Shanley's Hill and the AA series in general, these products do make for a great intro to ASL if ya don't mind a few quirks and liberties CH! has taken with its scenario cards and overall look. But that's neither here nor there. I know I can be hard on third party makers too, especially CH! magazine, which seems to have no real quality control over it's content and the price really seems outrageous for 6 regular ASL scenarios and 2 HASL scenarios; I'm not counting SASL because I don't play it. Plus the articles really held no interest for me. So I guess Ray should count his lucky stars that he surrounds himself with a few talented individuals when it comes to his HASL products and then again, Ian might count himself lucky that Ray has not bungled his work too badly. ; )

 

SHANLEY'S HILL

Cost me $25 bucks, was it worth it? I'd say yes it is. The overall look of the module its self is not to shabby, we have a statue of Iron Mike on the cover and on the lower right side is a photograph of John Travota having a smoke. Amazing what computer graphics can do nowadays.

On the inside cover we have some optional counters to cut out and paste, yuk. What's with the stick man look? I thought we left that look behind in the old SL days, oh well go figure. There is a turn marker, a few 5/8th inch counters which incidently are CH! versions of some of the ASL armor, a few train counters including an armored flak train, kinda cool actually. We also get to see Michel Kloutky and Klaus Fischer as low level German SS leaders.

The Map is physically appealing with a very light hex grid superimposed on the map itself. My only grip is why a large map and then a small map? I like the cemetery, way cool. He even has the levels of the hills marked with level 0 or level 1 ect, etc.

Another aspect I do like about this product is the fact of simplicity in the VC's and SSR's. All are pretty straight forward and if you guys want a real good example of how Bocage works check out Timmes' Orchard, Ian does a decent job of explaining a somewhat complex rule (it's not complex to me, but to others........)

We then get All American News which includes optional SSR concerning BAR Gunners and Railway Cars, though Ray does admit that the BAR Gunner rule is purely optional and is just some added chrome. Though it does remind me of the old CoD Scout rule.

Next up are the special rules for Shanley's Hill, which are fairly simple and straight forward with a simple SSR for the Railway hexes. And the Railway cars.

On the other side of the SSR card, we have 'Behind Utah Beach Campaigns', which puts all the AA scenarios into a campaign game like format.

Now for the scenarios; for those who like SASL, Im afraid you might be disappointed, there are no solitaire missions included in this supplement. The senarios still look butt ugly but some of the actions do look fun.

 

AA19 Gavins Train

5 turns, about 20 counters total for the entire scenario. We get to use the nifty trains included in the module. The Germans need to exit the Trains to win and the Americans need to score more CVPs, very small and very dicey scenario. Not my cup o' tea.

 

AA20 You've Killed Us

A four turn affair with the Americans trying to capture a bridge being defended by 4 second line squad equivalents with 1 MMG and 2 LMGs. The Americans are attacking with 5 7-4-7s, two SMC and a couple of MMGs. Though it's a small little action, it does strike me as an interesting firefight. But why do the Germans have an ELR of 4 and in the previous scenario they had an ELR of 2? Just a little curious.

 

AA21 Maloneys Turn

A three turn affair, now that's a short scenario. Low SSR count, only two of them. Another control the Bridge victory condition with the Germans having three squad equivalents, two SMC, 1MMG, 1 LMG and an offboard observer controlling a module of 81 mm OBA. But before everybody goes off the deep end here, the OBA only effects one hex by SSR, so it ain't like 'Brandenberg Bridge' where the Russians just plant an OBA mission (if they get it) on the Bridge and it's to the point where the Germans can't do diddly about it. Here the observer can see the Bridge but with a liberal use fire and maneuver with a sprinkling of smoke usage might do the trick. And let's face it, the Germans here are facing 6 7-4-7s with two leaders and a couple of MMGs, so it might behoove them to set-up out of LOS.

 

AA22 A Long Way to Berlin

An 8 turn affair with a some what small counter mix, some setting up, others entering on at various stages of the scenario. In this action, the Germans start out with an ELR of three, average at this stage of the war. The Germans have 1 105 arty piece, 5 squad equivalents with really crappy leadership and a couple of LMGs. Six more 4-4-7s enter on board later on in the scenario. The Americans have 4 ½ squads, a couple of average leaders and two MMG's setting up on board along with 57L ATG with unlimited HE. On turn 5 the Americans receive 2 ½ more squads, one leader and a BAZ 44. And yes, you guessed it, another scenario where the Americans have to take a Bridge, in fact, it's the same bridge from the last scenario. But this takes place later on in the day due to Maloney being sent back to the rear. 4 SSRs and a dual victory condition for both sides, the Americans gotta control the Bridge and the Germans, though they start out to control the Bridge, can also try to control 1 stone building to win.

 

AA23 Lost Battalions

A 7 turn affair with the Germans attacking into Caponnet with a mixed bag of 2nd line and concript troops with reinforcement's consisting of 2 2-4-8s, 2 8-1s and 2 SdKfz 2's trying to take more building and Orchard Locations from the 82nd's set-up area. John Travota, err I mean Shanley himself is in this battle too. The Americans are defending with 8 Squads, 4 leaders and three MMGs with an allotment of 5 foxhole equivalents. The only goofy thing about this scenario was the inclusion of civilian interrogation. But I'm becoming nit picky.

 

AA24 Fire Brigade to Filiolet

A 6 turn affair that may look kinda tough on the American, the Germans are attacking with 9 2nd line squads, three leaders, 1 MMG, 2 LMGs, 1 Pz IVC with 81mm OBA support and an ELR of three with the objective being to control 1 building at game end. The PZ IVC's crew is considered inexperienced which might benefit the Americans somewhat. The Americans are defending with 3 ½ squads, 2 leaders, 1 dmHMG and 1 dmMMG along with 2 AT factors to hide. Though I am curious if the dismantled SW are a typo? But nonetheless, the scenario does look quite entertaining.

 

AA25 Shanley's Hill

An 8 turn extravaganza with John Travota once more putting in an appearance to defend Hill 30. A lot of meat to this one with both sides having OBA and excellent firepower to dish out at each other. The Germans here have to control either 1 hex or the surrounding adjacent hexes at game end. Unfortunately the Germans are handicapped by an ELR of 2 with 6 first liners, 9 2nd liners and 9 conscripts which in a way can be a killer for the Germans because of their low morale and coupled with an ELR of 2, you might be looking at disruption boulevard.. But fear not, the Germans also receive 7 leaders for this scenario, not great leaders mind you but a bit high for a back water unit. The Germans also get 1 HMG, 2MMGs, 4 LMGs and 12 concealment counters to start the game out with. 88mm OBA directed by an offboard observer at level 2 can possibly give the Americans some real hell. But then again, the Germans need to get the damn thing first and hopefully for the Americans, it will be a red card. The Americans start with 13 7-4-7 squads, five leaders, 2 50cal HMGs (these might be a real threat to a cohesive German attack), 4MMGs, a 60mm mortar and 6 foxhole equivalents along with 1 module of 75mm OBA. One unusual SSR have the American under the effects of unit replacement with an ELR of 4. As usual the SSR and VC are simple and straight forward. This one might be tough on the Germans.

 

AA26 Everybodys Dying (Where does Ray get these goofy titles?)

A five turn Affair with two very small order of battles with the American attacking at night. Might make for good intro to the night rules with the low counter density.

 

AA27 Lifeline

An 8 turn affair with the Americans trying to push a convoy of jeeps greater then or equal to three jeeps out 6 jeeps given in the OB off the map. Once more the Germans have a plethora of leaders for 10 squads, count them, four leaders, not great leadership, but still, ain't that going a bit over board for a scrub unit? Anyhow, the Americans start their attack with 8 7-4-7s, three leaders, 2 MMGs and 75mm OBA support. Though they once more suffer unit replacement with an ELR of 5, but their morale is still underlined, strange. Other then a that, it still looks like another fun engagement.

 

AA28 Access Denied (My gawd Ray, what is up with these titles? Ian?)

Thank Gawd, the last one to review, this is a 5 turn affair with both sides trying to exit units off the west edge but the Americans get double VP's for exiting off a road hex rather then exiting off the west edge in general.The Germans are setting up second in a blocking position posture, so they do have the option of leaving a rear guard behind to try and hold the American back. The Germans start out with four infantry guns 75mm types, 6 2nd liners, 6 conscripts, four crews, four leaders, 2 MMGs, and three LMGs. The Americans are setting up first with 8 7-4-7s, John Travota and two other leaders, 50cal HMG, 2 MMGs, 1 60mm mortar with 1 foxhole and a module of 75mm OBA. This one might be a little tricky and knowledge of LOS rules as well as a good grasp on the Bocage rules might help the Americans in pinning down any German units trying to make a run for it. That 50cal is there for a purpose. Though I do have a couple of questions concerning this scenario; with the Victory conditions, what happens if the Germans decide to stay and fight and thereby denying the Americans and themselves of exit points, is it a draw? I also think the set-up co-ordinate is also wrong, don't you mean <= to 23? Still, this one looks like it might be a blast to play.

 

OVERALL

My last question is, in some of the scenario's the Germans get 81mm OBA, is this Mortar OBA?

But I do like what I see, as for scenario balance, well believe me, if they turn out to be doggies, I will let you all know. And I am looking forward to playing some of these actions, though I do wish the paratroopers did have an 8 morale level; one thing I learned from this series, these guys fought some real bitter battles and had to overcome some terrible adversities, so we can thank Ray and Ian at the very least of bringing the 82nd's story to us ASL'ers. The Guy might put crap out like the ASL News retreads and what not, but so far he's done a decent job with AA series and DTW.

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