ow that oe ofthe mas boring US ee.
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are lest boo han was the casein he Sot
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With @ few modifications to che basic
KREMLIN game and the Revolution variant
(which deals with the 1923 pasty congress),
‘you can try your hand at sorting out the polit
cal mess left i the wake of Stalin's departure
Use the rules from the normal game and the
character cards from the Revolution variant
Use the nonhistorical side (the regular game's
cast of characters) except for the following
people who should have the ages in parenthe-
Ses put on them: Muranov (79), Stassova (78),
Stalin (74), Yoroshiloy (67), Molotov (65),
Khrushchev (55), Mikoyan (55), Bulganin
(63), Beria (52) and Malenkoy (50). For his-
torical flavor, these should be among. the ini
tial twelve politburo members and candidates,
but for play variety a completely random deal
of all politicians may be used (remember to
Soviet system of education His val
55
fadd the correct ages to the above characters
‘when they enter the “people” pool
In addition tothe basic and advanced cules,
the following special rules should be in force
First, factions may put points on Party Chief
Stalin at the beginning, but he has two crosses
‘As with Lenin in the Revolution game, he can
not recover nor go to the sanitarium (he was
hatching the docior’s plot at the time and
‘wouldn't trust himself ro any physician).
Second, if Beria is head of KGB, he may
purge using the Revolution rules instead of the
normal game rules. On the other hand, any
purges carried out against Beria use the Revo:
lution rules as well. Beria worked closely with
Ezhov in the purges ofthe 1930's and then ran
the show himself in the 1940's and eacly
1950's, His bid for power was an all-or-noth
ing affair. Ire had succeeded Stalin, he would
have executed most of the competing leader-
ship. As it was, the other leaders banded
together 1 arrest and execute Beis,
Third, add five new cards (see insert
between pages 32 and 33) to reflect the politi-
cal sitation of the 1950's—or any others thet
‘may seem appropriate
‘There you have it. With a few minor
‘changes, you can try out yet another round of
historieal intigue in the Kremlin6
HYPER SNIPER...(Continued from pg. 18)
becomes a briliant attack. No matter wat 1
‘write here, someone will eventually rll a light
mortar Critical Hit (CH) on your stone building
location and KIA the Randomly Selected
Rambo with the resulting 12(-3) Infantry Fire
Table (IFT) DR. ASL is simply a great game!
Other foolish shooting typically includes
many Advancing Fire attacks we may roll “just
fo see what happens” when there is practically
no chance of anything happening, Granted, 4
leader-directed 4(+4) shot at Rambo or that one
key enemy position might be worth the eis, but
in most average situations there would not be
‘much point in such an attack One of the best
times to avoid foolish shooting arises when the
enemy target is already in such bad shape that its
demise is assured. Maybe itis Pinned and nearly
surrounded. You know your opponent will
eliberately break and rout away, $0 wy shoot?
‘\ Pinned, Counter Exhausted (CX), surrounded
enemy unit is facing Close Combat (CC) from
Yyour concealed and leader-led overpowering
Force. Avoid the shot (and any possibilty of a
sniper). Instead, use your Ambush advantage to
rail the wnit in CC and withdray into a more
advantageous location,
(On the other hand, there are also activities
you can explore which might actually generate
Itiendly SAN at no risk of enemy SAN opporta-
nity, such as tossing. White Phosphorus. (WP)
grenades on broken eneray units (heh, heh!). In
this ease, you make no SAN-capable DR but
your opponent does.
RECOMMENDATION? Wate Your shots:
avoid needless headaches caused by foolish
shooting
CY
NON-TARGETS
Just a6 it is vital to guard against mistaken
enemy Sniper Activations, you must also be alert,
to disallow sniper attacks against non-target
This one is easy, Just read rile Al4.22, Some
things simply are noe vulnerable to the sniper,
ES,
RECOMMENDATION: Read snd stick to
the sues
MOBILE SNIPER
‘Think how many times you or your opponent
have rolled up an effective sniper stack and
thea immediately, without really giving it
another thought, automatically rolled the Ran
{dom Location DR. This is potentially wasteful
for as the tides of bate fluctuate across the
playing area your sniper may find himsetf posi-
tioned io hitonly enemy units of low value. Per-
haps there is slim chance he could hit some-
thing worthwhile (“Please, oh please, oh spirits
ofthe dice, fet me roll "6.6", fat just how
often will that slim chance occur? Would it not
be better to move the sniper counter?
Tus much easier to convinee yourself 10 move
{your sniper counter when: 1) you have rolled a
"2" sniper attack, 2) your SAN is 6 or 7, 3) iis
early inthe scenario, 4) iis a large scenario or 5)
your sniper has no worthwhile targets
Careful consideration of these five character
istics of your sniper environment will usually
help you decide whether you should move your
sniper counter, This need not be a process which
requires more than a few seconds either, but the
point isto sake the casual glance and the time 10
consider rather than automatically rolling that
Random Location DR.
RECOMMENDATION? Plain dnd Single
take a quiek look before you rll
‘SCENARIO SIZE AND DURATION
The size ofa scenario often warrants special
sniper attention, Consider two extremes: one
six-tum scenario With only a few units per side
(a small scenario) and a scenario of ten turns
svith ewenty or mare squads per side (a large sce
nario), Because we can expect more SAN activ:
ity in the large scenario, most aspects of this
sniper analysis assume greater significance there
tha inthe small scenario. Tn short, there should
be more SAN-capable DR in the lagge seenatio
and, therefore, more sniper attacks, Also, the
large scenario is more ikely than the small sc
nario to contain Ramboesque units, so a sing
Sniper attack might be more likely 6 nail one of
those guys in that encouater
Allis not safe on board the small scenario
cither, though. fora single sniper attack may nil
the onfy valuable uni in your OB. Rambo may
be olf in another pat of the war and not even on
bourd for this small engagement, which only
‘means some poor 9-1 or 8-1 or such isin charge
fand assuming, by default, attendant Ram-
boesque attributes. The demise of this Ersatz
Rambo at the hands of enemy sniper activity
‘might be an even more severe blow than the loss
Of True Blue Rambo in large scenario, simply
ecause Ersate Rambo is more desperately
needed here, Meanwhile, in the larger scenario
another Ersatz Rambo might be available to fill
the void ereated by the death of old True Blue,
Fanhermore, the sniper abatement tactics of
piling on” and bait might be less usetul in the
small encounter because your few units are
already stretched with other commitments, Io
this case, GEO and TEM assume greater signi
ieance while Elusive Target and Fast (Ersatz)
‘Rambo attain paramount importance
RECOMMENDATION: By ail means, ityou
‘are going to pay any attention at all to snipers,
some ofthe most vital criteria are scenario size
as well asthe game situation ofthe moment.
CE OR BU—TO DARE OR TO HIDE?
‘Armored Fighting Vehicles (APV) deserve
special sniper consideration because they can be
so valuable and, when Crew Exposed (CE), so
‘ulinerable 10 sniper activity. Some players will
simply never fight CE, preferring the invulnera
bility of being Burtoned Up (BU), and for therm
the following considerations may have no mean-
ing. However, those of us who wish to eke out
every last possible advantage will often employ
four APV in CE mode
{As [have said, sniper considerations ae not
fry often the most meaningful circumstances
which will determine our action, and the same
holds trae for CE/BU status of properly wilized
ABV. There are times when the henefits of CE
are great enough to offset all sniper thoughts and
other times when a general lack of meaningful
CCE benefits ordains thatthe only profound result
of fighting CE in close proximity 0 the enemy
sniper counter could be a Recalled, or at least
‘Stunned, AFV.
One of the most influential ingredients in my
CE/BU decision-making process is the number
of available AFV. In a scenario which fields six
‘or seven AFV for my force I will not hesitate to
fight CE. Potential loss of one AFV due to CE
saus is far outweighed by the advantages
ined from six CE AFV, This will be most true
je a strong_armor-o-armor confrontation in
‘which there is less chance that infantry fre
‘night harm the CE commander. [cis also more
tue ifthe AV in question has a good Anti-Air-
craft Machine Gun (AAMG) 38 we see on many
American tanks. Against the Japanese who offer
light firepower but Tike c swaem or Banzai
APY, the “all-around” protection of that AMG
demands its use
‘With all that said, and notice none of itso far
even considers sniper activity, there will be
limes when those few AY closest to the enemy
Sniper might opt to BU. Rare, solitary or highly
‘aluable APV in particular warrant extra caution
shen in the vicinity of enemy sniper activity
RECOMMENDATION: Be aware of the
‘enemy SAN and the location of the enemy
sniper counter when you have CE AFV. CE
sdvantages can be tremendous, but they are
sasually not worth undue super risk: Sereen any.
rte
[At this point, I think we would all agree that
there are a great many ways to suppress enemy
sniper activity and tenance our own. Much of
‘what has been discussed above at some length
Epproaches the absurd, It is certainly not my
Intention to endorse, merely by their mention,
very tactic described in this tile, [ merely
‘wish to present as complete an account of sniper
converns as possible,
The most important matter to decide is jus
exactly which techniques should be used and
which ignored, and at what times. Like so much
in the game, the answer will vary according 10
specific game situations. For example, I cannot
affirm that a 10-3 directing a HMG-topped, 24
Firepower stack in a large scenario is always
‘more valuable than a 7-0 leading a lone half
squad in a small encounter. ADVANCED
SQUAD LEADER is so very complex that any
unit at any certain time can emerge as the game
‘winner, thus assuming, even if only momentar-
ily, importance far beyond any other Ram-
hoesque pretender.
“The entire panorama of snipers in ASL can be
& bit involved snd a most iatiguing aspect of
play. Yet, it isa segment ofthe game which does
vot actually require much playing time, and usu
ally not very much thought either. Though {
yelieve itis vital for players to comprehend and
sractice winning sniper techniques, these proce
dures should become second nature.
*