![]() ![]() The turn record chart also listed turns on which scheduled reinforcements would (or might) arrive.Ĭountermix and Historical Identity of Scenario ForcesĮach scenario in the official game releases was based on an actual historical event (with the exception of Scenario 26 which was based on a hypothetical operation). In most cases, fixed time limits existed for scenarios, and one side (Axis or Allied) was required to set up first and/or move first. A scenario based on a withdrawal might specify that a certain number of units had to be exited from the map in order to achieve a victory in a scenario, with the opposing player required to stop such exiting in order to achieve victory. Therefore a scenario based on a deliberate assault on a village might specify occupation at game end of particular buildings on a particular map to be indicative of victory in that scenario. The Victory Conditions were modelled as closely as possible to real life military objectives, as well as the historical situation being modelled. Conditions were set under which each player might consider the game to have been won, or in some cases, conditions which would indicate the scenario had been played to a draw. Squad Leader used very imaginative sets of victory conditions, some of which were often quite complicated. The four Squad Leader games used Programmed Instruction to teach the game system each official scenario released directly with the games listed the rules sections introduced with each scenario. #Advanced squad leader scenarios pdf trove how to#Prefaced by the actual location (usually the nearest town or city) and date of the action.Ī graphic representation of which boards to use (or which portions of boards), how to orient them to each other, which direction was considered "north" (important for outlining setup, entry and exit areas), and placement of terrain overlays (if any). Rodger MacGowan did the artwork for the original SL, COI and COD scenarios and Charles Kibler took over with GI: Anvil of Victory (and continued to do the artwork for Advanced Squad Leader scenarios as well).Ī short one-paragraph description of the overall military situation, placing the scenario in context, possibly introducing one or two of the personalities portrayed on the map. ![]() These were simply an illustration evocative of the events portrayed in the scenario, usually a black and white artist's interpretation of an actual Second World War photograph. The "official" scenarios were numbered as followsSquad Leader - 1 through 12 ![]() * Countermix and historical identity of scenario forces There were also many "official" scenarios (that is to say, scenarios published by Avalon Hill) in The General Magazine or sold as special releases (such as the so-called Rogue Scenarios).Įach scenario of the original four game releases was printed on an 8-1/2" x 11" cardstock with the following elements in place: The original Squad Leader game came with 12 of these scenarios pre-made, and "official" scenarios, numbered in sequence, followed on in the three sequels, or "gamettes". These situations were formulated for the player in the form of Scenarios. The use of geomorphic mapboards and counters representing small tactical entities gave the game great flexibility and the ability to represent a wide array of units and situations. The game, as well as the three follow on gamettes, was notable for its open-endedness, a trend in tactical board wargaming beginning from the late 1960s, and at least as early as far as Avalon Hill was concerned with PanzerBlitz. Squad Leader was a game system depicting tactical combat in the Second World War. ![]()
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