Tank Solitaire ASL Standard Mission Adaptions

 

 

INTRODUCTION

v     This is the adaption of the Standard Missions for playing with  the TSASL rules.  Use the Standard Mission instructions unless stated otherwise.

v     References to Standard Mission Special Rules are noted as MSR.  New ones just have a number.

v     Adaptions are made based on a tank company of 1000 BPV.  If your company has more or less use following penalties/advantages :

 

BPV range

Penalty

Effect

-551 or less

Level -4

Level -3 Penalty and ENEMY RE decreases by 1 level

-401 to -550

Level -3

Level -2 Penalty and FRIENDLY RE increases by 1 level

-251 to -400

Level -2

Level -1 Penalty and FRIENDLY gains an automatic and, possibly additional, RE on random turn (per a pre-Mission dr)

-110 to -250

Level -1

Ignore 1st ENEMY RE

-100 to +100

None

None

+101 to +250

Level 1

Ignore 1st FRIENDLY RE

+251 to +400

Level 2

Level 1 Penalty and ENEMY gains an automatic and, possibly additional, RE on random turn (per a pre-Mission dr)

+401 to +550

Level 3

Level 2 Penalty and ENEMY RE increases by 1 level

+551 or more

Level 4

Level 3 Penalty and FRIENDLY RE decreases by 1 level

 

 

 

TSASL Mission 1  Cautious Advance

 

VPO LOCATIONS :

There are no VPO in this Mission

 

S? PLACEMENT/ENTRY :

Place Enemy S? as per 4.1e [EXC. Replace {A6f} by {A6g} for radius, with placement regardless of terrain] at start of the Mission.

 

MISSION END :

At the end of Game Turn 8, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 3 the Mission ends immediately.

 

VP SCHEDULE :

§         Each side gains VP for each CVP inflicted.

§         The Friendly side gains 1 VP for each non-Initial mapboard activated.

 

MISSION SPECIAL RULES :

Use MSR 1 but as per TSASL rules

In MSR 2 change “Controlled VPO” in “S? or units”

3. EXC to 9.25 : Consider the nearest (in hexes) Friendly unit to be the nearest Friendly Occupied VPO for Enemy Move Commands purposes.

 

 

 

TSASL Mission 2 (P)  Pockets

 

S? PLACEMENT/ENTRY :

Place Enemy S? as per 4.1e [EXC. placement regardless of terrain] at start of the Mission.

 

MISSION END :

The minimum number is turns is equal to the sum of all S? divided by 4 (FRU).  At the conclusion of each Player Turn starting on this determined turn, make a dr.  On a dr of £ 3 the Mission ends immediately.

 

 

 

TSASL Mission 3 (P)  Recon

 

VPO LOCATIONS :

There are no VPO in this Mission

 

MISSION END :

At the end of Game Turn 8, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 1 the Mission ends immediately. There is a –1drm for every two boards activated using Table A8e

 

VP SCHEDULE :

§         Delete first line

 

MISSION SPECIAL RULES :

Delete MSR 3

4. EXC to 9.25 : Consider the nearest (in hexes) Friendly unit to be the nearest Friendly Occupied VPO for Enemy Move Commands purposes.

 

 

 

TSASL Mission 4  Bunker Busting

 

Do not play according to TSASL rules but do use your tank company

 

MISSION SPECIAL RULES :

Replace MSR 3 table by

dr         Assault unit reinforcements

1          Infantry platoon* + Assault Engineer section

2          Infantry platoon + Assault Engineer platoon

3          Infantry company A**

4          Infantry company B***

5          As per 2 and 3

6          As per 2 and 4

 

4. Every Gun activated on the Enemy Activation Table will be an AT Gun {x5a} if the colored dr of the activation was £ 3.

 

*Infantry platoon consists of 3 Friendly squads, 1 leader, 1 LMG (if present, otherwise NA)

**Infantry company A consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

***Infantry company B consists of 12 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

 

 

TSASL Mission 5 (P)  Take the Highway

 

S? PLACEMENT :

Set up S? regardless of terrain.

 

MISSION END :

The minimum number is turns is equal to the length of the shortest (if > one exists) Road Network (in road whole/half hexes) divided by 6 (FRU).  At the conclusion of each Player Turn starting on this determined turn, make a dr.  On a dr of £ 4 the Mission ends immediately.

 

 

 

TSASL Mission 6  The Fortress

 

Do not play according to TSASL rules but do use your tank company

 

PREVAILING ATTITUDE :

Enemy AC is 3

 

MISSION END :

The minimum number is turns is equal to the sum of all S? divided by 6 (FRU).  At the conclusion of each Player Turn starting on this determined turn, make a dr.  On a dr of £ 4 the Mission ends immediately.

 

MISSION SPECIAL RULES :

Replace MSR 3 by :

-The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

4. Every Gun activated on the Enemy Activation Table will be an AT Gun {x5a} if the colored dr of the activation was £ 3.

 

 

 

TSASL Mission 7  Block Party

 

Do not play according to TSASL rules but do use your tank company

 

PREVAILING ATTITUDE :

Enemy AC is 4

 

MISSION END :

At the end of Game Turn 7, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 4 the Mission ends immediately.

 

MISSION SPECIAL RULES :

Replace MSR 3 by :

-The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

Delete MSR 4

7. Every Gun activated on the Enemy Activation Table will be an AT Gun {x5a} if the colored dr of the activation was £ 3.

 

 

 

TSASL Mission 8 (P)  Patrol

 

MISSION END :

At the end of Game Turn 6, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 4 the Mission ends immediately.

 

 

 

TSASL Mission 9  Enemy Offensive

 

VPO LOCATIONS :

There are no VPO in this Mission

 

MISSION END :

At the end of Game Turn 8, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 3 the Mission ends immediately.

 

VP SCHEDULE :

§         Each side gains 1 VP for each CVP inflicted.

§         The Enemy side gains 2 VP for each EVP.

 

MISSION SPECIAL RULES :

Delete MSR 2, 3 and 4

7. EXC to 9.25 : Consider the FBE to be the nearest Friendly Occupied VPO for Enemy Move Commands purposes.

 

 

 

TSASL Mission 10  Hold The Line

 

MISSION END :

At the end of Game Turn 7, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 3 the Mission ends immediately.

 

VP SCHEDULE :

The Enemy side wins immediately if it amasses ³ 35 VP (EVP or CVP).  The Friendly side wins at Game end if no Enemy unit has exited off the FBE.  If neither of these conditions are met, use following VP schedule and the standard (12.6) victory conditions :

§         The Friendly side gains 3 VP for each turn completed after Turn 7.

§         The Enemy side gains 1 VP for each CVP and EVP exited off the FBE.

 

MISSION SPECIAL RULES :

Delete MSR 2,3, and 4

In MSR 7. replace type of reinforcements with :

“Tank Hunter reinforcements : make a DR on the TD Generation Table{x6c} or if not present the SPG Generation Table {x6a} to determine type, and a dr+2 to determine the number received (all are the same type).

 

 

 

TSASL Mission 11  Tank Attack

 

Do not play according to TSASL rules but do use your tank company

 

PREVAILING ATTITUDE :

Enemy AC is 4

 

MISSION END :

At the end of Game Turn 11, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 1 the Mission ends immediately. There is a –1 drm for each Game Turn completed after Game Turn 9.

 

VP SCHEDULE :

§         The Friendly side gains 1 VP for each turn completed after Turn 11.

§         The Enemy side gains 1 VP for each CVP and EVP exited off the FBE.

 

MISSION SPECIAL RULES :

Delete MSR 3

Change MSR 4 to : The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

 

 

TSASL Mission 12  Besieged

 

VPO LOCATIONS :

There are no VPO in this Mission

 

MISSION END :

At the end of Game Turn 9, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 3 the Mission ends immediately.

 

VP SCHEDULE :

§         The Friendly side gains 3 VP for each turn completed after Turn 9.

§         The Enemy side gains 1 VP for each CVP

 

MISSION SPECIAL RULES :

Delete MSR 2,3,4 and 7.

 

9. EXC to 9.25 : Consider the nearest (in hexes) Friendly unit to be the nearest Friendly Occupied VPO for Enemy Move Commands purposes.

 

 

 

TSASL Mission 13  The Bridge

 

Do not play according to TSASL rules but do use your tank company

 

VP SCHEDULE :

§         The Friendly side gains 1 VP for each turn completed after Turn 11.

§         The Enemy side gains 1 VP for each CVP and EVP exited off the FBE.

 

MISSION SPECIAL RULES :

Delete MSR 3

Change MSR 4 to : The Friendly side is reinforced by an Assault Engineer Platoon*

 

*The Assault Engineer platoon consists of 3 Friendly elite squads (use the type with the highest inherent FP factor), 1 leader (x3, normal DRM apply; reroll as necessary, until a leader is determined); 2 DC and 1 LMG (if present, otherwise NA)

 

 

 

TSASL Mission 14  Human Wave

 

Do not play according to TSASL rules but do use your tank company

 

MISSION END :

At the end of Game Turn 13, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 2 the Mission ends immediately.

 

VP SCHEDULE :

Change :

§         The Enemy side gains 2 VP for each CVP and EVP exited of the FBE

 

MISSION SPECIAL RULES :

Delete MSR 2,3,4 and 5.

7. The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

 

 

TSASL Mission 15 (P)  Pursuit

 

No adaptions needed

 

 

 

Mission 16 (P)  Airlanding

 

NA

 

 

 

TSASL Mission 17 (P)  River Assault

 

Do not play according to TSASL rules but do use your tank company

 

S? PLACEMENT/ENTRY :

Place S? on the river board (EBE-side of the river only) per 4.1, cases a and be.  There is no maximum of S?.

 

MISSION END :

At the end of Game Turn 9, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 1 the Mission ends immediately. .  There is a -1 drm for each Game Turn completed after Game Turn 9.

 

MISSION SPECIAL RULES :

Delete MSR 5.

Add to MSR 4 : “and Large Rafts (E5.122) per vehicle in the tank company representing rafts capable of carrying one vehicle each”.

7. The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

 

 

TSASL Mission 18 (P)  Bridgehead

 

Do not play according to TSASL rules but do use your tank company

 

S? PLACEMENT/ENTRY :

Place S? on the river board (EBE-side of the river only) per 4.1, cases a and be.  There is no maximum of S?.

 

MISSION END :

At the end of Game Turn 9, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 1 the Mission ends immediately.  There is a -1 drm for each Game Turn completed after Game Turn 9.

 

MISSION SPECIAL RULES :

Change to MSR 2 : The Enemy receives an offbaord pool of S? 1.5 times the US# of all Friendly units in the player’s at-start OB.

Add to MSR 4 : “and Large Rafts (E5.122) per vehicle in the tank company representing rafts capable of carrying one vehicle each”.

6. The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

 

 

TSASL Mission 19 (P) Escape!

 

SEQUENCE :

Friendly units setup offboard and enter on/between hexrows I ans Y along the EBE on/after Turn 2.

 

MISSION END :

Replace second point with :

At the end of Game Turn 8, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 3 the Mission ends immediately.

 

 

 

TSASL Mission 20 (P)  Seaborne Assault

 

Do not play according to TSASL rules but do use your tank company

 

MISSION SPECIAL RULES :

Change MSR 4 to : The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

 

 

TSASL Mission 21  Beach Defense

 

Do not play according to TSASL rules but do use your tank company

 

S? PLACEMENT/ENTRY :

The Enemy begins the Mission with an offboard pool S? 2.5 times the total US# (A1.6) of all Friendly units in the player’s at-start OB.

 

MISSION END :

At the end of Game Turn 13, and at the end of each game Turn thereafter, perform a dr.  If the result is £ 3 the Mission ends immediately.  There is a -1 drm for each Game Turn completed after Game Turn 13 [EXC : See also “Special Automatic Victories” below].

 

VP SCHEDULE :

Change second point to:

§         The Friendly side gains 2 VP for each Game Turn completed after Game Turn 12.

 

MISSION SPECIAL RULES :

Change MSR 3 to : The Friendly side is reinforced by an Infantry company*

 

*Infantry company consists of 9 Friendly squads, leaders as per LG number on the A. National Capabilities Chart (FRU), SW as per H1.83 SW Allotment Chart.

 

 

© 2003 by Hans Mielants

 

Sources : © GSASL rules by Rick Lubben