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2. Optional Rules<br />
Again, by mutual agreement, players should concur on which ASL<br />
"Optional Rules" will be utilized (and, of course, any "House Rules").<br />
Only Optional Rules that both players agree to can be utilized.<br />
3. Date<br />
To determine date of scenario, one player rolls three dice-one red, one<br />
green, one white. <strong>The</strong> red die determines the year in which the action takes<br />
place. <strong>The</strong> green die determines whether the scenario occurs in the first<br />
half, or latter half, of that year. <strong>The</strong> white die determines which specific<br />
month in that time-period the action falls within. Refer to the table below.<br />
YEAR<br />
(Red Die)<br />
TABLE 2<br />
YEAR HALF<br />
(Green Die)<br />
MONTH<br />
(White Die)<br />
dr Month<br />
Fan (Julym<br />
4-6 'eb (Aug)<br />
Aar (seplm<br />
4pr (Oct<br />
day (<strong>No</strong>!<br />
6 ~une (Dec,<br />
If the resulting date has no historical action in the predetermined <strong>The</strong>ater<br />
(as, for instance, April 1941 on the East Front), players should simply<br />
re-roll until a suitable time period is determined. Refer to Table 6 if unsure<br />
as to whether historical action in the agreed <strong>The</strong>ater occurred.<br />
4. Weather<br />
Using the appropriate DYO Weather Chart (E3.) for the selected <strong>The</strong>ater<br />
of Operations, determine the scenario's Weather conditions. This dice roll<br />
is required unless the Weather rules are not in play (being optional). In<br />
that case, make only a dr for Environmental Conditions (B25.5). Make<br />
a Wind Force dr (B25.63).<br />
Additionally, at this point make a dice roll to determine whether this<br />
scenario is to take place at Night (El.); on a roll of "11" or "12", the<br />
scenario will be a Night scenario, providing players have agreed to the<br />
optional Night rules. Use DYO rules from the Night section to determine<br />
the conditions for this Night scenario.<br />
5. Game Length<br />
Roll two dice and refer to the following table to determine the length<br />
of the scenario, given in Game Turns.<br />
TABLE 3<br />
DR Game Turns<br />
6. Basic Point Value<br />
For the Basic Point Value (BPV) allotment, one player rolls three six-<br />
sided dice. Multiply the resulting sum by 50 (the following table displays<br />
the results for those who do not trust their mathematical skills). <strong>The</strong> result<br />
is the Basic Point Value per side. <strong>The</strong> Initiative of each side may affect<br />
the personal BPV, giving a player his "Final Point Value" with which<br />
he will purchase his Order of Battle (HI.).<br />
BPV<br />
TABLE 4<br />
!@ -- - --LT "<br />
[OPTIONAL: Should players wish to engage in even larger scenarios, or<br />
for scenarios involving more than two players, they may choose to roll<br />
more than three dice. Again, for a BPV result, simply multiply the sum'<br />
of the dots by 50.1<br />
7. Select Nationality<br />
Players should now choose sides, keeping in mind date and <strong>The</strong>ater of<br />
Operations as determined above. If unable to agree, settle the matter by<br />
having one player randomly make a die roll; on a roll of "1-3" he takes<br />
the Axis role. Each player may then freely select which nationality, of<br />
his side (Axis or Allied) which was active at that date on that front, that<br />
he wishes to play (dependent of course on the countermix available). If<br />
unsure of which nationalities are available for this choice, refer to<br />
Table 6.<br />
8. Initiative<br />
Using the die roll modifiers given in Table 6, determine each side's<br />
Initiative for the scenario-either Attack, Recon or Defend. "Attack" refers<br />
to an all-out offensive. "Recon" may be considered a reconnaissance in<br />
force, more cautious than an "Attack" but still aggressive. "Defend"<br />
may be either a passive defense or a reaction force, depending on the<br />
player's preference and temperament. <strong>The</strong> drm given in Table 6 are based<br />
on the overall strategic situation at that date for the nationality listed for<br />
each <strong>The</strong>ater. (<strong>No</strong>te that these are color-coded according to nationality.)<br />
In practice, each player rolls one die, applying the appropriate drm, and<br />
consults the table below. This determines his Initiative, which in turn will<br />
determine his Final Point Value.<br />
TABLE 5<br />
dr Initiative<br />
*?I<br />
Recon<br />
9. Final Point Value<br />
<strong>The</strong> Final Point Value (FPV) each player is to receive, and.with which<br />
he will actually purchase his Order of Battle (HI .), is based on the BPV<br />
and each side's individual Initiative. If a player has an Attack Initiative,<br />
the BPV is multiplied by 1.25 and the result rounded up to the nearest<br />
whole number to produce his FPV. If a player has a Recon Initiative, his<br />
FPV is the same as the BPV. If a player has a Defend Initiative, the BPV<br />
is multiplied by .75 (FRU) to produce his FPV. (It should be noted that,<br />
for those players with the onus of Defend or Recon against an Attack,<br />
special considerations highlighted later in this article offset the seeming<br />
discrepancy in FPV.) <strong>The</strong> table below summarizes these values.<br />
BPV<br />
TABLE 7<br />
Attack Recon<br />
FW FPV<br />
:2w2<br />
600<br />
""** r*,<br />
700 10. Board Configuration<br />
Roll one die and refer to Table 8 below. This determines the number<br />
of mapboards that will be used in the scenario.<br />
TABLE 8