The Singling "mini-HASL" from Operations Special Edition #1 comes with the following:
* One 22" x 25" map (of which ~17" x 23" is playable). The map is done by Niko Eskubi, and is a big departure from "standard" ASL map artwork. There is a terrain key included on the map to remove any confusion about terrain types. Terrain types consist of: Open Ground (at Levels 0 and 1), stone buildings, stone walls, out-of-season orchards, and dirt roads. Crest Lines have been given a thin light line used to determine LOS. Because this is a stand-alone product MMP decided to try something a little different art-wise, and the results are pretty stunning.
* Four pages of Chapter Z rules (pages Z59-62) with both the Singling Special Rules (which apply to all stand-alone scenarios and all CG scenarios) and the Singling CG rules.
* Two "fixed" scenarios:
-SG1 Abrams' Charge: This is the full-blown American attack on Singling from the start, and can be played either as a stand-alone scenario, using the Victory Conditions and Turn Record Chart (which has a fixed length of 6 full game turns) on the card OR can be used as the initial scenario of the 3-date CG, using the CG Victory Conditions and the variable-turn end mechanism found in the CG rules (which means the scenario and each CG scenario following it could end after 4.5, 5, 5.5 or 6 full turns). When each scenario ends is determined by a dr, so players will never be sure (except if the scenario goes 6 full turns) when scenario end will happen. This is important on a number of levels, not the least of which is how many VP the American has scored, and also what happens between scenarios.
At start, the Americans have 13 tanks but only 7.5 squads (though they are Elite), and their infantry and armor leadership is top-notch. 5 of their tanks have Gyrostabilizers. The Germans start with more infantry (15 squads of varying quality), three Guns, two Panthers and two assault guns. So there is very much a yin/yang of forces here: Powerful armor but thin infantry for the Americans, and limited armor but a relatively large infantry force for the Germans. The Americans initiate the attack under cover of two WP barrages.
-SG2 Fitzgerald's Fire: This is a smaller (4.5 turn, 12.5 squads, 5 tanks total) scenario using about 1/4 of the map, depicting a German counterattack later in the day. It does not plug into the CG is any way and is completely stand-alone (though ALL scenrios use the Singling Special Rules)
The CG ("A Pleasant Diversion") consists of a maximum of 3 CG "dates" (December 6 morning, midday and afternoon), and depicts a much shorter time span than usually seen in ASL CGs; so the amount of stuff which can be achieved between scenarios has been minimized and, accordingly, so have the rules. Some between-scenario actions include Rallying of broken units, weapons repair, evacuation of Wounded leaders, and vehicles having the option of changing their Motion status and VCA/TCAs.
Based on how well they are or are not doing, the American player may get to purchase a limited number of armor and/or infantry as reinforcements. The Germans get reinforcements automatically, though of a random nature. Each side will always have a module of OBA at each scenario start. So in a sense, the CG has a somewhat "self-balancing" quality: If the Americans do well and suffer few losses early, then no reinforcements will be needed; meanwhile the Germans get some replenishment. If they Americans get stuffed early, they can call for help from other forces in the area. Our hope is that we've come up with a CG small enough that two players could complete it in a long day, or over a few evenings.
Victory is contingent upon the American scoring VPs (which consist of CVP inflicted on the Germans and buildings Controlled; buildings are worth a number of VP = to the number of Locations present in each building when it was first Contolled by the American) and/or if they control all 12 "Campaign Victory (CGV) Buildings", thus giving two ways to win. There is a CVP cap placed on the Americans, so the German also has some options to prevent an American Victory. In the CG, the side which won the previous scenario gets the first move in the subsequent scenario. This has proved to be a pretty powerful incentive to both sides.
We hope you enjoy playing it. Many people really dove into this project head-first and gave huge amounts of time and energy to make it work, and to them we are extremely grateful :hail: