The tournament is a blind round tournament. That means that no scenarios will be provided beforehand. We are 5 RD’s that have selected 3 scenarios per round. The scenarios for each round are known only to the TD and the specific RD that has choosen the scenarios for his round.

Tournament Director [TD]
Andreas Carlsson

Round Directors [RD]

  • Round 1: Fredrik Scheuer
  • Round 2: Mattias Bergwall
  • Round 3: Derek Ward
  • Round 4: Jens Thomander
  • Round 5: Tomas Davidsson


1100 Tournament site opens
1200–1300 Player registration
1315 Opening Briefing
1330–1830 Round 1 (5 h)
1830 Dinner
1900–0000 Round 2 (5 h)

0900–1600 Round 3 (7 h)
1200 Lunch
1600–0000 Round 4 (8 h)
1800 Dinner

0800–1400 Round 5 (6 h)
1200 Sandwiches
1400–1415 Result & Prizes
1415 Tournament ends

Tournament Rules and Guidelines


The nature of tournaments is to encourage competition, camaraderie and to learn from others. Disagreements are part of the game, and they should be resolved in the best possible manner, if asked, the TD can be helpful to solve the issue in any way he decides. Players can hopefully resolve questions among themselves. However, if the TD is asked to intervene or make a decision, it is final and binding.

Furthermore, everybody should enjoy their  stay and have a pleasant time. That means, drink responsibly, and respect each other.

The tournament uses the official ASL Rules, 2nd edition, with the exceptions of the TOURNAMENT SSR’s as mentioned below.


We would like all players to use precision dice (with dots and ball-cornered). Semi-Precision dice like Battleschool dice are not precision dice and not allowed unless you and your opponent agrees upon using them (you are allowed to change your mind anytime during play). Always plenty of precision dice available to lend out and for sale. Would like all players to use a Dice tower, if possible, noisy dice equipment is NA. Dice towers are available to lend out and perhaps for sale. DICE-TOWER USAGE When a DR or dr is made each die must, together with each other die, be rolled through the full height of the dice-tower and end its roll flat on the tower-floor. Otherwise, the entire DR or dr must be re-rolled.


Players are free to take the time they feel they need to play a thoughtful and considerate game. However, excessive delay is NA. Opponents may always prompt players to move along play if they perceive the time is excessive. Set up for either side should not be much longer than 30 min.


Comments on other players games in progress are NA. Neither from the Tournament Director nor from other players. Players may ask about rules, but comments regarding tactics are NA.


Kindling (B25.11) is NA unless specifically allowed by a scenario SSR.


When attempting Battery Access for an OBA Module and no more than one black and/or red chit(s) have been permanently removed from the Draw Pile and the second permanently-removed red chit is drawn, return it to the Draw Pile instead, and that ends the Observer’s OBA actions for that Player Turn (i.e., the second red chit can only be removed from the Draw Pile if at least two black chits have been permanently removed from the Draw Pile for that OBA Module). An Original Contact/Maintenance DR of 12 does not cause the breakdown of a Radio or elimination of a Field Phone, although an Original DR of 12 does cause the loss of Radio-/Phone-Contact.


Basic TK# for a FT-mounted-AFV is 6 at one hex and 4 at two hexes and 3 at three hex range. The same decreased TK# applies for an Infantry FT (i.e., 6 at one hex range and 4 at two hex range). Modifications of the Basic TK# (C7.2) apply.


Tournament Director judge games in any way he thinks are suited for the situation at hand, penalties for slow play (or cause for the delay) will be part of the judgement. When judgement of a game is needed, the following guidelines (FRU/FRD) are used.- Draws are Not Allowed.- 50%-50% Each player make a DR the player that roll the lowest wins.- 60%-40% TD roll a DR if the DR is 7 or less, the player with the edge wins otherwise he lost.- 70%-30% TD roll a DR if the DR is 8 or less, the player with the edge wins otherwise he lost.- 71+% or better, no DR is made, the player with the edge is considered the winner.’


Vehicle Crews can never gain Control of Terrain.


Any Unarmed Vehicle with no MMC Passengers is immediately Recalled.


Snap Shots are NA across Walls/Hedges. Snap Shots are NA across two hexsides from a shooter where 


D2.6 ENEMY AFV: A vehicle cannot voluntarily stop or end its MPh in Motion in an enemy AFV’s hex (whether Known or not) unless it can do so out of that AFV’s LOS (i.e., while Bypassing a hexside opposite that of the DEFENDER’s Bypass AFV), or unless it can, at the moment and position of entry into that hex, attack that AFV (regardless of its To Hit possibility) and be capable of destroying or shocking it with an Original TK or IFT DR of 5 (using a non-Depletable ammo type available to the vehicle). A vehicle thus barred from remaining in an AFV’s hex may not attempt ESB in that hex, and may check if VBM is allowed out of that hex prior to attempting VBM (2.3), if the vehicle still end its MPh in the hex it is immediately turned into a wreck as if eliminated in CC.


Use HIP notes provided by the Tournament. Player´s HIP notes are subject to TD inspection. Please show your HIP sheet to your opponent when applicable during the game.


If you by some reason are late to your game the following applies:
Firstly, call or text Andreas Carlsson (+46702692069) and inform about the delay.

  • After 5 min: Your opponent should inform TD.
  • After 10 min: Your opponent may choose scenario and which side to play.
  • After 30 min: Your opponent have the opportunity to declare WO (this option should only be used if there is no communication. Normally people that are late talk to each other and agree on what to do.)


The tournament is a blind round tournament. That means that no scenarios will be provided beforehand. We are 5 RD’s that have selected 3 scenarios per round. The scenarios for each round are known only to the TD and the specific RD that has choosen the scenarios for his round.

a. Each Round has the following outline:

  • The Round Director will be presented.
  • The RD presents his scenarios for the current round.
  • Scenarios together with ABS and current ROAR standings will be handed out to all participants.
  • Players find each other and agrees on playing table.
  • Players determine scenario & side and start play

Determine scenario

To determine which scenario you will play, you should use the following method;

Both of you secretly choose one of the three scenarios that you don’t want to play, and give the other two a priority of 1 or 2. The outcome will give you what scenario to play, unless you both have deleted the same one, and given the remaining two different priority (2-1 vs 1-2). If that happens you will roll a die to determine which scenario you are going to play.

Determine sides

Side selection is done by using the Australian Balance System (ABS). Each Scenario comes with four levels of handicap for each side, 0 to 3. The higher the number, the more you are prepared to give away to play the side you want. All levels are cumulative (a bid of “3” would include “2” and “1”).
Both opponents secretly record their bid and reveal it then simultaneously!
The possible results of ABS bidding are as follows:
• Opponents bid different sides, each opponent plays the side AND the handicap level he bid.
• If both opponents bid the same side, the opponent bidding the higher handicap level plays the side and level he bid, and the other opponent plays the opposite side at handicap level 0.
• If opponents bid the same side and handicap level, roll a die for each player. The lowest die plays the side and level he bid; higher die plays the other side at level 0.

Note! If playing the director responsible for the specific round the opponent will choose scenario and side. No bidding will take place.

If you need any help with this during the tournament, just call for any of the directors.

And of course – If you both agree on a scenario and/or side, it’s up to you as long as it’s one of the scenarios from the current round.


This section is intended to ease up the flow for specific rules that we know can be hard to handle, or used very rarely, and may be involved in one ore more of the scenarios.

  • B24.12. Falling Rubble
  • D15.8 Bicycles
  • E1. Night

What to bring

2023-11-12: Final list, confirmed by all RD's.

a. Boards

18, 19, 23, 32, 34, 37, 38, 42, 43, 45, 47, 49, 50, 62, 66, 70, 71, 5a, 8b

b. Overlays

G4, G5, I, O2, O5, OG1, OG5, P1, P3, Wd5, X11, X13, X26, 1, 3

c. Nationalities and counters




Vehicles and Guns


4 x Sherman III(a)

3 x Sherman V(a)

2 x Sherman VC(a)

2 x Carrier A

1 x Carrier C

1 x Carrier MMG B

2 x IP Carrier MkIIA

1 x IP Carrier 3in MTR

2 x M3 GMC(a) (use American counters)

2 x M8 AC (use American counters)

9 x RAM Kangaroo

1 x British Daimler SC

1 x Marm-Herr III MFF

1 x Marm-Herr III ME

3 x Stuart 1 

1 x MTR 76*

2 x 40L AA Bofors

1 x 57L AT OQF 6-Pounder

2 x 76LL AT OQF 17-Pounder

2 x 88 ART 25-pounder



1 x PzIVJ

3 x Sturmtiger

2 x PzVIE(L)

5 x PzVG

2 x Stug IIIG


1 x leIG 18

75* INF

1 x PaK38 50L AT



2 x Ha-Go 95

8 x Chi-Ha 97A

6 x Truck 94


1 x 37L AT

1 x Type 92 70* INF


1 x Japanese 1942 FB


d. Playing gear

ASL Utility counters, Approved Dice, something to roll the dice in (eg Cup, Tower, etc), Rules and charts if you need them.

e. Other

Sleeping gear and such if you intend to sleep at the gaming club.