| Squad Leader | Cross of Iron | Crescendo of Doom | GI: Anvil of Victory |
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Summary of Most Balanced Scenarios Record of SL level scenarios Record of CoI level scenarios |
Summary of Most Played Scenarios Record of CoD level scenarios Record of GI level scenarios |
PLAYTESTING: Along with the desire to find new scenarios to play comes the desire to design your own scenarios. As a scenario designer myself, AdvancePhase.com is set up to support and encourage the playtesting of new scenarios. If interested in playtesting new scenarios, click here! This site is also dedicated to the creation of scenarios with good balance and good re-play value. Scenarios that have met these criteria earn an "AdvancePhase Playtested for Balanced" designation indicated by the (image soon!).
LEARNING BY PLAYING: Squad Leader (copyright and TM, TAHGC) will appear to most people
as a fairly complex game, and this will not be an erroneous impression. However, initial play of
Squad Leader can be relatively easy, deferring much of the inevitable complexities of squad-level
tactical combat to an incremental introduction method. Elaboration on these comments at
Learning by Playing.
The original Squad Leader "programmed instruction" method is ideal for helping the "squad leader"
(actually company commander) learn the ropes as he/she advances into this system. However, the
original SL scenarios do not actually do a very good job of helping a player learn tactical combat
implementation. This circumstance is undoubtedly due to initial game design decisions, choices that
were made well before it was known how popular the game would become. The two biggest problems with
the original scenario set are: (1) city combat tends to be an exception to normal tactical maneuver
and decisions, which makes it harder to translate the lessons _out_of_ the city and (2) the original
system does a terrible job of properly easing the player into vehicle use.
It is these difficulties that are meant to be dealt with through this alternative "programmed
instruction" sequence of scenarios. There is an effort to introduce tactical issues of maneuver,
firepower, mass, leadership, vehicles, special weapons (among others) as the player proceeds through
these scenarios. Of course, the original 12 scenarios from the SL game are always available for
additional play, and all players are urged to consider their use as well, particularly once all of
the relevant rules sections have been introduced through this alternate system.
| GAME SET ONE: The first TTS Game Set comprises the first three scenarios of the series (see Alpha, Beta, and Gamma below). This set of scenarios strives to do three things; introduce the basic concepts of the SL game system in a way that they must be implemented by the players on the field of play, create a balanced setting that can challenge the most experienced players, and provide quick-play scenarios that can be used to introduce new players to the Squad Leader system. For more commentary. ALPHA: FORCED MARCH (v1.3,
Alan Yngve, 1996) Scenario links: TEXT, GRAPHIC, VSQL Start BETA: HASTY ASSAULT (v2.4, Alan Yngve, 1998) Scenario links: TEXT, GRAPHIC, VSQL Start GAMMA: THROUGH THE GAUNTLET (v1.4, Alan Yngve, 1999) Scenario links: TEXT, GRAPHIC, VSQL Start |
GAME SET TWO: The second TTS Game Set comprises the last three scenarios of the series (see Delta, Epsilon, and Zeta below). This set of scenarios challenges the player to further explore the implications of battlefield deployment. This is the next big hurdle to tactical success in the Squad Leader system, since most SL scenarios will challenge the defender, and to a lesser extent the attacker, to find deployment configurations that meet the immediate tactical requirements. For more commentary. DELTA: BACK TO THE SEA (v2.1, Alan Yngve, 2000) Scenario links: TEXT, GRAPHIC, VSQL Start EPSILON: TANKER DELIGHT (v1.3, Alan Yngve, 2000) Scenario links: TEXT, GRAPHIC, VSQL Start ZETA: HITTING THE WALL (levels zero and one completed, Alan Yngve, 2005) Scenario links: TEXT, GRAPHIC, VSQL Start |