I was asked to provide more information on how to setup and
play the "Hero Game". Here ya go - feel free to ask questions.
1. Pick the map(s). I usually use three geomorphic maps. Sometimes we use
a Historical Map - I've used the Tarawa map, for example. This time we used
board 12 in the middle, and the Heat of Battle Hill boards on the outside
edges.
2. Pick Entry Points. We used the roads that go off the "ends" of the
geomorphic maps. There are 6 of them, we assigned a number to each and
rolled on die to see where we came on. (Of course, we could have used more
entry points...)
3. Select Support Weapons. I used German MGs, Psk's, Flame Thrower, DC,
Goliath (we allowed the infantry and the goliath to move together ala
"platoon" movement), ATRs.
Note: We could have also included 5/8" ordnance if we made up half inch
counters to represent them for the "blind" draw. (if there are 5/8 counters
in the "bag" for the draw, it would be easy to pick a large counter). We
discussed including radios, but if we did, I'd make it an "instant use"
weapon. In other words, I'd have the player announce he had a radio, and
he'd place a FFE on board. The drift dr extend of error would be halved, and
the FFE would be immediately resolved - and then removed. The player would
have to have LOS to the hex where he tried to place the FFE - but that's
all.
4. Scatter concealment counters around the map. I've done things as
formal as placing them in hexrow 5 and rolling for direction and distance to
scatter them, and I've been as informal as to just place them so they are
more or less evenly distributed.
5. Randomly deside who goes first (DRs). Starting with that player, play
proceeds clockwise around the table.
6. Roll a die (or dice) to determine where you enter the map. Move on and
recover a concealment counter using normal ASL rules. The moving player can
be fired on by EVERYONE else. But no one can fire at a player unless it is
that player's turn. Don't forget CX and don't forget to advance.
7. No one grows concealment - and aggressive play is encouraged.
(Personally, I encourage other players to gang up on anyone who "skulks".)
:)
8. If a player is killed, on his next turn, he starts at step 6 above and
re-enters. He can continue play, but cannot "win" this game. The game ends
when only one player is left alive who has not been killed. (in one game the
last two players who could win killed each other in simultaneous CC.)
That’s about it. A good way to introduce someone to ASL (sort of) and a
quick game at the end of a long day of serious competition. I say "sort of"
because it is very different from regular ASL. :)