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Kampfgruppe Peier II ist keine eigenständiges Spiel. Sie sollten ASL, BEYOND VALOR, YANKS und KAMPFGRUPPE PEIPER I besitzen.
* 3 Map Sheets
* KGP Scenarios 5 - 11
* Chapter P Updates
Time Scale: 2 minutes per Game Turn
Unit Scale: 5 to 10 men, plus individual leaders, vehicles, guns
Map Scale 40 meters per hex
Players: 2 (also suitable for solitaire or team play)
Playing Time: Varies with scenario played; on average, three hours
Solitaire Suitability: Low
Kampfgruppe Peiper II is the companion Historical Advanced Squad Leader (ASL) Module to Kampfgruppe Peiper I and covers the destruction of the German SS forces in and around the villages of Cheneux and La Gleize, Belgium. Kampfgruppe Peiper II contains a huge, full-color, two-piece map depicting the village of La Gleize and a single mapsheet of the village of Cheneux. As in KGP I, the terrain has been meticulously researched to ensure a maximum of historical accuracy, with both area's buildings, roads, streams, etc., shown as they were in the latter half of December 1944.
Kampfgruppe Peiper II also includes an update to Chapter P of the ASL rules, which introduces several new terrain types such as pine woods, barbed-wire fences, narrow village streets, and slope hexsides, as well as a revised Campaign Purchase Chart for KGP I and KGP II. Rules Section 8 provides for three different campaign games covering the entire battle. These campaign games are designed for play exclusively on the new maps, enabling the ASL gamer to create an ongoing series of interrelated scenarios in which tomorrow's victory conditions are as important to think about as today's. Since surviving units and equipment are retained for the next Campaign Game scenario, a critical tactical dimension - conservation of force - is added. Gone are those last-turn suicidal charges so commonly employed in standard scenarios.
Besides giving starting forces and some Campaign-Game-specific rules, Section 8 mainly details a special between-scenario series of steps known as the Refit Phase (based generally along the same lines as the Refit Phase in Chapter O of Red Barricades) to "tidy up" the map and purchase additional forces for the next scenario. For instance, all ongoing Melees are resolved, wounded leaders may be evacuated, units may become Battle Hardened, Fortifications/Wrecks may be removed, etc. Each side stakes claim to the Strategic Locations it controls, in order to determine the next scenario's setup areas. Later, each side secretly purchases sections/platoons of reinforcements (from a table of historically available units) to supplement its current force; e.g., the German commander might buy an SS-panzergrenadier platoon, a section of King Tiger tanks or Wirbelwind SPAA guns, 150mm artillery fire, and/or more Fortification points - to name but a few. Since neither the nature nor the strength of reinforcements is known to one's opponent, the Campaign Game provides much more "fog of war" than most standard scenarios.
Three new countersheets - along with those included in KGP I - provide all the informational markers needed, as well as several counters new to the ASL system - SS engineer squads and their half squads, the M4 Allis-Chalmers amphibious tractor and the correct version of the sIG 38(t)M. Six standard scenarios using small portions of the two maps and one "monster" using the entire La Gleize map are included as well.
ASL Scenario KGP5 Marechal's Mill
ASL Scenario KGP6 Probing the Villas
ASL Scenario KGP7 The Bridge at Cheneux
ASL Scenario KGP8 Les Montis
ASL Scenario KGP9 Carnage in the Night
ASL Scenario KGP10 Peiper's Last Gasp
ASL Scenario KGP11 Beast at Bay