
Ten scenarios, nine years of war and three continents’ worth of fighting, all in one folder. That’s The Liberators, Scenario Pack #6 from Hazardous Movement, or HazMo for short. It runs from the Spanish Civil War in 1936 to Berlin in 1945, with stops in Finland, Poland, China and Papua along the way.
I don’t usually unbox third-party scenario packs. MMP packs, sure, I always buy those. This is the first HazMo product I’ve ever had in my hands, and it came courtesy of Ritterkrieg. Thanks, Derek. He also sent a second copy for a giveaway on The ASL Random Selection Show.
What’s in the Folder

Everything comes in a printed folder, which is a nice touch. Chuck Hammond designed all ten scenarios. Here’s what’s inside.
- 10 scenario cards
- One double-sided geomorphic map, HZ4a
- A “Rules to Remember” sheet for each scenario
- Extra sheets for the scenarios whose rules run long
Read the bottom of the cover before you buy. You’ll need a lot of ASL to play all of these. The list includes Hakkaa Päälle!, Yanks!, Code of Bushido or Rising Sun, West of Alamein or For King and Country, Gung Ho!, Beyond Valor, Armies of Oblivion and The Last Hurrah. That’s before the boards, which include the Deluxe ASL boards a, b and d, and HazMo’s own HZ-2 and HZ-3a. I don’t have HZ-2 or HZ-3a, so I’ll be borrowing.
The scenario cards use VASL-style counter art. Some of them have a blue dot in the corner, and I still don’t know what it means. If you do, tell me in the comments.
The Map

I assumed pack six would come with a board called HZ6. Nope. It’s HZ4a, a double-sided geomorphic board with woods, a village, orchards and a stream. It’s sized like a regular board, so it should line up with the rest of your collection.
The fun part is the two sides. One side looks like Europe. Flip it over and you’re in the Pacific, with palm trees for the orchards and paths where the roads were. Everybody likes a new board, and this one pulls double duty.
Rules That Cover the Whole Pack
The back of the folder has a set of rules that apply to every scenario in the pack. Here are a few of my favorites.
- Kindling is NA.
- Crews can never gain control of a building.
- Both sides can set up concealed in concealment terrain automatically.
- Radio and field phone breakdown is NA.
- The first fire mission’s battery access is automatic. You pull one black chit out of the draw pile before play starts.
- An entrenched unit can use Assault Movement to leave its location without drawing fire in that location.
I like that last one. Climbing out of a foxhole shouldn’t feel like a death sentence.
The “Rules to Remember” sheets are the real gem, though. Each scenario gets a one-page guide with tips and reminders for the rules that scenario leans on. I’ve never seen anyone do that before. It’s like having the guy who knows the rules sitting across the table, minus the gloating.
Ten Fights, Nine Years
Most of these are smallish. “Gasoline Alley” is the smallest, with the 1st Panzer Division pushing into Czestochowa on the second day of the war in Poland. “Like Spaniards, to the End” takes you back to Oviedo in 1936, where a Nationalist garrison is trying to hold out against a Republican counterattack.
There’s winter, too. “A Painful Separation” is Finns against Russians outside Kuhmo in January 1940, with ground snow and falling snow. The Finns come out of the forest and chop the Soviet column into motti.
“Pearl of the Orient” is a Deluxe ASL scenario on the Deluxe boards. It’s Shanghai in August 1937, with the German-trained Chinese 87th and 88th Divisions trying to destroy the Japanese positions in the city. I haven’t played a Deluxe scenario in forever. “Whence Right and Glory Lead” is the other Pacific one, with Australians flanking the Japanese near Gorari in Papua in November 1942. It’s the one that uses the PTO side of HZ4a.
The rest are late-war fights. “Kampfkommando” and “The Wounded Beast” are Americans in German villages in March 1945. In the second one, the 17th SS counterattacks just as the GIs think they’ve got the town. “Everybody Wanted Them” sends the Japanese-American 442nd into Bruyères in the mud. The Bagration scenario has Korps Abteilung D holding Shumilino against the opening of the offensive. “A Blood Oath” puts foreign SS volunteers in Berlin, fighting to the end for a man who wasn’t worth it.
Two of them, the Bagration scenario and “A Blood Oath”, have so many special rules that they spill onto an extra sheet. I’m not a huge fan of that. Past a certain point, SSRs start to feel like homework.
The numbers on the map match the table under it.

| Scenario | Title | Scenario | Title |
| HazMo 51 | Kampfkommando | HazMo 56 | Situation: Bagration |
| HazMo 52 | A Painful Separation | HazMo 57 | Pearl of the Orient |
| HazMo 53 | Gasoline Alley | HazMo 58 | Everybody Wanted Them |
| HazMo 54 | Like Spaniards, to the End | HazMo 59 | A Blood Oath |
| HazMo 55 | The Wounded Beast | HazMo 60 | Whence Right and Glory Lead |
HazMo also put out a free sample, “The Wounded Beast”, so you can try one before you buy.

Where to Buy
Ritterkrieg, $54.95 (US and North America)
Debriefing
The Liberators is a pretty simple pack, and I mean that in a good way. You get ten fights from all over the war, a board that works in two theaters, and a folder that keeps it all together.
What sets it apart is the help. The pack-wide rules cut out some fiddly stuff before you even start, and the “Rules to Remember” sheets are a great idea that more publishers should steal. Just check the cover against your shelf first. You’ll need a big collection, and a couple of HazMo boards, to play the whole thing.
Academy Out!
GET TO THE CHOPPA…!!! 
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