The box states that you require the following additional ASL modules to play this game Beyond Valor: ASL Module 1, Croix de Guerre - ASL Module 10 and West of Alamein - ASL Module 5. What isn't stated is that you are assumed to own the 2nd Edn ASL rulebook which includes Chapter E, covering night and air rules. If you have the 1st Edn. rules, you will therefore need to pick up the YANKS module as well, for the separate chapter E rules and illumination/air counters. Owners of the 2nd edition Beyond Valor: ASL Module 1 will find that these additional counters are included in this release. So, best to find a 2nd Edn ruleset and 2nd edn. BV.
Whilst there are 14 scenarios which utilise some smaller mapboards ( D1 to D3 provided in soft map format), you are also going to need board 38 from the Gung Ho! module for one or two scenarios. The scenarios cover different phases of the battle for the entire DBP 'Porcupine' that was constructed by the French. The campaign game proper, along with several of the smaller scenarios are fought over a separate 22"x34" paper map, which covers only the 'ELIANE' sector of the battlefield. Therefore, you are not going to be able to recreate the entire battle for the various forts. What you will be able to do if you choose to fight the campaign game is experience the brutal bombardment and human wave assualts launched by the PAVN and the vicious close quarter combat as positions were overrun.
Once you are attempting to set up the campaign, it becomes apparent that additional ASL modules are required to proceed. The PAVN, whilst represented by their own new counters in the game, have characteritics of both the Russians (Human wave, commisars) and the Japanese (DC heroes etc). Therefore you are going to need Code of Bushido - ASL Module 8 as well to obtain the rules (Chapter G) pertaining to this. Reading on, you will find in the French aresenal air support, with the ability to deliver Napalm. OK, this means you are also going to need Gung Ho! - ASL Module 9 for the chapter G rules covering this aspect. If you can somehow obtain Chapter G in it's entirety you will not need the modules, as there are no counters required.
Whilst the game comes with some new countersheets covering PAVN troops, French Paratroopers and their allies, the T'ai irregulars, you need a range of British/Free French troops covering 4-5-8, 4-5-7, 4-4-7 and 4-3-6 squad types. The Free French also tend to use a mix of American and British weapons, so maybe you are going to need that YANKS module after all...
You are going to need the Platoon Leader rules which cover the mechanics of the campaign game.These are available for free downlaod from Critical Hits' website. Unlike other ASL campaign games, such as Red Barricades, Platoon Leader is smaller in scope, with smaller numbers of troops on board and shorther firefights. The breakdown and new set up requirements between scenarios is also quicker with less phases. The end result is a series of linked scenarios that will be quicker to work through, rather than a monster that dominates your game table (and life) for months.
Oh, there is one more thing as a suggestion for ease of play. The opening firefight of the campaign game takes place at night. Environmental conditions are wet, overcast and mud with Heavy Rain and wind gusts at the start.To avoid the foul weather from putting you off I suggest you find and print out the excellent primer to night combat 'Bring on the Night' by JR VanMechelen, which is available for download from the web.