- J63 Silesian Interlude, Finished
- CH18 Raging Furnace, Turn 3 (of 5) German
- DB133 A Deadly Landscape, Turn 2 (of 5) Russian
This 1943 scenario offers the Russians a 200mm Rocket OBA with a preregistered hex. The 200 mm is a massive but a one shot deal and it wanders by half a dr. You can’t aim nor correct the thing (it’s automatically inaccurate)! I started the scenario off being less than thrilled about the usefulness of it.
Since Rocket OBA uses a Harassing Fire’s Blast Area, I figured this thing will touch a 5/6 hex area (the rules don’t say whether the error’s rounded up or down.) The GameSquad crowd pointed out there are certain merits to holding off on it so that the Germans will avoid crowding. I put my PreReg hex on 63Q10.
The Russians (I) pushed through the middle – first by largely Assault Moving on board to avoid damage from the various machineguns trained in my direction. Then the Russians executed a Human Wave to rush into the woods ahead. I’d love to say it’s a brilliant move but reality is that I benefited hugely from my opponent’s horrible die rolls.
Oh yes, the Russians get points for taking the multi-hex buildings and by rushing units into the circled area on the right of the map. The Russians win when they stack up 8 points.
I’d like to share how I see Advanced Squad Leader (‘ASL’) as a vehicle to gain better insights to military history
First, let’s take a look at ASL’s shortcomings as such a vehicle:
1. Each scenario generally portrays 12 to 20 mins of fighting, offering only a glimpse into the whole battle.
2. Unless it’s a HASL (Historical ASL) module. Geomorphic maps used in most scenarios offer only an impressionistic approximation of the actual terrain.
3. Scenarios generally involve elements from actual fighting forces and not the whole.
With these in mind, let’s talk about how ASL offers a great window (translator: a “Hollywood version” notwithstanding) into historical events.
Allow me to build on the aforementioned “shortcomings”:
1. Precisely because generally each scenario involves less than 20 minutes of the most intensive fighting, ASL puts you right in the midst of the fighting. You get better insights into the actual conditions facing frontline units.
For example: We all read about the intensity at Stalingrad, but how miserable was it?
Operational / strategic games give you stacks of counters that represents thousands/hundreds of people, which gets quickly decimated.
ASL makes you learn what it means to have to battle for the first room and then having to regroup to clean up the next.
2. Yes, ASL scenario terrains are largely a combination of (translator: a huge number of) geomorphic boards and overlays (cost considerations?). However, like miniatures, terrain features are meaningful. Hexes are not all generically designated “Movement +1” or “Defense +3” etc. It’s important therefore to consider your routes in both assault and retreat (translator: routs).
You will also understand why it’s difficult to rally broken troops in the open and why it’s easier to gather your wits in woods and buildings.
3. Although only elements of certain units participate in our cardboard battles, determination of unit combat power reference their real world counterparts. Ordnance and vehicles are also based on real world parameters.
Perhaps ASL is a key to deeper insights into World War II battles.
Look and you might gain better appreciation for the nameless heroes therein – a window into their bloodshed and sacrifices.
Yes, I don’t like being Eisenhower but I really appreciate heros like Major Dick Winters (translator: of “Band of Brothers” fame).
If you hope to play ASL as “Eisenhower”, perhaps this game is not for you. If you look to play ASL as “Winters” or thousands of other unnamed heroes, then ASL is your game.
Here’s another thought: all war games are “simulations”, ie not real (translator: not even close simulations in most cases).
Real wars can’t be played. Only games can be played.
Play ASL as a game, with all that it brings.
War is not a game. (Translator: and ASL is not war.)
Find a game that suits you and have fun playing it. If nothing else, it’s a great platform to make friends all around the world.
ASL is not for everyone but I hope this will give new players proper expectations for what ASL will bring.
Note : Author TouMu is a leading member in the Taiwan ASLer Club, you can find their group on Facebook.
Just want to show you the full glory of this 7 date CG ..
I am finally doing DTO!! Unfortunately for me, my first DTO scenario is also a Night scenario, something that I am not very well versed with. Then again hey : I have a GREAT opponent, so the best time is definitely now.
This scenario is an ASL classic. The Germans win by scoring 20 CVPs more than the Brits and by controlling the both Hillock summit. There’s a bombardment before the German turn but it really didn’t do much!
NVR’s 3, the Germans crept in…
This scenario is played on part of the Red Barricades map. SAN starts at 4 for the Germans and 5 for the Russians and increases to 5 & 7 respectively on Turn 2 and 6 & 8 on Turn 4. The Russians are given the chance to open the attack but German reinforcements will come in on Turn 3 (of 5).
They largely compete for the buildings, trenches, rubble, bridge & storage .. but every sniper kill counts as well.