Tag Archives: ASLSK

Smoke

Been back for a couple of weeks and have enjoyed the last days of Summer.

Still playing ASLSK, getting in a least one turn each evening.  That seems to be plenty, especially since it’s the last activity of the day before shutting everything down.  I’m sure things will change when I return from my early Fall explorations of Western Wyoming.  Then it’s shut the place down, and dig in until April/May.

My great weakness (and I have several weaknesses when it comes to playing this system) is my seeming inability to use smoke.

Especially important when playing Starter Set #2.  This set introduces ordnance, which includes a variety of mortars.  While the system limits ordnance to Line of Sight (LOS) – as opposed to full ASL – even the puniest of mortars are invaluable for covering movement and mitigating the effects of defensive fire attacks.

I know, obvious.

ASLSK – Rules Maintenance

Set up another scenario.  Need to keep hammering the rules into my brain.

This one is S16, Legio Nostra Patria.  It’s a one-mapper, with Free French Legionnaires assaulting a German held town.

Here’s my initial set-up.  Top of the photo is East.

And here’s my plan.

The French need to occupy three of the multi- hex building highlighted in yellow.  They already occupy the building at bottom center  of the photo.

The red-circled German units will be suppressed, and with that accomplished, the squads will move towards the occupied multi-hex building and, from there move Northeast.

As I worked with my cheap photo markup app, I realized this is not a good initial deployment or  plan.  However, I’ll give it a try.  My own little “Defense of Duffer’s Drift”.

ASLSK Fun

Really enjoying my latest dive into ASLSK.

Set up another scenario and had quite the time.

“Over Open Sights” (S12) uses the same board and orientation as my previous game, but what a difference!

German avenues of approach have more cover and concealment, and the US has fewer units to cover these approaches.  However, the US artillery is lethal in a direct fire mode….if the gun can score a hit.

I’m loathe to put together detailed session reports as they will pale in comparison to others out there.  Grumble Jones is my favorite.  But, this game was so exciting I had to take a few photos.

This first one involves my initial attempt to use a cheap graphics app along with a cheap iPad pencil to mark up a photo.  It attempts to convey the initial positions of the Germans and their assaults, since I was already well into the game.  The initial US positions can be inferred by the MG counter on the right (east) , and routed unit on the left (left).

The German advance from the southeast stalled due to effective artillery fire, but the advance from the east ( really a sprint across the open ground – the scenario takes place in December so the fields are barren) was made possible by some remarkable shooting from the 50mm mortar.  Usually derided, this light mortar eliminated the machine gun crew as well as routed one artillery crew, thanks to low rolls which maintained its rate of fire, as well as abysmal morale check rolls for the US.

It was all but over by Turn 3…..or was it Turn 4?  I  started to pick the game up but then  remembered the US received reinforcements in Turn 4.  Unfortunately, I had grabbed the turn marker and couldn’t recall the turn.  So, I brought in the reinforcements anyway.  Things got interesting quick, because this plucky band checked the German advance.  This  change in fortunes was short-lived because, once again, good German shooting routed the newcomers.  The following shot shows the climatic assault on the artillery (used Melee marker to emphasize).

When the smoke had cleared, the Germans had attained their objective of capturing all three artillery positions.

Fun game.  Still struggling with some rules.  Need to remember ELRs and that casualty reduction is to half-squads, not reduced strength squads.

ASLSK

Somehow managing a disciplined approach to Advanced Squad Leader Starter Kit 2.  Playing at least one turn every evening.  And….enjoying it.  Not yet a task – like some other games become.

Current scenario is “Priority Target” (S13).  The linked aslscenarioarchive.com is a nice resource, with a very serviceable search engine.

It’s a interesting six turn, one-mapper.   German paratroopers have jumped into Crete and must  destroy three (3) Bofors guns defended by a mixed Australian-Greek force.

Played four turns before things bogged down, so decided to re-set with just  a few changes for both offense and defense.  Game flow was pleasantly smooth.

Plan to start it up this evening.

Never Know

Having fun with Advanced Squad Leader Starter Kit (ASLSK).  Time spent studying rules was time well spent, as game flow is much smoother, with fewer breaks for references.

The game’s ebb and flow would drive me crazy if I was playing an opponent.  However, it is really entertaining when playing solitaire.

An example from “88’s At Zorn” (S12), last German turn, with US having one turn after that.  To win, US has to exit at leasts 3 squads and one leader from hexes due south of their current positions in the lower right hand corner of the photo.

The Germans appear to be in good shape since they can finally bring one of their 88’s to bear (BTW, good fields of fire for the 88’s are limited, so they can only cover a part  of an avenue of approach).  But, what happened during their Prep Fire?  I rolled a “12”, weapon malfunction!  With that, and a US win in the melee, game over!  The US is able to exit the needed number of units from the map without any opportunity fire.

Now I’m all fired up to play another game.  But, another round of “Zorn”?  I did botch the rules for the first half of the game.  I somehow decided stone buildings were two-levels, completely changing lines of sight (LOS) and several fire combats. It would be interesting to find out if this gaffe really made a difference.

Or, another one-mapper.  I prefer the smaller scenarios, especially when ramping back up on the rules.  I also enjoy playing only one or two moves a session.  More than that and I start suffering from brain-strain.  Speaking of brain-strain……am I ready to dip into the AFV madness of ASLSK #3?  Gently, gently, gently……

Back Home

It’s Summer!

Not the best time to wargame.  Too much fun to be had outdoors.  But,  you can’t spend all of your time outside.  So, a couple of lightweight endeavours for the next couple of months.

The Irregular Wars campaign is on hold, and the “Small Table” is now set up for Advanced Squad Leader Starter Kit (ASLSK) scenarios.  My philosophy with ASLSK is that one has to keep playing it or lose all rules chops.  There is enough rulebook referencing when conversant, so a prolonged absence can make things painfull.  I’m going to take it easy and cherry-pick one-mappers, and maybe maintain momentum into the Fall.

While  figure purchases are on  indefinite hold,  but  I have the itch to build something, I dug up an aircraft model to use in my Red Actions game.  To do it right I need to learn how to “rig up” a biplane.  Things could get frustrating, but what the hell…….

Time To Go To Work

Finished up all the scenarios in Advanced Squad Leader Starter Kit (ASLSK) #2 – Guns.   On to ASLSK #3 – Tanks.

Not even Jay Richardson’s fantastic tutorial could soften the impact of my first reading of the AFV rules and charts.  Brain just shut down.

Well, it will be a long process, and I’ll no doubt avoid armor scenarios, or at least those with several vehicles.  But, it has to be done.  Must learn.  Need to find a way so that it doesn’t seem like work.

Geek, Dweeb or Spazz?

Sucked into the vortex that is Advanced Squad Leader.  Feel like one of the characters in the classic SNL skit when  organizing counters in plastic containers.

The slippery slope began with Starter Kit #1.  The slide accelerated with the decision to play a couple of scenarios from Partisan. Why Partisan?  It’s been sitting on the shelf for about 4 million years, is infantry only, with low counter density.  The deal was closed when I read this review in Boardgamegeek.  It’s my fondness for un/semi-loved games.

The GDSpazz-iness started because the partisan counters aren’t in the Partisan game.  Huh?  Yes, this predecessor to Armies of Oblivion only contains generic axis allies counters.  The partisan counters are in Beyond Valor.  I bought Beyond Valor loose, bagged and without a box about 4 million years ago.  So, started separating Russians to get the Partisans.  Since I was involved in the process, it seemed logical to take care of the German infantry, too.

Now that I have them organized, might as well get some of the play-aide and marker counters organized.   Why play when you can while always the hours fiddling with cardboard?  Croix de Guerre beckons.

Going Tactical

While the Battle of Katlego Faragh has been raging, I’ve also been playing Ranger and (gulp) ASLSK.

Be careful what you wish for.  My last two games of Ranger have been nothing short of disasters.  Those combat scenarios are a lot tougher than a pure recon mission.   In one game, the squad barely moved past the perimeter before it was hit by a close ambush.  I forgot doctrine, and tried to break contact.  Wrong & BLAMMO.  Need to assault through a close ambush.

The next mission was an anti-armor ambush that went really well……except the getting home.  Again, another close ambush, but far from home and too many casualties to evacuate.  Well, the good thing about wargaming is that it’s just like “Edge of Tomorrow”.  Die, Learn, Try Again.  I really dread rolling 2-3, or 11-12.  As mentioned in my previous Ranger post, bad things happen.

ASLSK has been fun.  Playing the first scenario, rules-in-hand, one half-turn at a time.  With low counter density, no supporting weapons, and a methodical approach, it’s been a pleasant and not frustrating experience.  I’ll try another similar scenario, and then, perhaps, add crew-served weapons.   Unfortunately, the complete rules are in the No. 3 game, and I am loathe to spend $30+  for just a set of rules.  I have a lot of counters and scenarios to mess with already.   Got to figure that out using the ASL rules and the player’s guide.

Into The Abyss?

A long, long time ago I played Squad Leader (SL).  Really into it.  Sorted all the counters into plastic containers, so typical for an SL Dweeb.  Then, for some reason, I gave it all away to a younger war gamer on a budget. Dunno……

About seven years ago, started buying up not only SL games on EBay, but also the all-consuming monster that is Advanced Squad Leader (ASL).  Scrounged through AH Generals for scenarios, copied them, and then placed them in a binder.  But, every time I looked at the monster rule book I just cringed, and satisfied myself with looking at the scenarios, and browsing through Mark Pitcavage’s wonderful Desperation Morale website.

For reasons that cannot be explained, I bought the Advanced Squad Leader Starter Kit (ASLSK) #1 a year ago.  And now, I’ve decided to start playing again in little, teenie, tiny baby steps.

What made this decision easy was the discovery of this.   Jay Richardson did a fantastic job putting together this guide.  It reminds me of how helpful the old AH replays were when you were learning one of their games.

Now, I’m going to hold off on the second and third modules for awhile.  It’s a progressive system, with successive rule books adding mortars/artillery and then vehicles.  What I really need is to find the third module’s rule book.  I’ve got plenty of ASL modules with counters and a gazillion scenarios, so there’s no real need for the counters/maps – I think(?).

Will start this up on T-Giving, after I finish up the latest iteration of Raid on St. Nazaire.