Tag Archives: ASLSK

Kvetching

Starting to bog down (pun semi-intended) with Advanced Squad Leader Starter Kit (ASLSK) armor rules.

Twenty-five or so modifiers for fire combat?  Ugh.

I don’t like House Rules.  If you have to change the game there is something wrong – “Sandbox Games” excepted.

The Designer spent a lot of time figuring things out.  The Playtesters spent a lot of time figuring things out.  The Developer spent a lot of time figuring things out.

Play the game once, then start changing things?  Now you are playing a different game.

Sometimes I think one should just sell it and move on to another game, same period/situation.

Kvetch!

Talked myself into staying with it.

ASLSK Armor Rules – The Saga Continues

I’m now in the Belly Of The Beast.

Had my first “real” armor encounter since really (yes, really) reading the rules.  Painful.  All the new acronyms, modifiers (24!), with counter clutter beyond belief.  Yes, the counters do contain a lot of information, but how to remember/decipher it all?  That will take time, and time, and time, and time.  I now truly understand why some Gamers (See Grumble Jones) play literally nothing but ASL/ASLK.  It’s self preservation.  Too many rulesets at once melt the brain.

Going to wrap up “Monty’s Gamble” (S23).  Made it to last turn for each side, and the Germans can’t win.  The Scenario Archive indicates it’s a tough go for them regardless of who’s playing.

One German AFV has exited the board, with another having a fair chance to do so.  However, that represents only 14 of the 17 VPs necessary for a victory.  There’s no way two squads can make get off-board since they can’t go CX (Exhausted) for consecutive turns.

Here’s a shot at the end of Turn 3.

Oh….why not?  Play it out to gain more experience with armor/ordnance.

In Turn 4, the German AFV at top of the board successfully exits after surviving both Defensive First Fire and Intensive Fire from the anti-tank gun located in the woods at the board’s edge.  The AFV at the bottom of the screen  maneuvers to avoid the British PIAT to be in position for a run to the board’s edge.  One German squad attempts to exit the board, with the British making countermoves.

Here’s a shot at the end of Turn 4

Turn 5 is for the Germans only.  The remaining AFV uses the hill as cover until just before exiting the board.  It survives both Defensive First Fire and Reaction Fire, and exits.  The infantry  squad attempts to exit, but is routed during its move.

Try it again, or a new scenario?

ASLSK – Armor Rules

Finally summoned up the courage to play a scenario with armor.  Getting into ASLSK Starter Kit #3 was one of my goals for my Fall/Winter gaming.

As always, Jay Richardson’s tutorials are a tremendous resource.

“Monty’s Gamble” (ASL Scenario S23) is a good place to start.  It’s a one-half mapper with British paratroopers, supported by two (2) 57mm anti-tank guns, trying to stop three (3) German assault guns and troops from advancing through Oosterbeek towards the end of the fighting around Arnhem.  It’s manageable in terms of size and with a length of only four and one-half turns.  The German objective is to exit a mix of vehicles  and squads off the boardm moving from East to West.

The action became intense during Turn 2.  An assault gun eliminated the crew of one of the British guns and was, in turn, ambushed by a para squad in an adjacent building.  It was an excellent opportunity to muddle my way through the Close Combat sequence involving vehicles.

I think I got it right.  The British rolled badly and, as a result, were eliminated by the assault gun.  If not exactly correct, I was close and achieved what I believe was the intent of the sequence.  Good enough for me on a first try.

Here’s shot of the game at the start (German) of Turn 3.  North is to the top of the frame.  In the South, the lead assault gun is standing-off at maximum PIAT range in attempt to destroy the squad blocking their advance.  So far, two shots have failed to effect the British (squad and PIAT now under the -2 Acquired counter).

The second assault gun – with infantry – may attempt to flank the British position, or advance West in an attempt to get off the board.  That will involve dealing with the second British anti-tank gun positioned in the woods half-hex on the extreme West edge of the battlefield.

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.