Armchair Dragoons Forums
Wargaming => The Modern World => Topic started by: judgedredd on September 10, 2020, 05:21:53 PM
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What is it about ASL that get's yer juices flowing?
I tried to read some of the rules, and they were text heavy and pretty complicated from what I recall...so why dedicate your time to that engine specifically?
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Mom! Dad! judgedredd! It's evil! Don't touch it! >:D
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:2funny:
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I hear if you turn out the lights in your bathroom and say "ASL" three times in the darkened mirror, trailrunner appears to tell you that if there is an involuntary failure to maintain access, a SR would stay on the map but an FFE will proceed and when in FFE:C be removed. :2funny:
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Yes, I agree that the rules are terse, and sometimes needlessly so. That is somewhat offset by the plethora of play aids, tutorials, and youtube videos.
There are several things I like about ASL. One is the modularity. Once you learn the rules, it opens up thousands of scenarios, each telling a different story -- and there are stories within the stories when you actually play. I also think the rules also a lot of tactical freeplay, which is sort of surprising considering how thick the rulebook is. The dice can and they can not play a big role. There are a lot of things that you want to do but won't be able to do because you failed a roll, or your machine gun will break. The scale of the game is also wonderful - I can feel like I'm down with the squads trying to cross the street into the village.
I won't say ASL is the best. I think other systems have learned from ASL, and taken the good elements without all the chrome. The starter kits are an example - they have captured 75 percent of the game with only 50 percent of the rules. SK1 is a bargain, not that difficult, and people are producing a lot of SK1 only scenarios.
I highly recommend Jay Richardson's tutorials. Highly recommend. The pandemic has also pushed me to get VASL running, and now I love it. I have a small network of friends that I'm helping learn through the starter kits. Let me know if you want to join us sometime.
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I poke fun, but I played Squad Leader a lot (solo) back in the 80s. I've never been huge on tactical combat but I think that's changing slowly, what with LnL, CoH, and other stuff I have now.
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Yes, I agree that the rules are terse, and sometimes needlessly so. That is somewhat offset by the plethora of play aids, tutorials, and youtube videos.
There are several things I like about ASL. One is the modularity. Once you learn the rules, it opens up thousands of scenarios, each telling a different story -- and there are stories within the stories when you actually play. I also think the rules also a lot of tactical freeplay, which is sort of surprising considering how thick the rulebook is. The dice can and they can not play a big role. There are a lot of things that you want to do but won't be able to do because you failed a roll, or your machine gun will break. The scale of the game is also wonderful - I can feel like I'm down with the squads trying to cross the street into the village.
I won't say ASL is the best. I think other systems have learned from ASL, and taken the good elements without all the chrome. The starter kits are an example - they have captured 75 percent of the game with only 50 percent of the rules. SK1 is a bargain, not that difficult, and people are producing a lot of SK1 only scenarios.
I highly recommend Jay Richardson's tutorials. Highly recommend. The pandemic has also pushed me to get VASL running, and now I love it. I have a small network of friends that I'm helping learn through the starter kits. Let me know if you want to join us sometime.
Whooooaaa kiddo - I never said anything about getting into it (though I guess you probably (correctly) read between the lines)
I was just tinkering with looking into a starter kit...it popped up when I was browsing around and I wondered why it was so big.
I don't know - I have a few tactical games that I really like - and my mind isn't really into taking in complicated stuff anymore. I'll drop you a line if I do pick it up.
I poke fun, but I played Squad Leader a lot (solo) back in the 80s. I've never been huge on tactical combat but I think that's changing slowly, what with LnL, CoH, and other stuff I have now.
Really? I much prefer tactical games - though I am enjoying some of the larger games I have (Battle Hymn and Holland 44 for example)
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I played a tonne of Squad Leader back in high school. When ASL first came out, it was more than I could afford but some in my gaming group picked it up. I liked crunchy rules (the older I get, the less I'm able to retain so I shy away from the super complex stuff now) and I love tactical games but ASL was just too much for me (and the guys who bought it). They sold off their copies and we went back to regular Squad Leader. ASL felt like it would be a lifestyle game and I'm more of a jack-of-all-trades type. I constantly bounce between game systems and have to re-familiarize myself with the rules whenever I finally get back to a game I haven't played in a while. I don't know if that'd be feasible with ASL.
Based on your posted impressions and experiences with games like the LNL Tactical series, I'd say give it a miss. These days, I prefer to stick with LNL, and the occasional foray into Tide of Iron (fun game but setup is a chore). I'm reading through Band of Brothers now and will hopefully get that on the table next weekend.
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So Advanced Squad Leader used to just be Squad Leader? A lighter version presumably?
What made it advanced? Just nuance additions to the rules I guess?
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The original version was called Squad Leader. The base game had Germany, the US, and the USSR. There were 3 expansions for it. Cross of Iron covered the Eastern Front and added a bunch of armour rules. Crescendo of Doom covered the early war and added the UK as well as several minor nations such as Greece, Belgium, Norway, etc. GI Anvil of Victory focused on the Western Front and added a bunch of new units for the US and UK.
Advanced Squad Leader was released several years later and was more of a modular system. You'd buy a giant binder for the basic rules and then boxed sets covering various nations, times, and theatres. I think the only ones my friends picked up were Beyond Valour (eastern front), and Paratrooper. We'd given up on the Advanced version by the time Yanks was released.
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Whooooaaa kiddo - I never said anything about getting into it (though I guess you probably (correctly) read between the lines)
Well, you were reading the rules, weren't you? Or maybe you were just reading them for the pictures? :whistle:
So Advanced Squad Leader used to just be Squad Leader? A lighter version presumably?
What made it advanced? Just nuance additions to the rules I guess?
As SDR explains, SL came out in four modules, with each module adding more features. But there were problems with rules from each module conflicting with each other, so they rebooted it as ASL, and issued a consolidated set of updated rules.
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uh oh......
(https://live.staticflickr.com/65535/50330136501_bff8c07d82_o.jpg)
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(https://i.ytimg.com/vi/F6X9KcrXHwg/hqdefault.jpg)
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Speaking of John Hill's original Squad Leader.
I have a very strong memory of being in a Tors R Us store. The back wall was stacked with mauve colored boxes of Squad Leader.
Must have been two hundred copies. And all priced $4.95.
Those were the days.
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It's £24 - what will I lose if I don't like it?
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£24 ;D
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How many pints will £24 get you?
Then again you won't pish it all out when you're done playing with ASL :2funny:
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We played a lot of SL back in the day, because basically, that was THE WW2 tactical game back then. We didn't really get into ASL when it came out though.
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I say get it. Brant needs more unboxing videos!
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uh oh......
(https://live.staticflickr.com/65535/50330136501_bff8c07d82_o.jpg)
C'mon kid. One hit won't hurt you.
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I say get it. Brant needs more unboxing videos!
I've already got two lined up for Brant...Victoria Cross II and D-Day at Omaha Beach
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C'mon kid. One hit won't hurt you.
:o
(https://live.staticflickr.com/65535/50330332503_5a80050eb5_o.jpg)
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C'mon kid. One hit won't hurt you.
:o
(https://live.staticflickr.com/65535/50330332503_5a80050eb5_o.jpg)
Welcome to the dark side.
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uh oh......
(https://live.staticflickr.com/65535/50330136501_bff8c07d82_o.jpg)
Well, it's been nice knowing you. ;D
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It can't be that bad...I mean, I've got lots of other tactical games and as mentioned above - it seems they took the best bits from ASL...so I can't imagine there'd be more of a draw to play this than any other of my tactical games.
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:whistle:
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Do you really think the draw to ASL would be greater than what I have already? Bearing in mind I have Combat! which I truly love.
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Considering ASL has something on the order of 436,912 expansions, perhaps they're doing something right. I'd say you're in for a time. ;D
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This would be a good spot for a ASL meme with a blackhole featured. :whistle:
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Or JD's head exploding....
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ach...I'm getting it. It's only £24!!
It'll give me something to unbox for you lot...so just remember, I'm doing this for the site...selfless I am.
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It'll give me something to unbox for you lot...so just remember, I'm doing this for the site...selfless I am.
Sort of "taking one for the team" then? :biggrin:
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;D
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:whistle:
https://twitter.com/SockwellMark/status/1304559287482683397?
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I've got SK1 but really struggled to get into. But that was a few years ago and life was pretty upside down then and I don't think I had the concentration to learn it. I should give it another shot...
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I loved Squad Leader back in the day but it really was the only game in town. I player a lot of SPI's Sniper as well but preferred SL. I wouldn't recommend getting into it now though. It's kind of like viewing a classic movie for the first time decades after it was released. It's usually a let-down because others have taken the good bits and built upon them while leaving the dross behind. I find the newer tactical games are much more approachable and enjoyable but you can definitely see the influence SL had on them.
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Too late. I'm giving it a go.
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I really like ASL. I think if I would have gotten the SKs prior to the full rules, beyond valor, yanks, for king and country....I would most likely not moved on to the full rules. The series really hits my ASL sweet spot. Fewer rules overhead and generally smaller skirmishes.
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The first scenario in SK1 is Retaking Vierville. It only has squads, half squads, and leaders - no support weapons, no guns, no vehicles. That scenario has been played a million times, so there are probably some good playthrough videos out there.
The first time I played this scenario (solo), it probably took me two weeks, because I was constantly looking up rules. Now, with an experienced player, we could probably finish it in two or three hours without looking up any rules. What was daunting and confusing at first will become second nature.
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ASL Starter Kit 1 turned up today.
II don't know if I'll be getting anymore - the counters are very small
I'll give it a read and a play through though.
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SK2 has larger counters for guns. SK3 has larger counters for vehicles.
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(https://i.ytimg.com/vi/F6X9KcrXHwg/hqdefault.jpg)
Even King Agamemnon dressed as a firefighter can't save him now...
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Here's perhaps one of the best articles on the case for Advanced Squad Leader (by Eoin Corrigan)
https://hongkongwargamer.com/2014/04/05/advanced-squad-leader-is-the-greatest-wargame-ever-published/?wref=tp
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I'm going to read the article and all will likely become clear - but I'm going to ask before I read...but why?
There are so many out there that now "appear" to do things similar and better (from my initial reading of the ASL Starter Kit rule book...which I assume is everyone I need for infantry combat?
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When was the last time your wargame was used in a church sermon?!
(seriously.... you gotta stick with it thru at least the 3-min mark)
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Church of the Emaculate Die-Roll! :rockon:
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Seen today at gamer's armory
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Question about ASL - are the counters in all the games (expansions) 1/2"? I really, really struggle to read them and have to use a magnifying glass
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Question about ASL - are the counters in all the games (expansions) 1/2"? I really, really struggle to read them and have to use a magnifying glass
Vehicles are larger, but yes most are 1/2"... :nerd:
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That is a bugger. They're really, really, really, really small
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That is a bugger. They're really, really, really, really small
That was the industry standard when the original game was launched. If they tried to change that now, after 40 years, there'd be a huge revolt for making people have to re-buy everything. You saw people pitching a fit over the re-issue of the World at War '85 counters to enlarge them and make them readable. Now multiply that player base by 20-25x and realize how many years of buying components people have invested in that system at that size.
There's a zero percent chance you'll get that changed at this point.
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Understood. I simply cannot invest in it...even if I wanted to and I was genuinely considering it after reading the rules for the Stater Kit.
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I don’t have much problem with the 1/2” counters because there isn’t that much info on them. The 5/8” vehicle counters have a lot of info on them and sometimes I have to pull out my magnifying glass for those.
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So I just made a minor error. It's quite laughable, but it looks like I might be getting into ASL, despite my best efforts otherwise.
I did a trade in which I'm getting, among a couple of other games, one called Operation Neptune. I totally missed that it's an ASL module, but it's not a big deal I suppose.
The other two I got are not ASL-related.
I'd ask, where would I begin? By getting the Starter Kit #1?
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I'd ask, where would I begin? By getting the Starter Kit #1?
By getting on eBay, and sell it, before it consumes your life
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^+100
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So I just made a minor error. It's quite laughable, but it looks like I might be getting into ASL, despite my best efforts otherwise.
I did a trade in which I'm getting, among a couple of other games, one called Operation Neptune. I totally missed that it's an ASL module, but it's not a big deal I suppose.
The other two I got are not ASL-related.
I'd ask, where would I begin? By getting the Starter Kit #1?
SK1 is a great place to start. It's less than $30 and has a lot of replay value. Electronic rules for all the SKs are free on MMP's website, but the have all the SK rules for SK1-4.. There are a lot of video tutorials for the first scenario (Retaking Vierville) and some of the other scenarios. War of the Rats, Released from the East, Simple Equation are great scenarios. And I highly recommend reading the tutorials written by Jay Richardson. They are easy to find and very useful.
If you want to play the game with full rules, start with Beyond Valor (Germans and Russians) and a rulebook, either electronic or printed. If you go printed, most people prefer the pocket version over the the 3-ring binder.
Operation Neptune is a Bounding Fire module. Usually you'll need a fair bit of other ASL kit to play those.
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According to the BGG page, Op Neptune requires the following ASL modules. BFP is a third party publisher of ASL materials. The stuff listed from MMP is core ASL.
BFP: Either of the following: Poland in Flames or Onslaught to Orsha 2 (2 counters needed)
MMP/Hasbro/AH: Beyond Valor, For King and Country (or West of Alamein)
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7 of the 10 scenarios included with Op Neptune are played on the included paper map. The other 3 scenarios need map boards that do not come with the HASL. I own all of the core ASL gear and do not have any of these maps. This isn't a show stopper as these boards can be found in VASL/Vassal.
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Damn.
Thanks, guys. I think Brant's answer may be the best one. ;D
But I'll check them all out - appreciate the input!
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So I just made a minor error. It's quite laughable, but it looks like I might be getting into ASL, despite my best efforts otherwise.
I did a trade in which I'm getting, among a couple of other games, one called Operation Neptune. I totally missed that it's an ASL module, but it's not a big deal I suppose.
The other two I got are not ASL-related.
I'd ask, where would I begin? By getting the Starter Kit #1?
One thing I've learned from watching ASL players is that you'll really benefit from a good storage solution. I'd suggest something like...
https://www.dewofficefurniture.com/mayline-eml4872l-mobile-lite-shelving-10x5?feed=Froogle&gclid=CjwKCAjw77WVBhBuEiwAJ-YoJI_1B1b931r1Iu4oSFKSb_HMBXodIU7CQnlM2MGlBK-SIZfaDtnA3hoCFlQQAvD_BwE (https://www.dewofficefurniture.com/mayline-eml4872l-mobile-lite-shelving-10x5?feed=Froogle&gclid=CjwKCAjw77WVBhBuEiwAJ-YoJI_1B1b931r1Iu4oSFKSb_HMBXodIU7CQnlM2MGlBK-SIZfaDtnA3hoCFlQQAvD_BwE)
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Gary went to ASLOK for a day
https://twitter.com/Ardwulf/status/1578384949169750017
https://twitter.com/Ardwulf/status/1578182032567332865
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so a press release from Renegade Games yesterday set the wargaming world into a tizzy, when they specifically called out "Squad Leader" as one of the AH brands from Hasbro, with whom they now have a partnership
https://twitter.com/ADragoons/status/1578101006650380289
and the discussion gets interesting from there, with MMP eventually chiming in
https://twitter.com/MultiManPub/status/1578356493346217990
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<shakes head>.
ASL, love it or hate hate it, its been around for a long time and is an established part of the board wargames community.
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this bodes ill
https://twitter.com/PlayRenegade/status/1578436869464858624
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ditto
https://twitter.com/PlayRenegade/status/1578436395453935617
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this bodes ill
https://twitter.com/PlayRenegade/status/1578436869464858624
Bodes ill?!? A re-release of Squad Leader would be fantastic! With all new graphics…. :dreamer: It bodes tremendously well!!!
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I’m at ASLOK now but I can’t figure out how to post photos of my storage from my iPhone.
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ASL is a lifestyle choice more than just a game. Just considering the price of the core modules will put you up over the $500.00 mark if you include the rules in that price. That said however. ASL has a great community with metric tons of support on the net. Vassal started life as a way to play ASL online. The number of dedicated pages, websites, and youtube channels is amazing. Don't get me started on the number of conventions.
ASL is also very well supported by MMP who run their own convention as well.
I know it seems daunting at first. However if you get a good gaming partner with a bit of experience in the system you can be up and running in no time. I truly love how many scenarios there are out there with the need to create your own.
Is it the best Tactical system out there? Probably not. It is still one of the most fun games I play.
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I'm curious how much of a market there is for original Squad Leader these days? People who love Supreme Pizza will always go with ASL. But, the folks who love Cheese or Pepperoni pizza have a bunch of choices already. Old School Tactical, Lock n Load Tactical, Band of Brothers, Combat Commander, Assault, Last Hundred Yards, and others. It seems like that space it pretty full.
We'll see I guess.
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Question - is there actually any point in getting into ASL? I mean, the modules go out of print, right?
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Question - is there actually any point in getting into ASL? I mean, the modules go out of print, right?
some things do for a time, some are reprinted
if you're a completist, then it's a fool's errand. If you're just looking for a system that you can play a lot of different scenarios - especially a lot of very well-researched third-party products - then it can be a great system since there are a lot of opponents and a lot of options to choose from
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Question - is there actually any point in getting into ASL? I mean, the modules go out of print, right?
MMP has been doing a great job of re-issuing and updating the modules. The two primary core modules - Beyond Valor and Yanks - are in stock at MMP, as well as many of the other core modules. Other retail stores likely have other modules in stock. The rulebook is available electronically, with periodic updates. There are several third party publishers producing fantastic products too.
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And now the entire mess is available on Tabletop Simulator on Steam. Every map, every counter ever made. You just need the rules.
https://steamcommunity.com/sharedfiles/filedetails/?id=2909647060
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It's been available on VASL for a while too. I personally don't like TTS for ASL, and I'd venture to say most ASL players prefer VASL, but a few use TTS.
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I really struggle to get into TTS. I've tried - but I find it very cumbersome.
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And now the entire mess is available on Tabletop Simulator on Steam. Every map, every counter ever made. You just need the rules.
https://steamcommunity.com/sharedfiles/filedetails/?id=2909647060
Hoi as what about these-? ""S.L. News"" (https://boardgamegeek.com/thread/861156/additional-scenarios) <--'click' that'
(https://cf.geekdo-images.com/ZbNum7H2gSO112hMVSBOZw__imagepage/img/CB_G67MPS1f5F0hLHThpfd9Z_mc=/fit-in/900x600/filters:no_upscale():strip_icc()/pic1429736.png)
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:cowboy:
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Abbreviated version.
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It's a good time to be an ASL player, with many new products in the pipeline and numerous 3rd party publishers cranking out the hits. What's not to love.
As per usual, MMP is setting the bar high for 2023;
MMP 2023 Production Forecast
Here is the MMP Anticipated 2023 Production List, released January 29, 2023:
Advanced Squad Leader
- The Winter Offensive Bonus Pack #14 (2023) has been released;
- The Sainte-Mère-Église HASL is shipping to preorders;
- The Marco Polo Bridge HASL will go on preorder;
- ASL Journal 14 will be released 1st quarter;
- Ponyri HASL will go on preorder;
- Contested Lands module (1948 Arab-Israeli conflict) will go on preorder;
- A reprint of Armies of Oblivion will go on preorder;
- We are working on a reprint of Solitaire ASL;
- Doomed Battalions will go on reprint;
- Twilight of the Reich, a boxed ASL module, will go on preorder.
ASL Starter Kit
- ASLSK Marco Polo Bridge HASL will go on preorder. Ownership of ASLSK4 will be required to play;
- An ASLSK magazine should be released;
- ASLSK Expansion Pack 3 will be released.
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Just on a lark, I asked Chat GPT to give us a some reviews of ASL
write an extended critical review of the advanced squad leader boardgame that compares the mechanics to other tabletop wargames
Advanced Squad Leader (ASL) is a tactical wargame that was first published in 1985 by Avalon Hill. It is a popular game that has been enjoyed by many gamers for its depth, complexity, and historical accuracy. ASL is considered one of the most comprehensive and realistic World War II tactical games on the market, and it has gained a dedicated following over the years. In this review, I will compare the mechanics of ASL to other tabletop wargames and discuss its strengths and weaknesses.
ASL is a hex and counter game that simulates tactical combat during World War II. It covers infantry, armor, artillery, and other aspects of warfare, and it is known for its historical accuracy and attention to detail. The game is played on a large board, and players move their pieces around the board to engage in combat with the enemy. ASL has a variety of scenarios, each with different objectives and victory conditions.
One of the strengths of ASL is its complexity. It is a deep and challenging game that requires careful planning, strategic thinking, and a thorough understanding of the rules. The game has a large rulebook, and players must learn a lot of different mechanics to play effectively. This can be intimidating for new players, but it also adds to the game's depth and replayability.
ASL's mechanics are very detailed, and they simulate many different aspects of combat. For example, the game models the effects of terrain, weather, and morale on combat. It also has rules for different types of weapons, such as tanks, machine guns, and grenades. ASL's combat system is based on a series of tables that determine the outcomes of different types of attacks. This can make combat slow and cumbersome, but it also adds to the game's realism.
ASL is often compared to other tactical wargames, such as Squad Leader and Combat Commander. Squad Leader is an earlier game that was also published by Avalon Hill. It is similar to ASL in many ways, but it is less complex and has fewer rules. Combat Commander is a newer game that was published by GMT Games. It is similar to ASL in terms of its mechanics, but it is designed to be faster-paced and more streamlined.
Compared to Squad Leader, ASL is more complex and detailed. It has more rules and mechanics, and it covers a wider range of combat scenarios. However, some players may find Squad Leader to be more approachable and easier to learn. Squad Leader also has a simpler combat system, which can make it more fast-paced and exciting.
Compared to Combat Commander, ASL is more detailed and realistic. It simulates a wider range of combat scenarios and has more rules and mechanics. However, some players may find Combat Commander to be more streamlined and faster-paced. Combat Commander also has a card-driven combat system, which can make combat more unpredictable and exciting.
In conclusion, ASL is a deep and challenging game that is known for its historical accuracy and attention to detail. Its mechanics are detailed and realistic, but they can also be slow and cumbersome. ASL is often compared to other tactical wargames, such as Squad Leader and Combat Commander. Each game has its own strengths and weaknesses, and players should choose the game that best suits their interests and play style.
write an extended glowing review of the advanced squad leader boardgame that compares the mechanics to other tabletop wargames
Advanced Squad Leader (ASL) is an exceptional tactical-level wargame that provides a level of realism and depth unmatched by any other tabletop wargame. As an AI language model, I have analyzed many different tabletop wargames, and I can confidently say that ASL stands out in its complexity and attention to detail.
The mechanics of ASL are incredibly comprehensive and realistic, offering a truly immersive gaming experience. Players take on the roles of military leaders and must navigate complex battlefields, making strategic decisions that will determine the outcome of the conflict. The game includes a variety of units, weapons, and terrain types, each of which has unique attributes that can influence gameplay.
One of the things that sets ASL apart from other wargames is its emphasis on modeling real-world military tactics and techniques. The game is designed to simulate combat situations as accurately as possible, with rules covering everything from spotting and sighting to movement and morale. The result is a game that challenges players to think and act like real military leaders, considering factors like cover, terrain, and the abilities of their troops.
Compared to other tabletop wargames, ASL is particularly notable for its complexity. The ruleset is extensive, with hundreds of pages of detailed instructions and guidelines. This complexity can be intimidating for some players, but for those willing to put in the time to learn the game, the payoff is substantial. ASL offers a depth of gameplay that is simply unparalleled, with endless possibilities for strategy and tactics.
Another advantage of ASL is its flexibility. The game can be played in a variety of formats, from small skirmishes to massive multi-day battles. Players can customize their experience by selecting specific scenarios, units, and terrain types. This allows for a great deal of replayability and ensures that no two games are ever quite the same.
In conclusion, Advanced Squad Leader is an exceptional tabletop wargame that offers a level of realism and complexity unmatched by any other game in its genre. Its attention to detail, extensive ruleset, and flexibility make it an ideal choice for serious gamers who want a truly immersive and challenging experience. While the game may be intimidating at first, those willing to put in the effort to learn it will find themselves rewarded with a game that is both deeply satisfying and endlessly engaging.
whadday'all think?
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Just on a lark, I asked Chat GPT to give us a some reviews of ASL
write an extended critical review of the advanced squad leader boardgame that compares the mechanics to other tabletop wargames
Not sure if it captures the true essence of the game but surprisingly good for a bot. I have a few nits with some of the things it says, such as "The game is played on a large board...," (plenty of scenarios are on only one board, which isn't especially large, and last month I played a scenario confined to half a board), or that it models grenades (it models smoke grenades and demo charges, but not really grenades themselves). I also don't think that the comparison to SL and CC is too good.
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I think it's incredible that AI has gotten to the point where it can write things like this.
It's not perfect - but it's bloody good.
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^ A bot wrote that for JD. :hehe:
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https://www.armchairdragoons.com/articles/unbox/unbox-aslap18/
(https://i0.wp.com/www.armchairdragoons.com/wp-content/uploads/2023/10/Unbox-ASLAP18-Splash.png?w=500&ssl=1)
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I would really love to get into ASL - but when I started reading my starter kit rules, I couldn't help but think about other more modern squad level games.
I actually love the simplicity of the maps...I really like those graphics.
I know I should just bite the bullet, get it on the table, read the rules and play a damn scenario... :time:
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Advanced Squad Leader Starter Kit #1 was one of the freebies at the Fall Dragoons Assembly. I must have picked it up six times before putting it back on the pile. I just could not. :ROFL:
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Sometimes when ASL is ridiculed for being excessively complex, it will be pointed out that they even have a rule for sewer emergence.
Well, I finally got to use sewer movement. I've been playtesting at MMP on Wednesday nights. The latest scenario is a Stalingrad scenario. My Russians need to capture some buildings initially held by the Germans, and instead of a frontal assault across an open street against stout German assault engineers well-equipped with support weapons and well protected in buildings, sewer movement is a viable approach.
So last night I sent four sets of squads into the sewer. Cool, but then two got lost. >:( When that happens, my opponent gets to move them, and of course he moved them in the opposite direction that I wanted to go. The other two groups are making good progress, so we'll see if they can be effective once they emerge. It was the first time either me or my opponent had used sewer movement, and it was great fun.
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I think I love the detail of ASL. Unfortunately I'm not a fan of the counter sizes.
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Sometimes when ASL is ridiculed for being excessively complex, it will be pointed out that they even have a rule for sewer emergence.
Well, I finally got to use sewer movement. I've been playtesting at MMP on Wednesday nights. The latest scenario is a Stalingrad scenario. My Russians need to capture some buildings initially held by the Germans, and instead of a frontal assault across an open street against stout German assault engineers well-equipped with support weapons and well protected in buildings, sewer movement is a viable approach.
So last night I sent four sets of squads into the sewer. Cool, but then two got lost. >:( When that happens, my opponent gets to move them, and of course he moved them in the opposite direction that I wanted to go. The other two groups are making good progress, so we'll see if they can be effective once they emerge. It was the first time either me or my opponent had used sewer movement, and it was great fun.
I would 'houserule' that bit about the opponent getting to move the other player's units. The dice should determine direction in a case like that. They may be lost but there should still be a chance they move in the right direction. 8)
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Very sensible, Mike.
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I remember playing the sewer move rules from the original Squad Leader. Hated when my units got lost! I think yer units just got lost and never came back! :censored:
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But sergeant Kelso always saved the day, at least he did in our SL games, but I don't know if he survived into ASL.
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:bigthumb:
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ASL is still the best tactical board wargame out there. Not only is the system great but the community is also great. I started playing ASL in 1985 after years of frustration with the SL/COI/COD/GIA system with the multiple versions of rule books, inconsistencies with errata and rules, and counters and was so pleased when Don Greenwood took over and standardized the rule book and gave us what we lovingly have today!
RIP Don and thanks for all the fun times with ASL.
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Kelso never got lost, he sometimes got, 'Directionally Challenged', but never lost. It seems to me I remember Combat Mission Barbarossa to Berlin had Sewer moves in big cities, the only computer game I know of to include it. It also was a crap-shoot ( no pun intended) with your units eventually showing-up somewhere. ???
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I wish - truly wish - I had the desire to play this. I don't have a rock solid reason for not playing it. Quite bizarre.
I think I recall reading the rules and thinking "other games" did things better. I'm not at all sure what those "things" were now.
The size of the counters put me off too, though I do admit I have some other games that use 1/2" counters.
No idea. Maybe I just need to kick my own arse and get it on the table.
TPA isn't - overly keen on it. Or at least that's what I took from his video. Didn't hate it - just not likely to go back to it.
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The biggest tips I can suggest for getting into ASL (or ASLSK) is the following:
- Play using VASAL and VASL.
- Find someone that is experienced to learn the rules from as he beats you several dozen games.
- ASLSK is a good easy starting point but I jumped into straight up ASL back in the day, but you can read chapter A and B and start playing infantry scenarios, especially if you line a good # 2.
- You don't have to read chapters A-D to start, you an read about 1/2 of A and the parts of B you need to as you play, this is really true if you use option # 1.
- Your Personal Morale Level (PML) will be a 5 at start, and the more you get bad rolls and losses your PML will drop, but you need to stick it out and try to grow your PML to a 6 or 7, mine is around 10, lol, but I played it for 30 plus years and seen just about everything in ASL plus I spent 1 year and nine months in Stalingrad playing Red Barricades back inn 1992-1994.
Have fun and enjoy, the best part of ASL is the community, friends and stories you'll remember and share...see # 5 above, and "Did I ever mention that one time I drove a T-34 right into a wooden building, rubbled it and fell into cellar?" or "that one time I had a buttoned up Hetzer that just moved on to board 4 and up that big honking hill and had a 9-2 AL in it and fired at a T-34/85 at 19 hexes and needed a CH to even thing about it? Well you guessed it I rolled a 1,1, and then a 1 for the IP hit and then a 1,2 for a burning wreck, the other fellow just went and laid down on the couch after that..." or "that one time in Stalingrad I moved 9 MMC (5-4-8) with MMG and DC and LMG via AM and my buddy fired off a 300mm Rocket OBA and it drifted right smack into the middle of that blob of infantry and God only knows how many DR later when I had 3 FS and 1 HS and two CR leaders left in thoses hexes." or ...
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Lol.
So I assume there's a "ladder" thing? I mean I'm not sure what I think of playing boardgames on vassal.
Actually that's not true...I do...I don't like it. Boardgames for me are the whole feel. The dice rolls. The card draws. All the physical touch elements.
You don't get that obviously with vassal or computer games and that's what I don't like. Shit...I bought loads of LnL stuff on Steam and I just don't play it...even though there's a decent AI and the rules are all kind of sorted for you
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I’m headed to Winter Offensive tomorrow for four days of gaming. Should be great fun!
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Wow, have fun! Say hi to Hennie van der Salm for me. It's my face 2 face buddy, although we haven't played in quite a while (that's on me). :D