Showing posts with label HMGs. Show all posts
Showing posts with label HMGs. Show all posts

Thursday, July 2, 2009

D1 AAR Part Two - ... things always turn crappy in Stalingrad!

Hopefully I haven't been missing much as I recall what happened at TABSCon... Andy, please add/correct as you see fit. I broke one of my cardinal learning rules in forgetting to bring a notebook and pen.

As it stands, Andy has already sent me some notes about the AAR. I share his attitude that ASL is more a journey than a destination -- in other words, we're going to make mistakes, sometimes a lot of them.

One mistake was that in taking my men prisoners he didn't realize that would slightly impair the effectiveness of his own troops (makes sense though right? Man, ASL is detailed!) so he probably wouldn't have taken prisoners and invoked what is known as "No Quarter" -- the fun state of game where troops realize someone has violated the Geneva Conventions and all bets are off -- no one is surrendering for the rest of the game.

Andy says it best here:

But every bit of knowledge puts you closer to the perfect game...

Yep!
When last we met, the board was looking pretty stinking good for the goosesteppers. Hell, look at that blue mass! (SK fans, you can overstack in full ASL but it starts costing you in DRMs to rolls for and against you -- nice overstuffed hexes do that!) Not only that but we were starting to collect brown counters...

Now, I'm not sure if it was just around turn 3 or after but I generated my first Hero ever in one of these turns. I think it was a snake roll in a rally attempt or something. Heroes are even more extra special SMC dudes that essentially replicate the Hollywood stereotype of war movies. This guy can do anything like lug big SWs around, add -1 DRMs to shooting, don't break, just wound, etc. etc. I'd actually generate two of the guys in the course of the game. Things were looking better and better.



Below is the situation into the third turn. Now some interesting things started to happen. First, I was starting to activate a LOT of sniper activity. Apparently someone dialed up Jude Law and Ron Perlman and my troops started to keep their heads down even while peeing. Note the wounded leader on the right, and the broken half-squad holding the Cursed MMG of Doom.


Things were obviously going to be a tougher slog as I approached the headquarters itself -- where, of course, there was everyone's favourite toy, the HMG... Better yet for Andy, it was on the second floor (buildings aren't all bungalows in full ASL kids!) and had a nice vantage point for anyone approaching. My only real hope was to do the German equivalent of a human wave and try to overwhelm the defenders with sheer numbers. This plan was helped along by Andy's bad luck rolling on getting his reinforcements (six more elite SMG squads and the friendly neighbourhood commissar). One slight hiccup? The tenacious Russians on the right and the total ignorance of yours truly about what the gashy-looking terrain feature was... Gullies slow down troops kids!

You can start seeing some of the seeds of my undoing here in a shot after the fourth turn. Notice the unattended Soviet MMG? Yeah, they died or ran away, and so did everyone else except the hero (who's wounded too!). The sniper was wrecking havoc and Andy's disparate defenders were basically concentrated in the headquarters now.

I could do it though right?


Well first one in is a rotten egg! I lobbed in a squad and Andy started unleashing HMG fire and ambushing me with a LMG toting squad in the attic of the building I was in! The jerk! Is he trying to make me fail here?! The nerve of the man.

Sneaky Russians aside, that was a cool thing to pull. I hadn't even realized it was possible. But, multilevel buildings can hide nasty HIP troops. In this case they put most of the frontal approach hexes in crossfire -- and another new rule was introduced: "encirclement". If your troops are taking fire from opposite hexsides or from three or more hexsides then they start to feel really unconfortable.

Things were bogging down, with time getting tight I tried and failed to get close from the front and the right side approach had my half-squads trying desperately to climb out of gullies.

In addition, what was funny was, during this whole time I was ELRing down madly. My dice were running cold and I was rolling a LOT of eleven's. That's good at Vegas, not good in ASL. Andy kept having to dig deeper and deeper into his German counters for worse and worse troopers (and half-squads). Look at it this way, I started with 17 elite MMCs, and ended up with a bunch of Conscript level, and 2nd-liners by the end. Stalingrad does that I guess, turn men into quivering pieces of jelly... or is that the HMG's doing?



Above is the late game pic. By now, about turn 6, Andy had the majority of his reinforcements in the headquarters and I was not going to get in without a lot of luck. I even berserked another half-squad but their glorious charge ended in bloody smears on the front steps of Guryev HQ.

Amusing tale from the endgame?

The squad that I had taken prisoner from me earlier was rescued after a CC -- they even armed up with Russian stuff from their jailors. Two turns later as the attempted to take the headquarters? The were encircled and taken prisoner again!

Russian sergeant: "Put your hands up! You are surrounded!"

Hans: "Not again!" [Drops weapons.]

Russian trooper: "Hey, why are you all using our weapons?!"

Sad.

So, in the end, Guryev's Headquarters was just fine thanks. Andy's troops stiffened their resistance just in time and reinforced with a bunch of commissar-led elites easily held the building. (And yes, the commissar did his old "shoot your own to make an example" trick he does so well...)

What can I say about my first game of full ASL? To be honest, it played a LOT like ASLSK with just a few additional rules and chrome. Yeah, we didn't have tanks and guns but who cares? It was definitely a confidence builder and having an experienced mentor like Andy makes it much easier. Rather than consult the rulebook every five seconds, I'd just ask him something like, "What's bypass?" or "What is the stacking limit?" or "Why are you hurting me?"

Here's a list of the stuff I have to study up on for the next full ASL game I get to:

1. New terrain like gullies -- probably something you have to do on every new board you play on. Just quickly review the terrain you haven't seen in a while. On top of that, (pun intended) I have to check out multi-level stuff.

2. ? markers -- I think some of the subtleties of deploying that stuff will come with time but it was all lost on me at first.

3. Bypass -- didn't really come up, but at the end I asked Andy about a host of this stuff that I've read about from other sources but never understood. Bypass, Dash, Firelanes etc.

4. Prisoners & Encirclement -- I don't know if I'll ever top this ridiculous double prisoner story.

5. Heat of Battle, Leader Creation -- chromey but fun.

6. Snipers! -- extra chromey fun. I can finally understand the SAN reminder cards I've seen at Desperation Morale! Heck, Andy's head was spinning with all the sixes I rolled. In contrast, I think he rolled two or three three's total -- heck I don't know. Stupid Ed Harris was bumbling around or something...

7. Concealment -- What many have told me is the biggest addition to SK in full ASL concealment. However, it never came up enough in our game, probably due to Andy not wanting to be too picky about it and secondly, because it probably doesn't come up enough in this scenario -- we were pitched into each other almost immediately and no one was really sneaking around.

There has been a LOT of discussion about ASLSK4 or the like. Having played "full ASL" now I think that you probably don't need it if you have an experienced player to show you the ropes (heck, people made do without SKs for years right?). It comes down to your comfort level with making mistakes.

If you're afraid of making mistakes and need deterministic outcomes play a Euro or a game with 2 pages of rules. You're already "slave" to the dice. What's a little fudging around if you're having fun? Granted if this was a tournament or competitive endeavour then by all means, hone your ASL-Fu to a fine edge. I think that I've been lucky so far in that my opponents and I are in it for the sheer joy of playing one of the most fun and intense games around -- and frankly, we're comfortable making mistakes. We don't get too caught up in it.

Other than rules, what could I have done better, tactically? Well Andy suggested that I not take my sweet ass time. Really I should have gone full bore to the HQ, instead of lollygagging around. Ideally you'd have at least a toe in the door before the reinforcements showed up. And another thing I realized is that reading the scenario card carefully would help figure this stuff out. Next time, next time...

My thanks for this first full ASL experience to Andy and TABS. The former for winning graciously and teaching me stuff, the latter for giving us a venue and opportunity to even get together. It was a gentle introduction to the big enchilada -- well, as gentle as Stalingrad can get!



I hope this has been an enjoyable read (I'll probably post an abridged version to BGG in the next few days.) My VASLeague Round 3 game is already being prepped for posting and Round 4 begins soon! Roll low!

Sunday, April 19, 2009

VASLeague 2 OR HMGs -- I love them!

It's been a while since I've played some ASL(SK) so I was a bit rusty tonight versus Paul, my opponent in the VASLeague.

Yep, we just started our game in the last 10 days of the two months we had. I laughed -- LAUGHED -- when I heard the VASLeague gave 2 months a round. Now I know why. If it wasn't me then it was my opponent who couldn't scrap together the time. I think that face-to-face play is less likely to be disrupted but for some reason, as soon as ASL moves online all bets are off.

So, we decided at the last moment to play S18 - Baking Bread. (MMP has the map here. ) It's set in my favourite of hotspots, Stalingrad. To make things even crazier, the map is a fraction of the whole in an intense built up area. What is more, special scenario rules put every non-building terrain hex as rubble (+3 TEM, inherent terrain, breaks LOS etc. etc.). So the map is pretty busy. Here's a shot from the middle of the action:

So far it seems pretty even; the balance seems to see-saw between the two of us (I'm German). The HIP Russian gun tore me a new one but my HMG seems to be handled by some German Davey Crockett -- first Allied turn he eliminated two units, CRed a third and, broke two more. That's what I call a severe beating.


Saturday, February 21, 2009

AAR - VASLeague Game 1 - S4 Welcome Back! Part 3

I'm going to make this post short and just some small thoughts about my first VASLeague -- read that: first competitive game. No offense intended to Prawn but a game between friends, no matter how competitive, for me, is a slightly different beast.


1. COMPETITION. If you're new to the whole ASL hobby and are not adverse to it, nothing beats competitive stress to help you learn and learn FAST. It really magnifies even very small play sequences into titanic struggles. For example, the S4 SSRs have a simple DR at the start of every turn to determine environmental conditions (I think I've got the real ASL term for it) as to whether it's snowing or not. This die roll was crucial in the middle turns as firefights erupted over longer distances and the +1 hindrance involved became a factor.


Another example I can give is when I first started playing Magic: The Gathering competitively in tournaments for "real". It was a far cry from casual play with buddies. I remember my hands shaking in nervousness as I laid my first land down as if it was the end of times... I wasn't that good but darn if I wasn't a much tighter (better) player afterwards, quickly outstripping my local play group and friends.


What is more, I've read countless posts by players of ASL who became, for lack of a better term, "inbred" in their rules knowledge and gameplay. That is, when you play with only a small circle of friends, or with only a single f2f opponent or solo exclusively, you're bound to be getting something wrong and/or are getting into a rut with your tactics and strategy. It's hard to surprise yourself in solitaire play or if your only opponent always preps and never skulks or whatever. Mixing it up in something like a VASLeague seems a great way to beat this "inbreeding" problem.



2. COUNTER DISCIPLINE. This is sort of linked to the first point. Playing with the Prawn, we get very very lazy about counter placement, especially the Residual Fire counters and occasionally the Defensive Fire ones. Play amongst friends leads to this lack of discipline which is clearly not OK in a competitive situation. Reminder/informational counters in VASL are a click away and seeing as some games could take extended breaks in the middle of a scenario you have to clearly mark everything. Does this make you a better player? You bet.



3. NEVER GIVE UP. I was positive I was going to lose on the first half player turn when gwaedin went waaaay left. To be honest, I joined the league to learn first, win second. But you can't help but be a bit crestfallen when it appears your opponent is going to smoke you on the first turn. I've been reading some stuff on the GameSquad forums recently about the "Personal Morale Check" PMC. Failing the PMC basically gives your opponent the game. Luckily I passed -- mainly because I remembered I was there to have fun and learn and making the best of a seemingly bad situation was the best learning to be had. Stay positive and have fun. You'd be surprised what happens sometimes.



4. THE DICE. I'm not really going to complain about the dice because, as I have said before on this blog, I long ago made peace with the Gods of Dice in boardgames and the Random Number Generator in electronic games. Never complain about the dice. You'll lose sleep over something that you cannot control. If it bothers you that much play a diceless wargame like Napoleon's Triumph (amazing btw) or *gasp* Euros! Part of the fun of ASL is in the extremes of dice results anyways. Nothing makes for a better story than those times only two boxcars would save your opponent -- and you roll 12 then... 11! Whew!



5. SKULKING. Long before I started playing ASL I had heard about "skulking" -- the act of Assault Moving your stacks in defense back out of sight in the MPh then Advancing them later back to where they started. If you try and justify this in real-life terms you'll just go crazy. It's definitely a "gamey" tactic -- something that implies unsporting behaviour. I have news for you. If you want realism in a game you're asking for something that will never exist. By its very nature games are an abstraction of "reality" and blah blah blah. It's a stupid argument. I've now embraced skulking as part of my ASL toolkit. So should you.



6. HMGs. Holy crap. Wow. Here's the counter that really helped me win my game:

Let's do a little in-depth counter talk shall we? I think it represents the M2 Browning or something very similar. 8FP all by it's lonesome. On a simple DR of 7 it's already resulting in a 1MC. On snakes it's a KIA/1. It's (unseen) B# is 12 so it's normal, no more brittle than the typical MG. The range is 16 (underscored here is not used in SK-level but I think it means it can spray fire, ie. area fire on two adjacent hexes in one burst) which is pretty well any LOS on the SK maps, especially the "urban" settings. Crossing a field in front of it must be absolute murder. (DR of 7 -1 FFNAM, -1 FFMO = 2MC).


But of course, the most "fun" thing about the .50 HMG in the American arsenal is the 3 ROF. Fully HALF the time you fire, you'll be firing AGAIN, hit or miss. Given that the coloured die at 3 results in a DR of 9 at worst, that's still a PTC on the IFT! So if you do hit and keep ROF it's terribly effective. No wonder I was vapourizing Germans in that last MPh. (Remember, the HMG was stacked with a 10-2 leader so... 8FP, -2 leader, -1 FFNAM, -1 FFMO = average DRs of 7 are now 3s and K/2 results on the IFT. That's "average".)


Drawbacks? It's 5PP to haul around so make sure you put it somewhere you want to keep in place. And as gwaedin mentions, the covered arc of the thing when it's in a building in full-ASL is limited. No crazy Star Wars laser turret shenanigans.

The HMG definitely made me look smart!


7. FTs AND SET-UP. Did I make a mistake putting my FT on a non-elite unit? I know it goes against convention but I knew that out of all my SWs, the FT would have drawn the most attention to start (HMG too). I certainly didn't think they would last long but I don't think I truly appreciated just how bad it is in the hands of the 2nd liners who wielded one. They had a very good chance of breaking it but to be fair, I intended them solely as major threats to try and funnel gwaedin's advance. Or maybe I'm just stupid. It bears a bit more study.

S4, as I mentioned previously, is really the first time you have to get very very careful with set-up in SK1 (provided you play them in order). Not only do you have to put the right pieces in the right places with the obvious consideration of the Victory Conditions but you have to put the right squads with the right SWs and leaders. I have no doubt that I could have easily blown this scenario even before the first turn with a more sub-optimal set-up. There's a lot of replay value in this scenario alone.





Did I say this was "short"? Man, I'm chatty. Anyways, hope this series of AARs on my first VASLeague was informative. I'm adding another couple of LEARNING TIPS:

TIP #5: PLAY ASL "COMPETITIVELY" IN A LEAGUE OR TOURNAMENT.

And:

TIP #6: REVIEW YOUR PLAY AND LOOK FOR WAYS TO IMPROVE.

Thanks for reading!


Heck, one more:

TIP#7: NEVER GIVE UP. PASS YOUR PERSONAL MORALE CHECK!