S19 - Purple Heart Lane with a few terrain transformations in my paint editor. This is what Carentan should look like in the scenario.Wednesday, August 12, 2009
S19 - Terrain Transformation
S19 - Purple Heart Lane with a few terrain transformations in my paint editor. This is what Carentan should look like in the scenario.Thursday, August 6, 2009
VASLeague Round 3 - AAR - Purple Heart Lane
Remember this scene from Band of Brothers? When Winters had to get the paratroops out of the ditches and charge the MGs set-up by Fallschimjagers in the sleepy little French town of Carentan, before they were cut to ribbons? That heart-stopping moment is the focus of ASLSK S19 - Purple Heart Lane. (This scenario is available at MMP's website here.) This is the AAR for my VASLeague Round Three game of that scenario with BryanS (as the Germans). It definitely lived up to the drama of the television show!Thanks to Winters and Andy -- my opponent from the day before my VASLeague session -- I learned that aggression is important in these sorts of scenarios where you are attacking entrenched defenders. Though to be perfectly honest, the German troops here are hardly "entrenched" per se, but still elite. So a hearty thanks goes out to Andy for teaching me that pussyfooting around when you need to take an objective is stupid. (See D1 AAR!)
Below is a screenshot of the set-up. Due to SSR, the grain fields are impassable flooded fields that do not block line of sight. This was historical reality in Normandy as German troops tried to narrow the approaches to key locations. There is one other minor terrain transformation (and I'm still a little hazy on why it was necessary -- was it just to give more breathing room to the entering US Airborne?) in that hex CC6 is considered Open Ground*. The final SSR of note is that starting on Turn 4, German squads could start pulling out of the town and concurrently raise the VP locations required to be taken on a one-squad to one-building basis.
Essentially, the 101st Airborne have to charge into the town and capture/control at least 6+ buildings by game's end. They have one squad almost to the crossroads with a leader, one squad starting their run and five off board raring to go. Opposing them at first are a couple of German elites with LMGs and leaders. Four more squads come in on turn one from the south (left side of the board) with leaders, MGs, and a DC.The plan was simple. Charge!
Above is a shot of the board after my first turn, at the start of BryanS' Rally Phase. I've established a fallback position (very very important tactic kids!) at Z8 where I put a leader to rally anyone who broke during the charge up the middle of the intersection. I actually laid some smoke in the wrong position accidentally which slightly hindered my charge but basically allowed me to move about to set-up the Z8 command post. Through sheer weight of numbers (BryanS simply didn't have enough squads to fire at me) I got close enough to ambush the building in W6 despite the tenacious defense. Buildings controlled after one turn: 1.
BryanS spent his turn deploying his reinforcements around the main set of buildings, probably with an eye to trying to hold out as long as possible before bugging out to increase the victory threshold. His advance forces were basically down to a single leader who continuously survived multiple point blank shots and wounds to limp away.
Above is the board disposition after two full turns. The 101st have taken the two outlying buildings and another to the west (top). That top squad would perform a sweep around the right flank and doubletime to secure the other buildings on the fringe of the town.
The shot above is Allied Turn 3, just after Movement. Note the residual laid down. In probably the most critical DF shot of game, BryanS had the misfortune to roll boxcars -- if I'm remembering right it either allowed my guys to sidle right up to him in the main buildings or was a FPF shot breaking his men or both. And again, if I remember correctly, I annihilated his men in another round of CC.
On, as it would turn out, the last turn of the game, BryanS had one last ace up his sleeve in a DC-toting squad next to my megastack of Airborne. He attempted to operably place the DC and in my DF I rolled five-hojillion point-blank-fire snakes, or the equivalent. His squad was vapourized and he conceded.
* - Talloaf has explained this terrain SSR: the SSR says "woods mass" so it's the whole bloody woods! You can now run to the top of the map (west!). Don't do it coward!
Wednesday, August 5, 2009
New 2 Half-Squads!
New episode posted last night. (And if you missed it, the LIVE episode from a week ago!)http://the2halfsquads.podbean.com/
Go!
Friday, July 24, 2009
Vacation in the Pacific...
Monday, July 13, 2009
Pawndering METT-T
Sunday, July 12, 2009
TacticalWargamer Link

Michael Dorosh, of the tacticalwargamer.com, has posted a list of Third Party Publishers of ASL products here:
http://www.tacticalwargamer.com/boardgames/advancedsquadleader/tpp/advancedsquadleadertpp.htm
I've added it to the links bar on the right too. Check it out!
Monday, July 6, 2009
2 Half-Squads LIVE!
Just saw this on the 2HS site. For episode 23 they are planning a live show with call-ins!http://the2halfsquads.podbean.com/
The show is planned for the 27th of July. Now I just need to fix my stupid mix + soundcard combo...
Saturday, July 4, 2009
D1 AAR - The Other Side...

Andy has posted a response AAR to D1 on the 'geek here:
http://www.boardgamegeek.com/thread/420888
Check it out!
And yes, thanks to the kids, I never sleep...
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.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.

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.

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...)
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.
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...

Wednesday, July 1, 2009
D1 AAR Part One - Things always start rosy in Stalingrad...
Well, I finally took the plunge into full ASL this past weekend at TABSCon since I had access to Andy B, an ASLer in the Toronto area who has been dying to kill me.And he has.
We played on some super juicy Deluxe ASL boards and D1 - Guryev's Headquarters from Streets of Fire. (Click here to get it!) I've heard rumours that MMP wants to reprint these puppies on SK-style cardboard and the only thing I can say is DO IT!!!!!! The luxury of the double (triple?)-sized hexes is ridiculous. Given that you have less geographic area to work with on the maps themselves, the scenarios are shorter, tenser affairs with little manoeuvre and mucho blood. Blood everywhere. Awesome.
Here's a look at the two boards on which D1 takes place...
The boards are DASL boards b and d. The left edge in the picture is North and the building by the roundabout in the upper left is Guryev's Headquarters itself. The goal of the scenario is for my Germans (we determined this by random die roll) to have more full squad equivalents in the building than the Russians by the end of game (turn 7).
Above is our set-up. Those neat little piles of counters are so small and well organized... that would soon change as all hell would break loose on the opening turn.Seeing as it was my first game ever I'm going to note certain rules and such that are different from the SK-level -- I should say in addition to actually, there aren't many different rules at all. Andy was ever the gentlemen in explaining new things but to be perfectly honest, an experienced ASLSK player shouldn't have much new stuff to learn. The scenario choice was also very appropriate given that there were no AFVs or Guns.
The first rule we encountered was Environment Conditions. We just chucked it. Andy felt that neither of us were going to be setting fire to things so it wasn't likely wind direction was going to be a factor. One rule down!
The second immediate new rule was basically the ? question mark counters on the Russian defenders. I had no easy way to figure out who was what and more importantly, where the hell the MGs were (more on that later). Also confounding things were two squads which were HIP -- something I think isn't in SK-level (just HIP Guns).
My initial plan was to press up against the Russian defense and probe for weakness while trying to slide 5-6 squads down the right flank and dash, hopefully, towards the Headquarters while the others were engaged. It wasn't really a bad plan but it just lacked aggression. Seven turns is NOT a long time.
Here's what the first movement phase looked like. Seems pretty good right?
Other than a half-squad (very very useful that deployment rule -- you can start the game with full MMCs deployed to half-squads) scouting the left that was HIPPed and the right flank running into a bit of delay, the advance seemed good.I've become a lot more use to doing CXing and things of that nature to really plan out my moves optimally. I think this comes with more experience in the game. At first you're just happy to figure out that MMCs move 4 MPs worth... later you're squeezing them with leaders (with no neg bonus) and CXing for double that.
I must also say that I had the hot hand in the first couple of turns. The dice were rolling pretty much in my favour no matter who rolled them:

Subsequent Defensive Fire at point blank range... whatever! The prawn and I have chatted about this recently too. We almost HATE hot dice in the beginning of a contest or game... the law of averages means some tough slogging later in the game... this holy truth was evident in Stalingrad this day.....
New rules so far? Ambushing in CC is already in SK but not the special edge cases like boxcars and snakes on the CC roll -- these allow the affected units to slink away or invoke the chromey "Heat of Battle" rules. This turn I had a half-squad go BERSERK! What does that mean? I asked Andy. His answer was that that squad was going to charge the closest KEU...
[See teaser photo in last post.] The neatest part of tearing the Russians a new one was the triple-point-blank-fire that occurred. The namesake of this blog is that special case when units are in the same hex and firing on each other (in SK-level this is basically only when an AFV drives into a hex with enemy units in it since there is no berserk/HOB in SK). Needless to say, the little fellas went bonkers on the Russians in AMBUSH no less...
Ouch!
If there's one hallmark that makes a good wargame it's the narrative generated from the game. This is something you're just not going to get out of a Euro like Agricola or Puerto Rico or whatever. For example, take the case of the Cursed MMG.
It was a pretty eventful first couple of turns. Above is the board disposition after two complete. I don't know, it looks pretty good from here...I'll leave the first part of this AAR with these shots:
The innocuous looking MMG has been recovered by this hapless half-squad (they weren't going to make it). Everything was coming up roses for the Germans (famous last words!). Stalingrad didn't seem so bad really (what the hell was I thinking?!). What was this grumbling from the veterans? So far, the vaunted Guardsmen were running away and being ambushed by screaming teenagers... Better yet, Andy was rolling crap, including on bringing in his reinforcements. Guryev was going to lose his headquarters...Howzzat for a one hundredth blog post?! Wakka wakka!


