This is wonderful to watch. The fact that a veteran old grognard still makes mistakes with the rules indicates my own problem with ASL. You spend so much time rule-referencing that the game time is cut. So, I just play, and if I do it wrong it's wrong. I'm into the game, the play, the way scenarios differ each time, and watching other people's games. The rules are a guideline. (And, yes, back in the 70s, I was THAT GUY WITH THE RULES.) :) To the OP: your body of work on youtube and the various ASL sites is greatly appreciated. You're a 10-3 in my book.
Thanks! People screw up the rules all the time, hard not to. We try to play it right when we play, so we're often double checking things. When I play solo (like this video) I tend to screw more things up because there's not another person to double check things.
You are the Man Awesome videos. I gave up on ASLSK so many times in the pass. But with your videos I think I will make it through. Love the pop ups. Please keep up the good work
Fascinating stuff! It’s noticeable that you are happy to move in the open (using hindrance terrain as cover) to avoid stacking. I have played this scenario with two or 3 squads in buildings wherever possible, taking a risk with stacking, to maximise both TEM and firepower. It would be interesting to see these two different play styles matched against each other in this scenario.
Back in the day, I'd have done a statistical analysis to min/max this. Now, I just like to play it out. The smart play is the single unit movement, get some commitment from the other guy, then play around the fire lanes and residual. But all or nothing... it can be the greatest risk/reward.
Nit picky comment, but at 10:14 you wrote a note that the German 4-4-7 could have Prep Fired to DM the broken 7-4-7. However, since the shot would have been a 4 +4, it is not possible to get a NMC. A 3 roll would be a PTC and a 2 would cower to the 2 column, which would also be a PTC. And at 23:00, a 2 +3 can't DM since the best possible result is a PTC rather than a NMC. Love the discussion about potential rout paths prior to executing a move. Great production quality, but the banner on the right blocked the view of the Americans entering. Minor detail.
I'm curious about how you are playing setting up reinforcements. I am watching the German second turn MPh. It looks as though you are pulling a unit off a heap then picking a hex for it to enter, then pulling another unit and picking a hex for it to enter, and so on. Am I understanding rightly? I believe that ASLSK is like ASL in that in the *RPh* all entering reinforcements set up offboard on a spare board then move normally during the MPh from the offboard hexes they set up in. You can't have one unit enter, see what happens, then based on those results pick an arbitrary hex for a second unit to enter on. The units can move offboard to a limited extent from the offboard hex they set up in during the RPh, but you have to set up the reinforcements in a definite offboard hex during the RPh.
Looks like you found it, but Hindrances aren't TEM, and only apply if it exists outside the firer and target hex (unless it's Smoke). Hindrances within a hex can negate the FFMO penalty tho.
Quick question: during the German APh, you advance a 447 into the orchards out of the building. I'm not sure I understand the reason for this. Weren't they able to participate in a FG where they were with the rest of their platoon and aren't they more vulnerable for being in a lower TEM hex?
At 8:55, neither of the German units are in an orchard. From the starter kit #1 rulebook, "An orchard is a hindrance to LOS and therefore adds a +1 DRM for every grain hex between the target and firer." Firing OUT of an orchard wouldn't add hindrance as hindrance is only between hexes, as I understand the SK rulebook. Please correct me if I'm wrong though.