Jon Gautier - Jul 5, 2004 7:25 pm (#6812 Total: 6814) PoG; FtP; A'44; ASLSK Advanced Squad Leader Starter Kit Advanced Squad Leader for babies on the table at Metrowargamers in Brooklyn yesterday with the classic July 4th match up of generic Germans and generic Russians at generic "Stalingrad." Alan Campbell took the Russians, making the snarky observation that you know a scenario OOB is just plain BS when it starts with the words "Elements of the . . ." So I played the hell out of Squad Leader over twenty years ago and wanted to see what the "advanced" stuff was all about. Also, I’m kind of interested in trying out the various tactical systems, and have acquired Screaming Eagles from the Gamers Tactical Combat Series, Critical Hit’s Advanced Tactical System Scottish Corridor, and Avalanche’s Bulge Panzergrenadier. So ASL was first. I was pretty put off this past week as I read the Starter Kit rules which, although fairly complete--i.e., it's all in there, somewhere--are organized something terrible, and are such an alphabet soup of abbreviations that I damn near wore my thumb down flipping back to the (frustratingly, and seemingly randomly, incomplete) glossary (why isn't "CX" defined for God's sake?). “An MMC can make an FPF with an SW using the DRM from an SMC even if it used FF during the MPh and even if it is CX or about to enter CC.” [Not a direct quote.] All I can say is that reading that crap put me in DM. (ASL joke there, folks.) But I rallied. Bottom line here: it was damn fun. Even though we played somewhat wrong (we totally spaced the residual fire rule, for example) the game was interesting and tight. As the Germans I had to take a few buildings, and started out by putting a couple of heavily armed platoons across the street from the main target, which was heavily defended. My idea was to shoot the shit out of the Reds holed up there and then storm the joint from the side. Well, the Reds held tough and I started running out of turns (there were only 6—what is that, 30 minutes? Kind of arbitrary and, well, generic, but that’s my sour grapes). Anyway, at the very end, almost all the Russians were broken so I stormed them with everybody. But all the Reds miraculously rallied and cut my guys down and that was it. But I think it gave Alan a bit of a scare at the end. My favorite part came in mid game. Alan had reinforced a melee with his best squad and leader, giving him a half squad, and an elite squad and leader against my elite squad. Instead of throwing in more squads myself, I threw in a demolition charge, figuring it was worth sacrificing my guy to take out his best. Alan looked at me as if I were a disturbed child and remarked that not even the Waffen SS would have done that to their own. As it turned out, he had nothing to complain about since his elite squad and leader survived, while my elite squad and only his crappy half squad of conscripts bought it. Overall I think the Starter Kit thing works, although it is a bit of a misnomer, since there is still some barrier to entry with all the abbreviations and the poorly organized rules. When I say poorly organized, I mean that you just don’t know where to look for something, as it could be anywhere. One example: rate of fire for support weapons is mentioned in a number of places, but it is nether explained in the support weapons section nor in the numerous sections on firing. Instead, the only explanation comes in the 1.0 section, which is called “Game Components.” I didn’t see it in the play examples, either. In all, it took three complete rules readings and four hours of playing (with frequent and long pauses to check the rules) to feel like I “got it.” Not terrible, maybe, but not a piece of cake, either. More to the point, I think the rules could be way better. (How about an index in addition to that sorry-ass table of contents?) I suspect that all the folks involved with the Starter Kit knew ASL so well that they just couldn’t see how hard the rules could be for a newbie (and yes this means you Lou). But I want to play again, and that’s what counts. I can definitely see why this is all some people play. It is exciting; the variation seems infinite—you could probably play one scenario many times trying different things; it “feels” right; there some is nice chrome, even at this level; and the mechanics are pretty intuitive once you get them down. Something else that is cool is that all this fun comes in a teeny, weeny package. I mean, we played for hours on half of an already small map with maybe 50 counters total. Looking at the thing set up at first (and after two marathon days of A'44), I almost laughed at the thought that we were going to have serious fun on something smaller than a place setting. I don’t know if I’m ready to drop thousands on all the modules and one of those weird stacking drawer things, but I will buy ASLSK number 2 when Brian gets around to releasing it.