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Hi
I have played maybe 15 or so SK games and can muddle my way through them without too many errors
how hard would it be to make the leap to ASL full on?
Id be playing VASL unfortunately and even then probably PBEM, not the best way IMO but I was looking for feedback before I even tried
this is semi cross posted from the SK3 forum
of ASL this is what I own
2ed RB code of bushido A Bridge too far operation pegasus hollow legions SASL v2 partisan!
an eclectic collection , but it mostly all from Karma or good trades
thanks for any input
Robert
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I may not be your ideal responder having never played the SKs. I did teach myself full ASL though using MMP's programmed instruction set to learn how to play. If you have any trouble with concepts, you can always read over that article to go over areas you are struggling with. At least, it will give you a selection of scenarios that are intended to focus on certain aspects of full ASL's rules. Of the stuff you have, I am impressed, some rather rare stuff there. To go on, I would get the full rulebook and Beyond Valor. With just those two items you would be set for a while. By the way, I have a 99% unpunched 3rd edition Beyond Valor that I would be willing to trade. Edit: I read RB as Red Barricades and not rulebook. Yeah, so you are fine with the rulebook.
Last edited on 2008-01-18 19:26:58 CST (Total Number of Edits: 1)
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Re: if I can play the SKs adequately, how much harder is ASL
Since you already have the 2ed Rulebook, you really should get Beyond Valor. With that you'll have all the scenarios you'll need for a while. Better yet, I would start by downloading the classic scenarios from the MMP website. These are the original Squad Leader scenarios used for the SL programmed instruction approach to learning SL but updated to ASL. With these you can read just the sections needed to play the scenario and hit VASL for a game. The SK give you a great base to start from, now all you have to do is add in more of the detail rules for the full game. Things like snipers, battle hardening, etc add a deep richness to the game that the SK doesn't give you. You've already done the hard part with the SK. I'd love to get VASL up and going to try and play via email. If you're interested, I'd give it a go after I try to get things installed here. PM me if you're interested. Later, Maus
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Re: if I can play the SKs adequately, how much harder is ASL
You'll be fine. Haven't I been telling you that for a while now?  Really, almost everything important is already in SK3. Most of the differences are just a matter of additional details. To learn those details, I'd suggest taking things in the same order as the SK's. Play some infantry only scenarios first to learn the rules for Concealment, Snipers, Heat of Battle, multi-level LOS, and prisoners. Then play a scenario or two with Guns - there's very little functional difference between SK and ASL here, only a different (and better) format for the To-Hit Chart. Then throw in some vehicles - that will add vehicular bypass and the much maligned "VBM freeze", and eventually special rules for halftracks and other vehicles. But I'd say that all of the above will be a lot less labor intensive than your initial encounter with SK1.
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SK provides the foundation for the important rules. A lot of the new ASL rules are not difficult to learn, just difficult to remember. That is where a good opponent comes in handy. Also I think VASL PBEM is outstanding for learning the game because you can take your time and run a file while the RB is in front of you. You don't have to worry about being slow with an opponent looking at you and waiting. You have to have BV and I would get Yanks. Paratrooper has the best intro scenario's. I would vasl the SK scenario's with full ASL rules. Just start with the sniper, HOB and any new fire changes (fire lanes, ROF, spray, assult, resid) not in the SK's (I don't have an SK so not sure what is new), skip concealment. The most important thing with the rule book is to put chapter E away, don't look at it. Don't worry about B too much, the divider has all the MF / MP's and fire mod's for all the terrain. I'd put C and D away as well until 4-6 playings of infantry only scenarios. This trims down the RB to amore managable size and far less daunting. Then just play, you forget a rule who cares, everyone does.
Last edited on 2008-01-18 20:22:20 CST (Total Number of Edits: 1)
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Re: if I can play the SKs adequately, how much harder is ASL
Scoobysnacks wrote: I would vasl the SK scenario's with full ASL rules. Just start with the sniper, HOB and any new fire changes (fire lanes, ROF, spray, assult, resid) not in the SK's (I don't have an SK so not sure what is new), skip concealment.
Assault Fire, ROF, and Residual Fire are all in the SK's already. Those are the big ones. Spraying Fire is rarely used, Snipers and HOB are easy chrome, and Fire Lanes are just a special case of Residual Fire. So I would go ahead and include concealment as well.
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Re: if I can play the SKs adequately, how much harder is ASL
tppytel wrote: You'll be fine. Haven't I been telling you that for a while now? yes I know  I have some cool gear and its a shame to not use it, I didnt want to be an ASL Eunuch what got me all excited about ASL was reading my Code of Bushido rules, so I popped open the box for ABTF and the stuff that made my brain hurt before wasnt that bad.....
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Re: if I can play the SKs adequately, how much harder is ASL
dude163 wrote: what got me all excited about ASL was reading my Code of Bushido rules, so I popped open the box for ABTF and the stuff that made my brain hurt before wasnt that bad.....
Campaign Game rules are pretty opaque if you don't have the game set up in front of you, especially so if it's your first one. The first CG I played (Pegasus Bridge) I just totally trusted to luck and figured I'd sort it all out as I went. It was fun and basically fine, even though I was wicked confused about a lot of things. After that experience, I at least sort of grokked how KGP would flow after reading the rules for it. But even then I missed things until I actually played it out. Most CG rules are not really that fun or immersive. They're basically just a lot of baggage dealing with how area control is determined, how reinforcements enter, how units carry over from date to date, etc. If you want to get just the more flavorful rules, only read the SSR's. I don't recall how ABTF does it, but most CG's have both a universal (CG's and scenarios) as well as a CG-specific set of SSR's. Both of those are a lot more fun than trying to follow the details of what to do between dates with a Stunned CT AFV in Uncontrolled Territory at a range between 12-24 hexes from the nearest Strategic Location, etc.
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badweasel wrote:
By the way, I have a 99% unpunched 3rd edition Beyond Valor that I would be willing to trade.
Edit: I read RB as Red Barricades and not rulebook. Yeah, so you are fine with the rulebook.
re RB , no sweat  re : Trade : You are a gentleman and a scholar!
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dude163 wrote: tppytel wrote: You'll be fine. Haven't I been telling you that for a while now? yes I know  I have some cool gear and its a shame to not use it, I didnt want to be an ASL Eunuch what got me all excited about ASL was reading my Code of Bushido rules, so I popped open the box for ABTF and the stuff that made my brain hurt before wasnt that bad..... If you got excited about COB, you should get Gung Ho! You will love the US marines. The japanese marines aren't too bad, either!
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Re: if I can play the SKs adequately, how much harder is ASL
Gung ho doesnt really appeal to me that much, i think I might get Yanks and Op Veritable
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Both of those are good. I would highly recommend those games. I've had many hours of pleasure playing Yanks!
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Cool
Im going to try and source out some extra gear so Ill have aenough to play
Ill be getting BV soon enough, and then I might actually grab VotG as it only needs the RB and BV
thanks for all the positive encouragement gang
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Good luck in your ASL quest! May your road be smooth and flat!
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Re: if I can play the SKs adequately, how much harder is ASL
Well my BV is on its way, and I have been reading the rulebook regularly now if only the british module was available...........
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dude163 wrote: Well my BV is on its way, and I have been reading the rulebook regularly
now if only the british module was available........... Are you talking about For King and Country?
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Re: if I can play the SKs adequately, how much harder is ASL
yes or West of Alamein
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dude163 wrote: yes or West of Alamein  I like both of those modules! My favorite scenario is Khamsin. Have you ever played it?
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Re: if I can play the SKs adequately, how much harder is ASL
I dont have any of the 2 british modules unforyunately, so I havent played any of the british scenarios ( except for a few in SK2)
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You would like using the British, German, Italian vehicles in the desert. You don't have to worry about a lot of obstacles.
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Re: if I can play the SKs adequately, how much harder is ASL
If you know of anyone that has either of those available, that would be cool :P also, Beau's *old* copy of BV already showed up here! so now im well on my way Im also toying with the idea of going to the canadian Open tournament in Sept ( well it IS in Montreal :P)
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Re: if I can play the SKs adequately, how much harder is ASL
Ok now this is silly! in the last week I have bought KGP II, Yanks and Gung-ho and I found a copy of FKAC!
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If you're going to do it, do it right! What else do you need to buy?
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Re: if I can play the SKs adequately, how much harder is ASL
dude163 wrote: Gung ho doesnt really appeal to me that much, i think I might get Yanks and Op Veritable so of course I got Yanks and Gung ho
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Advanced Squad Leader (ASL)
» Forums » General
Re: if I can play the SKs adequately, how much harder is ASL?
You're moving in the right direction! What other modules do you want to buy? I like Blood Reef Tarawa!
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