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The Rally Phase: An ASL Blog

I'm learning so much as a "new" ASL player that I want to get it all written up someplace in the hopes others won't have to learn what I'm learning the hard way! As with all things, there are as many ways to go about something as there are people. This blog represents my evolving views on ASL and how I've approached it.
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ASL vs. Realism

Keith Medlin
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I'm going to take a break for a moment from my typical posting style and provide a little editorial just to see how well it's received. I've seen, on every discussion board and mailing list that discusses ASL, or wargaming in general, some form of topic about the realism shortcomings in ASL.

It's time to put this conversation to bed.

There is one hard and fast rule about ASL: Know the rulebook.

Section A.2 ERRORS has this great little footnote in it:

Quote:

To the unscrupulous, these mechanics for handling errors might
be viewed as a license to steal. We do not mean to insinuate that cheating is ac-ceptable behavior; rather, that backing up a game to accommodate a forgotten rule/unit is a drag on play. In essence, the player's knowledge of the system and methodical application of its benefits as opportunities present themselves becomes an added skill factor better reflecting the abilities of an experienced battlefield
commander. Ultimately, the only protection against a cheater is not to play him.


This is the first, and most important, rule of ASL because it reinforces that this is going to be a game and not a simulation.

Do I allow my opponent to go back and correct something? OF COURSE! Do I appreciate being given the same level of respect and sportsmanship? OF COURSE! That said, would I begrudge someone who would not offer that kind of mercy? NEVER!

Why focus on this particular passage as the keystone of my argument?

Games can enforce arbitrary execution of rules and sequence in a way that simulations cannot. Imagine an astronaut training for spaceflight (quickly, since that's about to end!) and forgetting a key step in the pre-launch sequence. The solution would not just be...well move on!

ASL is a game at its heart and it's a game through which players can re-create land battles of WW2 regardless of theater of war. Players are given a construct within which to execute this re-creation. Players are crafty, however, and a rulebook even as large as ASL's rulebook could never describe the universe in such a way that battles could be both re-created and simulated. Players are crafty.

In ASL, we call this player "crafty-ness" sleaze. It is accepted, loved/hated, and above all else...legal.

The most frequently executed, and widely known sleaze is skulking. The sequence of events (construct), called phases, allows defenders to retreat their squads out of the line of sight (and thus danger of fire combat) during the movement phase. The movement phase precedes the Defensive Fire Phase and the attacker is then unable to shoot at units who are perhaps defending key positions. A few phases later and you've got the Advance Phase which allows those retreated squads to advance, without consequence of fire attack, back into their original defensive positions to await the oncoming attacker during the next turn.

Simple in execution. Legal by the rules. Sleaze. Widely practiced and accepted.

In this case alone, you're looking at a number of factors that take ASL away from simulation and into game.

1 Combat Occurring in Phases.
2 Precise control over a potentially large geographic area in the absence (often) of direct leadership.
3 Exploitation of the rules by players for their advantage.
4 Inability for squads to recognize defensive stance opportunities.

So...why is everyone okay with this?

The rules.

Could skulking be justified or explained away through some "real world" practice? Perhaps. The problem is that this doesn't work for everything.

Consider this:

A squad is hidden in a building. An enemy squad advances into the building and discovers the squad. What should happen next?

1 The hidden squad should get the opportunity to obliterate the enemy that was just surprised by them.
2 The enemy should be bounced out of the building.
3 The enemy and squad should remain in the house together and fight hand-to-hand.

If you picked 2 you are correct. Why? Because the rules say so.

There are plenty of other incidents where you can see this kind of "game logic" as I call it in ASL. The whole point of the construct to play a game like ASL is not to create realism, but rather to create tension. Watch more than a handful of ASL games and you'll likely be perplexed about who is winning and losing. Pieces aren't leaving the board with great frequency due to destruction. The overall "kill" rate in ASL is pretty low to be honest. The tension is achieved, instead, through the race against time and the structure of victory conditions for that particular scenario.

Above All Else, Know Then ASLRB.

With every playing of ASL, I find myself looking up new and interesting combinations of rules, concepts, and tactics. Situations come up that I've never seen before, or seem to contradict common sense. It's in these moments that I reach for the rulebook and am instantly reminded that this is a game and not a simulation where common sense would likely take precedent.

ASL isn't the perfection of Squad Leader. It isn't the holy grail of tactical WWII games. It's not the ultimate boardgame experience for history nuts with a penchant for WWII. It's a great game that has lasting appeal because it creates the impression of conflict through a unique system that focuses on tension between opposing forces.

There's no perfect game out there, but when you can point to ASL and show how people from all over the world are coming together in regular tournaments that have lasted for decades, you start to get the picture about what really makes ASL so special: The players.

Until Next Time... Roll Low!
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Subscribe sub options Sun Jun 26, 2011 5:37 am
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J Fro
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I just want to say, God, on behalf of all of us thank you for all of the good things we do in your name, like charity and forgiveness. That’s an idea we would never come up with. That’s for sure. You know that better than anybody.
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I gotta tell you- your blog has sold me on at least getting the SK. When it is reprinted I am gonna get the RB and do a mad module grab before they go OOP again. I love ATS, but they do seem to play differently so I can see myself doing both.
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  • Posted Sun Jun 26, 2011 2:52 pm
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Jim Cote
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Quote:
1 Combat Occurring in Phases

If you accept the philosophy that all units may act every player turn, I think the combat phase system is the BEST system for "simulation", as opposed to a strike against it. This is precisely why all the other WWII tactical games (eg CoH, ToI, CC, LnL) fail to impress. There is no satisfactory back-and-forth mechanism that feels right.
 
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  • Posted Sun Jun 26, 2011 6:43 pm
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Patrick Carroll
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ekted wrote:
Quote:
1 Combat Occurring in Phases

If you accept the philosophy that all units may act every player turn, I think the combat phase system is the BEST system for "simulation", as opposed to a strike against it. This is precisely why all the other WWII tactical games (eg CoH, ToI, CC, LnL) fail to impress. There is no satisfactory back-and-forth mechanism that feels right.

I've never tried one that felt wrong. As far as I can tell, it depends on what you're used to or what you've bought into. No game comes that close to simulating combat. If the game succeeds in re-creating combat in the players' imagination, that's a win IMO.
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  • Posted Sun Jun 26, 2011 9:43 pm
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SJ Benoist
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ekted wrote:
Quote:
1 Combat Occurring in Phases

If you accept the philosophy that all units may act every player turn, I think the combat phase system is the BEST system for "simulation", as opposed to a strike against it. This is precisely why all the other WWII tactical games (eg CoH, ToI, CC, LnL) fail to impress. There is no satisfactory back-and-forth mechanism that feels right.


I feel the opposite here, at least for post-Napoleonic warfare.
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  • Posted Sun Jun 26, 2011 10:40 pm
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Jim Cote
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SJBenoist wrote:
I feel the opposite here, at least for post-Napoleonic warfare.

My stance is not just from playing a number of different games; I was also writing a very long blog post about this issue. I think about this stuff a lot. The post was going to be about why ASL's phase structure is a better simulation than back-and-forth or command-driven designs.

However, in the process of writing it, Fighting Formations came onto my radar. I got involved in some discussions about the game (and others), and the design philosophy. I am now more aware of the basis for games like CC:E and FF. I see the rationale behind the designs, and I can view the ASL and CC:E designs as being at opposite ends of a spectrum of philosophy. I think reality is somewhere in the middle.

But that doesn't change the fact that non-phase-sequence games just feel wrong to me. I would rather err on the side of having a little too much control over my units than on the side of believing that every single unit not being directly commanded minute-by-minute will always be useless and/or stupid.
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  • Posted Sun Jun 26, 2011 10:52 pm
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SJ Benoist
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ekted wrote:
SJBenoist wrote:
I feel the opposite here, at least for post-Napoleonic warfare.

My stance is not just from playing a number of different games; I was also writing a very long blog post about this issue. I think about this stuff a lot. The post was going to be about why ASL's phase structure is a better simulation than back-and-forth or command-driven designs.

However, in the process of writing it, Fighting Formations came onto my radar. I got involved in some discussions about the game (and others), and the design philosophy. I am now more aware of the basis for games like CC:E and FF. I see the rationale behind the designs, and I can view the ASL and CC:E designs as being at opposite ends of a spectrum of philosophy. I think reality is somewhere in the middle.

But that doesn't change the fact that non-phase-sequence games just feel wrong to me. I would rather err on the side of having a little too much control over my units than on the side of believing that every single unit not being directly commanded minute-by-minute will always be useless and/or stupid.


Sure, I understand you. I just feel the opposite.

IGO-UGO Phased turns "feel" very wrong to me for modern combat. They seem extremely artificial and make it difficult for me to suspend disbelief.

Perfect control has similar problems, IMO.

I agree that ASL & CC:E are at the opposite ends of that spectrum. Fortunately (for me anyway), it isn't a dichotomy, and there are games in-between.

 
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  • Edited Sun Jun 26, 2011 11:37 pm
  • Posted Sun Jun 26, 2011 11:35 pm
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Keith Medlin
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ekted wrote:
Quote:
1 Combat Occurring in Phases

If you accept the philosophy that all units may act every player turn, I think the combat phase system is the BEST system for "simulation", as opposed to a strike against it. This is precisely why all the other WWII tactical games (eg CoH, ToI, CC, LnL) fail to impress. There is no satisfactory back-and-forth mechanism that feels right.


The reason why it's artificial is seen in the many ways that players can exploit the phase sequence. See my example in the Sleaze section because most of the sleaze I've witnessed comes from exploiting the phase sequences. Modern combat is very fluid and has quite a bit of back and forth.

The best "simulation" of this that I've seen is in Fields of Fire. The VOF markers help simulate a firefight rather than the "I shoot this guy" and then "you shoot that guy" mentality that most modern combat simulations portray.

Is this to say that ASL is "bad?" Absolutely not. ASL is an incredibly fun game, but everything begins and ends with the rulebook. Unless specifically noted in the rulebook why a rule exists and that explanation is based on reality...assume it's not real and that the rule that makes no sense is there to close some other loophole in the rules!
 
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  • Posted Mon Jun 27, 2011 12:14 am
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Keith Medlin
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jfro wrote:
I gotta tell you- your blog has sold me on at least getting the SK. When it is reprinted I am gonna get the RB and do a mad module grab before they go OOP again. I love ATS, but they do seem to play differently so I can see myself doing both.


I can't promise you won't be disappointed, but I can promise that there is a ton of content in the ASLSKs for the price! I also think you have a number of ASLers up in your area too so you might want to reach out to your local gaming community and see what you can turn up.



 
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  • Posted Mon Jun 27, 2011 12:18 am
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Jim Cote
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SJBenoist wrote:
Fortunately (for me anyway), it isn't a dichotomy, and there are games in-between.

And you don't have to love one and hate the other.
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  • Posted Mon Jun 27, 2011 12:52 am
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Jim Cote
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medlinke wrote:
The reason why it's artificial is seen in the many ways that players can exploit the phase sequence. See my example in the Sleaze section because most of the sleaze I've witnessed comes from exploiting the phase sequences. Modern combat is very fluid and has quite a bit of back and forth.

I feel the opposite. When I play ASL, I feel the fluidity of the battle happening before my eyes. I never feel like, "wow, what just happened there was really dumb or sleazy" except when I am playing the back-and-forth games and can't do what should obviously (to every unit on the board) be done, because I don't have that card, etc.

In other words, the back-and-forth games hide the sleaze inside the randomness of the game. If ASL tried the "war is chaos" rationalizations, it would get laughed at. But it's perfectly acceptable (in the sense that no one sees it) when your underlying system of choice is based on randomness.
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  • Posted Mon Jun 27, 2011 1:00 am
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Keith Medlin
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ekted wrote:
medlinke wrote:
The reason why it's artificial is seen in the many ways that players can exploit the phase sequence. See my example in the Sleaze section because most of the sleaze I've witnessed comes from exploiting the phase sequences. Modern combat is very fluid and has quite a bit of back and forth.

I feel the opposite. When I play ASL, I feel the fluidity of the battle happening before my eyes. I never feel like, "wow, what just happened there was really dumb or sleazy" except when I am playing the back-and-forth games and can't do what should obviously (to every unit on the board) be done, because I don't have that card, etc.

In other words, the back-and-forth games hide the sleaze inside the randomness of the game. If ASL tried the "war is chaos" rationalizations, it would get laughed at. But it's perfectly acceptable (in the sense that no one sees it) when your underlying system of choice is based on randomness.


Based on the way the discussion is going I wonder if people actually read the post or not. My discussion was largely about the rulebook being the end all be all of the ASL universe. The physics, logistics, sequence, and logic are ALL defined by the rulebook and NOT by "real life." To that end, there's danger in imposing "real world" constructs within ASL.
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  • Edited Mon Jun 27, 2011 1:11 am
  • Posted Mon Jun 27, 2011 1:08 am
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Jim Cote
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medlinke wrote:
Based on the way the discussion is going I wonder if people actually read the post or not. My discussion was largely about the rulebook being the end all be all of the ASL universe. The physics, logistics, sequence, and logic are ALL defined by the rulebook and NOT by "real life." To that end, there's danger in imposing "real world" constructs within ASL.

And I am kind of disagreeing. All wargames are abstractions, but what is being abstracted determines if the entire game feels like an abstraction or if its individual parts do. To my mind, every single rule in the ASLRB was informed by reality, except where abstractions of differing kinds collided.

For example, by abstracting distance AND time, there will be circumstances where distance and time "conspire" to feel unrealistic. But the general rules of distance and time each make sense, and their combination makes sense for the most part. Sleaze is where imperfections exist between the abstractions.

Is it sleaze in CC:E when I run up to your machine gun without you being able to fire at me? No, because your responsibility has been washed clean by the randomness of the cards. In other words, sleaze is okay if the system does it.

I don't play ASL "because the rules are cool". I play because the game is cool. It feels real. The movement, flow, sequence, and results feel real. Every time I try another tactical wargame, I am disappointed. SFB is the only exception, and surprise, it has a turn sequence with every unit doing its thing every turn.
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  • Posted Mon Jun 27, 2011 1:58 am
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Pierce Ostrander
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I don't care about realism and do not enter into arguements about it.

I prefer ASL's I-go U-go phase structure because it makes for a better game. Fewer constraints, bigger decision-space and the opportunity to set up "big moves" that can be executed without annoying random interventions.

It is simply far more satisfying experience to me.

But as Teddy said: "I do not need to love one and hate the other" - both are appreciated for what they are.
 
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  • Posted Mon Jun 27, 2011 2:18 am
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Keith Medlin
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ekted wrote:
medlinke wrote:
Based on the way the discussion is going I wonder if people actually read the post or not. My discussion was largely about the rulebook being the end all be all of the ASL universe. The physics, logistics, sequence, and logic are ALL defined by the rulebook and NOT by "real life." To that end, there's danger in imposing "real world" constructs within ASL.

And I am kind of disagreeing. All wargames are abstractions, but what is being abstracted determines if the entire game feels like an abstraction or if its individual parts do. To my mind, every single rule in the ASLRB was informed by reality, except where abstractions of differing kinds collided.

For example, by abstracting distance AND time, there will be circumstances where distance and time "conspire" to feel unrealistic. But the general rules of distance and time each make sense, and their combination makes sense for the most part. Sleaze is where imperfections exist between the abstractions.

Is it sleaze in CC:E when I run up to your machine gun without you being able to fire at me? No, because your responsibility has been washed clean by the randomness of the cards. In other words, sleaze is okay if the system does it.

I don't play ASL "because the rules are cool". I play because the game is cool. It feels real. The movement, flow, sequence, and results feel real. Every time I try another tactical wargame, I am disappointed. SFB is the only exception, and surprise, it has a turn sequence with every unit doing its thing every turn.


lol. I can see this is going to be circular...

http://www.youtube.com/watch?v=-Vw2CrY9Igs

I think you're also going to find that as you actually play ASL more you'll find that not to be true. I saw your blog where you mentioned you played 1,000 games in 2010. In your top plays ASL didn't even have 5 games (the low end of the most played games). Therefore, I question whether or not your sample size is sufficient to make the argument that "every single rule in the ASLRB was informed by reality, except where abstractions of differing kinds collided."
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  • Edited Mon Jun 27, 2011 4:06 am
  • Posted Mon Jun 27, 2011 3:40 am
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