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	<title>Game: Advanced Squad Leader (ASL)</title>
	<link>http://www.boardgamegeek.com/boardgame/243</link>
	<language>en-us</language>
	<lastBuildDate>Fri, 04 Jul 2008 23:18:14 -0500</lastBuildDate>
	<pubDate>Fri, 04 Jul 2008 23:18:14 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Double One Round Two</title>
	<description>Setting the Stage&lt;br&gt;&lt;br&gt;Round Two saw me drawn against Sam Prior. I played Sam in the final round of the HEROES tournament last year and received a good kicking at “Strykers charge”. Sam is in his early thirties and has a sort of perpetual student look about him. He has the boyish good looks and lazy voice that chicks dig. You know if you double dated with him you’d end up with the bad looker. Which is wrong – wargamers should look as if they hit the ugly tree a couple of times and have no fashion sense. God knows I’m doing my bit.&lt;br&gt;&lt;br&gt;The round one choices were Valour on the Bou, Setting the Stage and some Blood Reef Tarawa monstrosity. Not having the BRT special rules or map, and thinking ‘Valour on the Bou’ was hideously pro-British. I opted for Setting the Stage which is a golden oldie from Journal Three.&lt;br&gt;&lt;br&gt;This is a cracking scenario which never plays the same twice. Its appeal is the variable OB selection for both sides prior to set up. Although you have a standard package for both sides, the Germans have two of three armour choices: &lt;br&gt;&lt;br&gt;2 x Tiger I (early mechanically unreliable version)&lt;br&gt;3 x PzIVH&lt;br&gt;2x Pz III, 2 x Stug G&lt;br&gt;(Apparently only two people in recorded history have ever not taken the Tigers)&lt;br&gt;&lt;br&gt;One of two infantry choices &lt;br&gt;3x 8-3-8 with 9-2 leader  or 2x 8-3-8, 2x 5-4-8 with 9-1 and 8-1 leaders and extra DC.&lt;br&gt;&lt;br&gt;The Russians have the choice of&lt;br&gt;80mm OBA or .50 cal HMG&lt;br&gt;2 x 45LL  A-T guns or 45LL and 82*MTR&lt;br&gt;4 x KV M42 or 4x KVS with 8-1 AL&lt;br&gt;Lots of AP mines, AT mines, A-T ditches, wire, trenches and foxholes.&lt;br&gt;&lt;br&gt;Just as your brain is bursting with the unaccustomed choice, the SSR’s and the victory conditions hit you: &lt;br&gt;Russians in buildings are HIP, (which isn’t as good as it sounds as there aren’t that many buildings.) &lt;br&gt;Tank main guns get an extra dust hindrance (+1to +3) with every shot. &lt;br&gt;SS win by either exiting 45VP off the map, or capturing three multi-location buildings…Gawdamnit it, this is going to be superior cardboard death fun!!!!!  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I didn’t mind which side I took, so Sam took the Russians, and I ended up (unusually) with the filthy SS. I conservatively took the Tigers and the PzIV’s, and the 9-2 instead of the extra squad. Sam took the OBA instead of the HMG, and the MTR instead of the extra 45LL. He also took the good KV’s with the high armour but the 2 man turrets ( which have to be buttoned up to fire). I didn’t know this to begin with of course.&lt;br&gt;&lt;br&gt;The five victory buildings are set up with one in the front centre, two in front left, and two in the rear-centre (from the German POV). The centre building is hard to defend for the Russians, but the rear buildings are a bit far away for the SS infantry to get to (5 turns baby), and can be reinforced by the Russian armour that appears on turn two. 45 exit VP’s in five turns seems a bit steep.  &lt;br&gt;&lt;br&gt;Taking all this into consideration, any sane German attacker will take the three forward buildings, with a schwerpunkt on the two left hand ones, and a subsidiary attack on the central one, which may or may not be defended. Within the short timescale it’s achievable, and if something goes wrong on one axis, the other one is close enough to help.  &lt;br&gt;&lt;br&gt;Of course I didn’t do that. I figured the Russian would stick all his nasty stuff in the left hand buildings with the bulk of his infantry. Why not bypass all that socialist ardour  alltogether? I decided to steamroller through the centre, taking the isolated building, then either going for exit vps or take the back two buildings as the situation developed.           &lt;br&gt;&lt;br&gt;Early game: I resolved to be manly about taking -2 shots and pushed hard for the centre building. I did get some smoke from tank dispensers, but not before flanking fire had broke a couple of units. Sam revealed a MMG toting squad with a 9-2 in the upper level of the left hand farm, and at ground level the 82*MTR and some wire and A-T ditches. &lt;br&gt;The centre building only had one squad of defenders, but had been pre-registered by his 80mm OBA. Initially things went well, with the defending squad being taken prisoner, although long range MG fire cost me a squad in double breaks. The OBA was not very effective, and the MTR broke. &lt;br&gt;&lt;br&gt;However as I pushed on the flanking fire became galling as I had no real good cover, and 2-2 and even 2-4 shots started taking a toll. The 45LL was revealed in a woods hex slightly off-centre. Its first shot missed and I managed to smoke it with a PzIV main gun shot, although my tank still got hit twice, luckily without penetrating. I started pushing on and started running into fire from three Russian squads in foxholes at the edge of the orchard in front of the rear two buildings. My squads couldn’t pass a morale check, or if they did were immediately pinned. One of my Tigers malfed his MA and gacked the repair roll. Shit!!! By Russian turn two prep phase I knew I was in serious trouble, as my infantry was scattered and chewed up.&lt;br&gt;&lt;br&gt;Mid Game: The Russian armour arrived, and in a fit of overconfidence Sam moved it straight into the waiting guns of two PzIV’s and a Tiger. Sure 75L’s need 6 or less for a hull and 3 or less for a turret hit to penetrate. Sure theres a dust hindrance, and all my boys are buttoned up, and there are orchards, and one KV can get hull down behind a wall. But really Sam – WHAT WERE YOU THINKING OF!!!!! FOOL!!!&lt;br&gt;&lt;br&gt;Even worse for Sam, my first shot from the Tiger missed by one pip, that is until while we were working out the modifiers and Sam said “it’s a miss unless you have an armour leader”. I would have totally forgotten the armour leader and the whole battle of Kursk could have been very slightly different. Instead one burning KV, and another kill ring on the gun barrel. I could go into painful detail, but after another full turn there was armour-geddon and all KV’s had been knocked out for no german losses. &lt;br&gt;&lt;br&gt;My half tracks had arrived and I moved one into a foxhole hex where the stalwart Russian airborne were still holding out. One squad managed to hold out for the entire game and just wouldn’t die, but I managed to chip away at the others. Around this time my 9-2 died to machine gun fire from his opposite number. In fact my casualties were adding up, and it was looking clear that my infantry couldn’t make it to the victory buildings in time, although the squads in my three halftracks could. In fact the Russians are starting to counterattack towards the one building I’ve captured. I don’t know if I’m winning or not. My brain hurts.&lt;br&gt;&lt;br&gt;End Game: I dither. I could try and take the two victory buildings in the Russian centre-rear, or I could be ballsy and swing my halftracks round and try and take the two left hand buildings from the rear, which he’s now left to counterattack the centre building. Or I could go for exit VP. None of my leg infantry will make it, but I’ve managed to extricate the Pz IV from the sights of the 45LL A-T gun, and the gun has so many hindrances from a large grain field and orchards that its not going to be a factor. He does have a ATR in one of the backfield buildings that will get shots at my halftracks whatever I do. And there is 80mm OBA dropping around.&lt;br&gt;&lt;br&gt;I decide to go for the exit vp. I calculate I’m going to need all three halftracks, all three pzIV’s and the remaining Tiger to make it. To avoid street fighting I have to dance around a bit, but I can get the halftracks off in turn four and the tanks in turn five. I fire the Tiger at where I think the observer is, and get hits but a 16 flat does nothing. Two halftracks drive off, and as the third starts, the ATR barks…and hits…and immobilizes the third half track. Not enough exit vp…..Noooooo……&lt;br&gt;&lt;br&gt;I play on out of sheer bloodymindedness. In the last turn I have a thought – do armour leaders count for exit VP – I check the rules and they do!!! I drive off the Panzer IV’s,  and its up to the TigerI’s mechanical unreliability DR. I roll eleven….and I exit exactly 45VP.                  &lt;br&gt;&lt;br&gt;So a thoroughly undeserved win –probably the best kind. I’ve decided that in this scenario the SS player has to pick an objective and stick ruthlessly with the plan. And don’t take constant -2 shots like I did, my infantry was butchered without doing very much. I was sure I’d lost at the start of Russian turn two, sure I’d won by the end of turn three, sure I’d lost again when my halftrack got immobilized in turn four, then counted points very carefully on turn five. This game plays with your emotions like a particularly evil and twisted ex-girlfriend but what you gonna do? Stop playing? Exactly.&lt;br&gt;&lt;br&gt;Two wins in the top group – which meant if I won my final game I’d win the tourney…. &lt;br&gt;   &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2449427#2449427</link>
	<pubDate>2008-07-05T12:28:54+00:00</pubDate>
	<dc:creator>Crom Cruach</dc:creator>
</item><item>
	<title>Thread: Re: Question about Beyond Valor 3rd edition? No Finns?</title>
	<description>Thanks everybody!&lt;br&gt;I'm really interested in ASL, but I decided to take my first steps with the ASLSK.&lt;br&gt;I just bought the 3 of them and I can't wait to start playing :)&lt;br&gt;Hopefully one day I'll buy BV.&lt;br&gt;:goo:</description>
	<link>http://www.boardgamegeek.com/article/2446395#2446395</link>
	<pubDate>2008-07-03T05:00:56+00:00</pubDate>
	<dc:creator>Beholder</dc:creator>
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	<title>Thread: Re: Good idea / bad idea: Conter Clipping Moments (CCMs)</title>
	<description>So what's a good and a bad moment to do that? :D</description>
	<link>http://www.boardgamegeek.com/article/2439794#2439794</link>
	<pubDate>2008-07-01T01:40:14+00:00</pubDate>
	<dc:creator>Doolan</dc:creator>
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	<title>Thread: Re: vehicle organization</title>
	<description>I currently organize mine by year of introduction, which generally follows chapter H.  Some of the historical modules messed up my sorting system, but a lot of the fun with ASL is organizing the counters. &lt;br&gt;&lt;br&gt;I've organized and re-organized my counters probably a dozen times over the years.</description>
	<link>http://www.boardgamegeek.com/article/2437619#2437619</link>
	<pubDate>2008-06-30T08:25:21+00:00</pubDate>
	<dc:creator>Sergeant Mike?</dc:creator>
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	<title>Thread: Re: Question about Beyond Valor 3rd edition? No Finns?</title>
	<description>Ditto Todd's comments, particularly on 3rd edition BV. Even if you own 1st and 2nd, BV 3rd is an outstanding value and highly recommended by me.</description>
	<link>http://www.boardgamegeek.com/article/2437605#2437605</link>
	<pubDate>2008-06-30T08:21:41+00:00</pubDate>
	<dc:creator>Sergeant Mike?</dc:creator>
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	<title>Thread: Re: Good idea / bad idea: Conter Clipping Moments (CCMs)</title>
	<description>Can't bring myself to clip the corners, but I do take a razor and cutting board and make sure ALL counters are perfectly square, no counter dust, bumps, etc.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2437596#2437596</link>
	<pubDate>2008-06-30T08:20:05+00:00</pubDate>
	<dc:creator>Sergeant Mike?</dc:creator>
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	<title>Thread: Re: VASL anyone?  Also, where to go from here?</title>
	<description>If you like ASL and want to make the investment I'd get any and all HS / HASL's in stock because once they are gone, they are usually permantly gone.  I'd get Pegasus Bridge for the price alone.  Check it out and see if CG's and the big map are for you.  Do not wait for the COB and FKAC reprints to get OVHS and OWHS if they interest you because they will probably be gone by the time all the reprints are finished.  The best out there may be VotG but probably has the longest shelf life because it was just printed (but don't bet on that).&lt;br&gt;&lt;br&gt;After Yanks, the core modules are either taste dependant (I'm not a minor's fan for instance) or board dependant.&lt;br&gt;&lt;br&gt;If you are still looking for a PBEM opponent let me know, I can always use more ASL gaming.</description>
	<link>http://www.boardgamegeek.com/article/2436268#2436268</link>
	<pubDate>2008-06-30T03:20:12+00:00</pubDate>
	<dc:creator>Scoobysnacks</dc:creator>
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	<title>Thread: Re: Question about Beyond Valor 3rd edition? No Finns?</title>
	<description>Love the Finns! Great soldiers! :)</description>
	<link>http://www.boardgamegeek.com/article/2435154#2435154</link>
	<pubDate>2008-06-30T03:23:32+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
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	<title>Thread: Good idea / bad idea: Conter Clipping Moments (CCMs)</title>
	<description>&lt;b&gt;Definition:&lt;/b&gt; a &lt;i&gt;CCM&lt;/i&gt; or &lt;i&gt;Counter Clipping Moment&lt;/i&gt; is any situation found in everyday life that fails to stimulate even the most elemental layers of brain activity or has an entertainment value (&lt;i&gt;EV&lt;/i&gt;) comparable to watching somebody else water pot plants (&lt;i&gt;WSEWPP&lt;/i&gt;). As a result, an individual going through a &lt;i&gt;CCM&lt;/i&gt; invariably thinks &quot;hell, I'd be better off clipping counters&quot;.&lt;br&gt;&lt;br&gt;While it's easy to define a reasonably objective system to rate what constitutes a &lt;i&gt;CCM&lt;/i&gt; and what doesn't, people who are not accustomed with the practice might find it inadequate in some social occasions. This post will hopefully become a guide for dedicated war gamers to tell appropriate &lt;i&gt;CCMs&lt;/i&gt; from inappropriate ones based on the vast lore and personal experience of the community.&lt;br&gt;&lt;br&gt;I'll get the ball rolling:&lt;br&gt;&lt;br&gt;&lt;b&gt;Good idea:&lt;/b&gt; clipping counters while you watch the evening news sitting on your comfy couch. Pants are optional, but encouraged if in the company of people not accustomed with the cult. Of course, given the stereotypical anatomical features of the average counter clipper, pants may be &lt;i&gt;enforced&lt;/i&gt; for certain war gamers in the name of decency and good taste.&lt;br&gt;&lt;br&gt;&lt;b&gt;Bad idea:&lt;/b&gt; clipping counters while you drive your wife to visit her mother. Even if the conversation and the sense of impending boredom once the destination is reached might make this qualify as a good &lt;i&gt;CCM&lt;/i&gt;, studies show that the social reaction has a good chance of being against. In this particular case pants are considered mandatory 97% of the time.&lt;br&gt;&lt;br&gt;Let's hear your stories!</description>
	<link>http://www.boardgamegeek.com/article/2433934#2433934</link>
	<pubDate>2008-06-29T03:36:10+00:00</pubDate>
	<dc:creator>Doolan</dc:creator>
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	<title>Thread: Re: Question about Beyond Valor 3rd edition? No Finns?</title>
	<description>About BV Finns,&lt;br&gt;&lt;br&gt;The Finnish counters are German blue in BV 1st ed and grey in BV 3rd ed (and I assume in the 2nd also). This makes no difference for game play except for scenarios between Finns and Germans. </description>
	<link>http://www.boardgamegeek.com/article/2433703#2433703</link>
	<pubDate>2008-06-29T12:23:20+00:00</pubDate>
	<dc:creator>biturian_varosh</dc:creator>
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	<title>Thread: Re: Question about Beyond Valor 3rd edition? No Finns?</title>
	<description>Thanks :)</description>
	<link>http://www.boardgamegeek.com/article/2433553#2433553</link>
	<pubDate>2008-06-29T08:30:17+00:00</pubDate>
	<dc:creator>Beholder</dc:creator>
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	<title>Thread: Re: Question about Beyond Valor 3rd edition? No Finns?</title>
	<description>&lt;b&gt;Beholder wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Does the 3rd edition of BV has the Finnish counter mix?&lt;/i&gt;&lt;br&gt;Yes.&lt;br&gt;&lt;br&gt;&lt;i&gt;Are the counters in the first BV edition compatible with the ASL 2nd?&lt;/i&gt;&lt;br&gt;Yes.&lt;br&gt;&lt;br&gt;&lt;i&gt;What are the main differences between the AH and MMP modules?&lt;/i&gt; &lt;br&gt;The MMP 3rd edition includes ten semi-rigid mapboards compared to the four mounted ones in the AH edition. The MMP 3rd edition also includes 14 more scenarios, taken from the pages of old ASL Annuals. Its also fixes a handful of minor counter errata. Note that there's also an MMP 2nd edition, which is like the AH edition except that it contains the very popular Red Barricades module. That's a very nice bonus, but there are very few of them out there and they go for considerably higher prices (well over $100 usually).&lt;br&gt;&lt;br&gt;&lt;i&gt;Which one is better?&lt;/i&gt;&lt;br&gt;The MMP 3rd edition.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2433384#2433384</link>
	<pubDate>2008-06-29T04:29:58+00:00</pubDate>
	<dc:creator>tppytel</dc:creator>
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	<title>Thread: Question about Beyond Valor 3rd edition? No Finns?</title>
	<description>Hi.&lt;br&gt;&lt;br&gt;Does the 3rd edition of BV has the Finnish counter mix?&lt;br&gt;&lt;br&gt;Are the counters in the first BV edition compatible with the ASL 2nd?&lt;br&gt;&lt;br&gt;What are the main differences between the AH and MMP modules? Which one is better?&lt;br&gt;&lt;br&gt;Thanks. :goo:</description>
	<link>http://www.boardgamegeek.com/article/2433368#2433368</link>
	<pubDate>2008-06-29T04:16:16+00:00</pubDate>
	<dc:creator>Beholder</dc:creator>
</item><item>
	<title>Thread: Re: ASL Dividers</title>
	<description>Thank You very much :) .</description>
	<link>http://www.boardgamegeek.com/article/2432141#2432141</link>
	<pubDate>2008-06-28T09:13:26+00:00</pubDate>
	<dc:creator>stephen44</dc:creator>
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