Geeklist s for Advanced Squad Leader

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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Alecc
United States
St Paul
Minnesota
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I spent more time clipping chits than playing games
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Yea ....
 
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Bill Holmes
United States
Chesapeake
Virginia
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ASL 1000+

I've been playing ASL since the day it came out!!
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
B Wu
United States
Washington
Dist of Columbia
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Wishlist. Not literally - my ASL collection is basically complete; this is more of a placeholder for new ASL stuff that hasn't been officially announced. Journal 11, the Korea module, etc - whenever that stuff gets announced by MMP I'll be all over it.
 
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Sean Shaw
United States
Idaho
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Rounding out the list at #50 is ASL.

Now, this list may not be perfect, so I'm open to suggestions on what to do next month (if I continue the listings).

I also am stopping at 50 games, because, heck, I'm tired and it's a LOT of games. However, I've left it open for others to continue the listing if they want.

I personally would have love to list Age of Steam or Steam as it's another one of my favorites, but it's so far down, at 50 games, I'm nowhere close yet.

You can put down what improvements you suggest if I continue the listings next month (I'm thinking putting in the average rating for all games, and perhaps where it was last month compared to this month or other things).
 
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Juan Siso
Spain
barcelona
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Looking for game of ASL, preferibly one with a little OBA and vehicle light. Eastern front if possible.

Format: VASSAL PBEM (can do a five logs a week aprox, maybe more depending work load)
Teach: No
Expertise: Medium/low.


Got it! cool
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
B Wu
United States
Washington
Dist of Columbia
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ASL is on the table again, this time scenario O10 City on the Edge, from last year’s Special Ops issue #5. This one uses the new map that came with Special Ops 5, and also includes the relatively obscure German SPW 251/21 halftrack, which only appears in the counter mixes for Kampfgruppe Peiper I, Festung Budapest and Hakkaa Päälle!. It’s a small scenario in which the Germans, whose forces also include a King Tiger and two StuG IIIGs, have to clear out all US units from a three-hex radius of a key hex. The US has mostly second-rate units (some 6-6-6s and 5-4-6s, a pair of bazookas and MMGs, and two Shermans) to work with.



I’ve only played through one full turn of this game so far but it reminds me why I love this game: it’s a great simulation but (and?) crazily improbable things happen on a regular basis, which makes for great stories. On the first turn alone, the halftrack promptly got blown up by a Sherman’s first shot; that same Sherman then got taken out in a duel with a StuG IIIG; that StuG III then got destroyed by a brave US infantry squad that used the street fighting close-combat bonus to its advantage. Meanwhile, a German half-squad toting a flamethrower should have gone down in a hail of machine-gun fire but instead rolled snake-eyes for its morale check and went Fanatic (making it a super dangerous proposition for US AFVs to be near it). And the other StuG IIIG successfully made a hull-down maneuver to give it the upper hand in a duel with the other Sherman, but its main gun promptly malfunctioned. A StuG III is more a mechanized gun than a tank, so with no working main gun it’s pretty close to useless...

The big, bad King Tiger hasn’t even been part of the engagement yet. After all, I’ve only played one turn I have no idea how this will play out – the American situation feels precarious but on the other hand, 3 out of 4 German AFVs are out of action (unless the StuG III can repair its gun, a 1 in 6 chance each turn). Still, I played the German attack pretty aggressively, and I’m thinking it may pay off. We’ll see...



Oh, and storage wise? ASL is a ridiculous beast and in no way "fits in the box." Let's see... over the years I've accumulated four three-ring binders full of rules (Chapter A-E core rules, Chapter H vehicle notes, all other official rules Chapters F-Z, and third-party rules); three more large binders full of scenarios; about a dozen large Plano boxes full of counters; a crate and a couple game boxes' worth of maps (I have all the old-style mounted maps, which I should probably get rid of); and another crate full of ASL publications (Annuals, Journals etc). I suppose you could fit the game in a box if you just had the rulebook and Beyond Valor, but once you get sucked in, you get sucked in big time!

Update: Well, the Americans tallied a win on this one. Both sides rolled high for much of the game. Three AFVs survived but all of them had malfed their main guns by Turn 4. The German infantry took heavy losses trying to cross open ground to get in position to dislodge the US squads. On the last German turn, there were 3 remaining US squads in the victory area (a 3-hex radius of V5), all of them concealed, and all of them needed to be broken or eliminated for the Germans to have a chance to win. The situation near the beginning of that last turn:



It actually got surprisingly close. The Germans in Y6 finally broke the US squad in Y5 after a turn and a half of fruitless efforts. That freed up the Tiger to head over to the US squad in T3 where its MG fire managed to break them as well. That left the squad in S4, at the top of the photo. The only German able to get there was the half-squad in S8, which had to Double Time to get within a hex of S4. A low-odds APh shot failed to do anything, and then the half-squad advanced into close combat for the long-shot chance to win. A CX half-squad vs a concealed full squad - meant that the Germans had to avoid an ambush and even then needed to roll snake-eyes to eliminate the Americans. It wasn't to be.

Interestingly, the half-squad would have had a MUCH better chance of winning the game if it hadn't rolled a 6 on a Recovery attempt of a flamethrower at the beginning of that same German turn. Talk about bad luck there.
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
B Wu
United States
Washington
Dist of Columbia
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Trying to squeeze in one more ASL game before my copy of Mistfall arrives this week I'm playing scenario WO7 "Hell for the Holidays," a Germans-attacking-Americans-at-Bastogne affair using the two maps from WO Bonus Pack #3: ASL Scenario Pack for Winter Offensive 2012. It's an interesting situation where the Germans have to occupy at least 7 building hexes about 2/3rds of the way up the map, with all of their infantry entering the board loaded onto armored halftracks. The defending US player has some good infantry and several Stuart tanks, and the map has some interesting terrain features. According to online stats the scenario seems to be unbalanced in favor of the US, but so far in my game (through 2 out of 6 turns) the Americans are in real trouble.



The Germans pushed directly up the middle, immediately encountering resistance when a bazooka shot hit a PzKfw IVJ tank on the side and blew it up. However, a mild breeze had developed at the beginning of the game, and the resulting burning wreck generated a couple hexes worth of smoke that drifted straight into the American positions, providing cover for subsequent advancing German units. While the main thrust followed this up the middle, two German tanks wheeled off, one on each flank, to get behind a couple of US tanks facing the threat in the center.

Pretty chaotic in the middle of the second German turn:



By the time I left off, one US tank was already toast and the Americans had failed to hit any of the halftracks before the infantry unloaded. Not looking good so far, but the US infantry is better equipped and will have an advantage in close combat (Germans are Lax by SSR), so there's still some game to be played here... if I can finish before cracking open Mistfall!
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
John Iverson
United States
Michigan
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The old standby:

There once was a 6-6-6 squad from Nantucket
"A fire lane! I think we can duck it".
But when they declared a Dash
the rules lawyer replied back in a flash
"According to A4.63, fire lanes are not treated as area fire, so s_ _ _ it!"


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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Future Eric
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Episode 353

"Exceptional fish direction provided by Advanced Cod Leader."
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Russell D
United Kingdom
Ewell
Surrey
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A scenario from "Turning the Tide", U20 Fighting at World’s Edge, chosen because it looked like it would make a good 3 player game. Gordon’s elite French infantry, supported by a sole tank, side by side with Jim’s Norwegian infantry, were assaulting my German position on a high ridge just outside the city of Narvik. The Allies had to get past me (15 points worth of troops), and had nine turns to do it. I positioned a heavy machine gun and mortar on the peaks of the hill, and for a few turns they had mastery of the battlefield. It wasn’t to last of course, and when the HMG finally broke I abandoned it— but by then it had done its work. Jim (when he had taken over the French troops after Gordon had to leave) used the French tank to overrun and restrict my MG fire. However I still had a lot of fire I could lay down. Basically with eight elite squads and four leaders every time my units broke they could rout away and were back in the battle a turn later. I think I only lost 2 half squads, and those from rollings Casualty MCs. Nine turns sounds like a lot of time to cross two boards, but as it turns out, it wasn’t enough. On turn eight, the leading French and Norwegians made a run for it on each flank: 6 points of French made it off, but the Norwegians fell under fire (i.e. I kept rolling 3s). German victory.

I think this was a tough ask for the Allies. My right flank was fragile, but held out for as long as I needed it too. As Gordon point out, the French mortar should perhaps have been positioned for long-range fire from the beginning rather than being carried up to the front line. Other than that, my only thought it that near the end the five Allied leaders (actually four remaining by that stage) could have started deploying squads into half squads. Perhaps then there would have been enough of a swarm that I couldn’t have fired on them all.

Anyway, great fun, with some interesting terrain and very nice to play 3 player— it was very enjoyable. Especially rolling all those 3s at the end.
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Joe Salamone
United States
Billerica
Massachusetts
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Aggravating people worldwide since 1964
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HELL IS FOR HEROES (1962)

Top-notch black & white WWII adventure with an all-star cast:

* Steve McQueen
* Fess Parker
* James Coburn
* Bobby Darin
* Harry Guardino
* Mike Kellin
* Bob Newhart
* Nick Adams

Directed by Don Siegel.

A small group of vastly outnumbered G.I.s try to hold their position along the Siegfried Line until reinforcements arrive. The American's desperately attempt to convince their German counterparts that there is a much larger Allied presence in the area. One of the film's highlights is a suspenseful nighttime crawl through a mine field.



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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Chuck Tewksbury
United States
Norwich
Connecticut
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2nd edition rule book - binder has some shelf wear and a crease in the spine - otherwise the contents of book are in very good shape - includes dividers and chapters A, B, C, D, E, J, H and K.

$35 + shipping


sold off BGG
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
James
United Kingdom
Sheffield
South Yorkshire
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I think I'll put a film on and play Advanced Sorting Leader tonight.

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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
B Wu
United States
Washington
Dist of Columbia
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It’s been too long since I’ve had ASL at the table, considering it’s one of my favorite games of all time and the first wargame system I really dug into. Today I eased myself back in with a nice, quick infantry-only scenario: J103 Lenin’s Sons, from ASL Journal 7. This one has a reputation for being an intense dogfight that slightly favors the defending Russians. I find ASL entirely solo-able with only a few exceptions, one of them being the Hidden Initial Placement rule. In J103 the Russians are given one HIP unit, but by way of balance I just decided to leave that out.



It didn’t help the Germans, who have to make it across a board to capture at least 8 buildings in 7 turns. On their right flank is a wide-open space (mostly an out of season grain field); on their left is a densely wooded area, though the woods are shot through with trails that could make movement a bit faster. Basically all the units in play are elite, with high FP and high morale levels; the Russians have a 10-0 Commissar and a hero, and there are a bunch of special weapons (FTs and DCs in additional to MGs, and the Russians have a 50mm SW mortar to threaten any Germans at the edge of the woods).

Charging across 7+ hexes of open ground when the defender has an HMG and an MMG in their OOB seems like a bad idea, so I had the Germans plow through the wooded flank. The first few turns were utter carnage as Russian squads were falling like dominoes, many in close combat (I had planned for the Russians to do a fighting withdrawal by voluntarily breaking once or twice and routing back to the commissar, but never quite got the chance to do so). But by around Turn 4, as the remnants of the Russian forward defense withdrew from the woods into the village, it became clear that they had bought enough time that the Germans were in real trouble.



Forced to double-time almost everyone in order to have a chance at taking 8 buildings by the Turn 7 game end, the Germans weren’t able to mount a coordinated assault on the village. Their attacking units arrived in a fairly piecemeal way that the few remaining Russian defenders made short work of. After a rough rally phase in Turn 6 in which several key units (including the 9-2 leader) failed to rally, the Germans conceded, without control of a single objective building.

While this wasn’t a nailbiter of a game, nor were there any awesomely improbable happenings (the scenario has very low SANs on both sides and I never triggered any Heat of Battle events), it was a good reminder of why I love ASL and, at its core, how quick-playing it is once you have the basic rules down. Not having played for a while, I had to look up a ton of rules, which reminded me also of what a work of art the ASL rulebook is (at least Chapters A and B) – concise, clear, incredibly well cross-referenced – even if it is written in a style that makes it incredibly inaccessible on first read.

Will definitely be trying to get some more ASL scenarios in soon. Right now I have my eye on a Festung Budapest scenario I haven’t gotten to yet...
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GeekList: Games and Memes
Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Matt Lewis
United States
West Jordan
Utah
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Pierce Ostrander
United States
Savannah
Georgia
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Just because a game has a 300+ page rulebook doesn't mean it is difficult to grasp or play.

Once you get the hang of it, 90% or more of the rules are intuitive.
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Matt Lewis
United States
West Jordan
Utah
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Just kidding.
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
JonMichael Rasmus
United States
Madison
Wisconsin
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Peak: #31
Time at Peak: 1 Week
Date of 1st Chart at Peak: Jan. 10 2006
 
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GeekList: Top 25 OOP Games
Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Joe Orosz
United States
Ann Arbor
Michigan
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Board Game Rank: 118
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Opus Allen
United States
Madison
Wisconsin
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$2 at a garage sale this morning. The back is a little dished, but it's in great shape otherwise.

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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Eric Brosius
United States
Needham Heights
Massachusetts
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I have to add this item, somewhat humorously, even though I have never played it. When I started playing wargames with my friend Andy Young, who is an ASL veteran, I was delighted to find that he thought nothing of writing down the positions of all the counters before we stopped playing a session of a wargame, so we could set it up again from where we left off!

It's great to work, or game, or do other activities, with people who simply shrug off difficulties and plow ahead with full confidence that it will all work.
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Mark Buetow
United States
Du Quoin
Illinois
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Combat Commander Archivist
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Move! Advance! Fire! Rout! Recover! Artillery Denied! Artillery Request! Command Confusion...say what?!
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Despite Combat Commander being my favorite game, I've flirted with ASL just to see...

I have all three Starter Kits and we played some of the scenarios a few years ago. But I always just wonder...

So I picked up the ASLRB. I figured I could use the full rules to fiddle with the Starter Kit stuff. Except those don't have ALL the game markers. I really better buy Beyond Valor...so I did. For more than retail. Like the last copy of 3rd edition on the planet (at least that week). I just ordered Map 24 too so I can work through Chapter K (training manual) and see how much of the game I can learn.

I will say this: the arguments about CC not having "enough control" and ASL having "total control" are generally silly. Both games reward better play and both are full of crazy random stuff that happens. I am impressed at the way in which CC incorporates so much of what ASL does in terms of heroes, cowering, etc. But, I have a hankering to see some tank fights.
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Mark Huberty (General Trashy Meeples the Ambigamer)
United States
Woodbury
Minnesota
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Great, if overwhelming, first impression. Planning on picking up Beyond Valor
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Mattias Elfström
Sweden
Unspecified
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Advanced Squad Leader is without competition the greatest game ever made. It is, contrary to what some may believe, quite simple to learn and play and is infinitely replayable. I will keep returning to this game forever.

Of particular note is the Red Barricades module with its historical maps and great campaign game.

Check out my Complete Advanced Squad Leader core module list at http://boardgamegeek.com/geeklist/2809
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Board Game: Advanced Squad Leader [Average Rating:7.88 Overall Rank:125]
Antonio B-D
Spain
Madrid
Madrid
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Now, lets go for a holy grail. I am not afraid of anything.

For me Haaka Paale jumps the shark in ASL.

The system tries to be an overreaching analysis of WWII, including all kind of ordnance and vehicles. Infantry units are abstracted into a bunch (5-6 typically) different squads that represent each nations army, or a group of nations in the case of minor countries.

Except for Finland. The Finns have their own module. And that, for me, jumps the shark.
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