#114: Danish Crossroads

Sparafucil3

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Dave says "I think I misplayed the AFV's here". I am screaming "YES! You did".

Looking at the math, you most likely chose a decent "First best shot". From that perspective, you got it "right". But you missed the most important piece: how is eliminating this gun going to help you win? You're investing a lot of resources in defeating a gun that isn't in any position to make a difference. You could leave one of the AFV's in a position to cut off the crew from reinforcing the village without exposing the AFV to fire. Imagine if you had SMOKE or Wrecks covering your advance across the plowed ground. The AFV stopping reinforcement can still get to a VC hex later if need be. I probably never would have stopped them until they were in a position to provide cover crossing the open ground, either using SMOKE or as Wrecks.

Great episode. Easy to be on the outside of the game :D -- jim
 

asloser

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Regarding the variant rules included in "ASLRB v3" - isn't this the way SL gamettes were? You improved and revised the rules and then you'd need to figure out the "level" you are playing before starting? And ASL was meant to clean that mess up?

I personally prefer the stable ruleset which you can SSR stuff on top. I'd hate to negotiate the ruleset used before every game I play.
 

Stewart

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Modifying the Chit draw system to the Pleva system would be painless. It simply is reminiscent of the number of Missions in the 4 chits of the SL system...you are GOING to get at least 1.

I have no problem with the 12 to 6 elim issue. It's a far outlier. Players intensive firing weapons to MLF status is far more common and impactful, and that isn't RNG as much.

The AC's Scream sD6 or Hand Grenade smoke or burning WRECK(Double dip on wreck/smoke hindrance) on the approach...
 

Sparafucil3

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Modifying the Chit draw system to the Pleva system would be painless. It simply is reminiscent of the number of Missions in the 4 chits of the SL system...you are GOING to get at least 1.
Not always. Its possible to draw red after red. It is exceedingly rare though. Less rare if you have a shallow deck (5B2R becomes 5B3R becomes 5B4R etc).

The POBA system is good although it does introduce a slight shift to the right on number of FFE:X you place. It is not huge, but it happens enough it skews the average by about 2/10. It also messes with extra chits draws once you've pulled the first red. Again, not a big deal. I would be all for it if there weren't a better (IMO) alternative system. The extra red card also hits shallow decks harder than deeper decks (think 5B2R becoming 5B3R vs 10B2R becoming 10B3R).

@STAVKA's system introduced in his Leaflet House Rules is a better system IMO. While Melvin and I disagree on the minimum number of guaranteed SR to FFE conversions, which ever guarantee you chose to live by is mathematically sound when compared to the base system. Whether you use the one or two minimum, it pushes the zero and one FFE's into the left-most column almost exclusively. It also never messes with extra chit draws. The one minimum system is mathematically equivalent to "First card draw is black" SSRs.

The thing you have to ask yourself is should OBA always be a threat? The POBA believe it should be so it never goes away. Melvin's system doesn't so it can go away. Both systems guard against 2 reds being no OBA. Both systems guard against breaking the radio. Both have an improved repair number. Personally, I think if a player wants OBA to always be a threat in being, they should not convert the SR to an FFE. As such, I prefer Melvin's system and it is what I use when playing my games (although I only use 1 guaranteed mission, not 2 as Melvin does). I think it remains truer to the original system than POBA. Just my .02. -- jim
 
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