AAR from ManClub: ASL1 - Fighting Withdrawl(sic)

SonOfTheNorth

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[tl;dr - Second full ASL game; having a great time.]

So, R and I had a few hours to dive into ASL on Wednesday night. We
looked in BV and Paratrooper for a short and simple scenario, but most
of what we saw was in the 8-9 turn range. I think that's the biggest
shock from SK so far -- the time of scenarios is pretty long in
comparison. I'm still trying to work out if the tempo is also
different.

We decided to start from the beginning with ASL1 - Fighting Withdrawal.
I've been wanting to play the Finns since listening to the 2HS talk
about HAAAK-AH-PAAAAH-LAAAAAY a year ago (when I started listening from
episode 1). And army of self-ralliers might have had something to do
with it.

R setup the Ruskies along the AA hex-row, with a few in Y to catch an
over-run. There was also a squad in Z10 to prevent the Finns from
running up the side.

T1.0:

The Finns made their entrance and CXed most of the group to CC after
sending a HS to CC1 for a nice vapo. R's dice were running mean. I
mean really mean. Another squad was vapoed at CC10 (accidentally picked
a S instead of HS). The vapoes obviously gave him free VPs and did
nothing to stunt SFF. I sent some up the top of the map wall-side
anyway, trying to get some shots and free cover. I moved into the CC
row instead of advancing because I planned to make some assault FGs and
take shots before he could move his troops behind the AA buildings.
Unfortunately, while I lost some guys to vapoes, the blood letting
didn't stop there as he rolled a few 3s and a snake to DM a guy or two.
The snakes activated my sniper who . . . unfortunately, just took a
chip off his sniper (SAN7 -> SAN6). You'd think that might be good
news, but there's only a 3% difference between a 6 and 7. And
unfortunately, the lowest I was rolling for the night was 6. At least I
was removing his concealment.

In my AFPh, I bundled a few FGs together and DMed one squad and
activated his sniper 3 times, killing my 9-0 leader who was paired with
my MMG.

T1.5:

The Russians rallied the one DMed guy and naturally pulled back,
offering only a shot or two in their withdrawal. On the one squad that
did present itself in YY3, I took a 40FP, halved for concealment.
Rolled a 1MC. He pinned. I took an excited SFF at 20FP, forgetting
that the MMG was part of the FG . . . boxcars! Bye-bye MMG. He
finished his moves and setup in positions to cut off a quick advance.
The pinned guy was actually going to cause me more trouble than if I let
him go.

T2.0:

The Finns made a few feints at the formerly pinned guy in AA2. R
didn't take the bait and let a HS walk up to AA1. The rest of that side
assaulted or moved to within range suffering FF, SFF and FPF -- the
result of which broke one Finn and broke the Russian. A few other
tricks allowed the Finns to occupy YY4 as well, surrounding the Russian.

A Russian rear-guard in Z8 rolled a box-car for ammo dep. Then, once
surrounded for CC, DMed himself, but forgot about interdiction. Now
he's the DMed HS sitting in Y10.

A Guinness addled move put a brave leader on AA10 after Z10 hatched a HIP
HS with a LMG. The HS box-carred his PBF against the leader. Taking
this as a great sign, the leader was followed by an intrepid squad with
a peashooter, who waltzed confidently into the 2FP -2 resid. I rolled
snakes. R didn't go for my idea that really the snakes was "his" roll
and that my sniper should chance activation. I poured R another beer.

Other than that snakes, I hadn't rolled anything under 6 the entire
night. R poured me another.

And that's where we stood after 2.5hrs. Since we were out of beer, and
it was late we VASLed the game to continue at Man Club next week.

Stay tuned for Part II of ASL1 when Man Club returns for another night
of pushing carbs and cardboard.

View attachment 41481
 

Jacometti

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[tl;dr - Second full ASL game; having a great time.]


The snakes activated my sniper who . . . unfortunately, just took a
chip off his sniper (SAN7 -> SAN6).

You'd think that might be good news, but there's only a 3% difference between a 6 and 7.
Your mathematics are not as good as your grammar.
 

Jacometti

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I'm confused, or missing the humor. Chances of a 6 are 13.89%, chances of a 7 are 16.67%. What am I missing?
Sorry, I was confused myself. You are mathematically correct.

However, the relative threat of the sniper has decreased by more. Many more "7"s than "6" DR have No Effect as an IFT DR or result in a break for a MC.

Therefore, the lower the SAN the more likely it is triggered by a significantly favorable DR for its opponent - a low (=effective) IFT DR or a passed MC.

At SAN 7, you could get Sniped for lots of ordinary rolls, where your Finnish squad still breaks or your IFT DR has NE. As the SAN decreases, there will more often be some reward collected first.

Eg the possible reward vs possible cost ratio of taking pot shots increases as the SAN goes down.
 

SonOfTheNorth

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R and I finished up today. Things went well for the Finns, but they got mired in the middle of the map. Rather, they were a bit pokey and didn't press forward hard enough. The Russians army was decimated, but still able to get one squad off the board -- personally, I felt we lost a turn around lunch.

One fun thing: we got to use Infantry OverRun! A broken and wounded SMC was lowcrawling through a choke-point, causing a general nuisance of himself. The Finns jumped on him and took TPBF against him in the AFPh, only to roll 11.

0-1
 
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