These are some interesting ideas, particularly from those who would like something to help the new player. I have often thought of this subject, and over time I have come to some general classifications of how the ASL game system might be analyzed or instructed.
1. "Actions". For lack of a better term (or ASL term?) I would refer to any activity a unit may voluntarily engage in as an "Action". Bypass Movement would be an Action. Smoke Grenade placement would be an Action. Assembling a SW would be an Action. And so forth. These are actions a player takes with a unit that is not dictated by the game mechanics (e.g. a MC would not be an Action, because MC are called for by the game mechanics). Typically, Actions involve a declaration of some sort of what it is the unit is doing (or about to do), the act itself of performing the action, conditions or prerequisites for performing the Action, any steps involved (including DR, etc.), and the possible outcomes of the Action. As large as the game is, there are only a finite number of Actions an Infantry unit can perform; an AFV may perform; a Gun may perform. These could be laid forth in simple language, using simple (and numerous) diagrams and a list of steps to take. Where complexity usually comes in is keeping straight the various conditions and requirements for performing the Action. Simple checklists help with that. These could be considered "How To" aids. I have seen some literature that might be considered "How To", but IMO they do not quite fit the bill that I have in mind here.
2. "Tactics". This one is a little more difficult to pin down, but seems of interest to most players. In ASL, I would define "tactics" as "the applicable of Actions to achieve a defined goal". Sure, we can talk about the tactics of storming a Factory across a paved road, but what are we really referring to then? It would be a sequence of Actions (#1 above) to achieve a goal (control the Factory). In such an analysis, more is required. First, one must assume a certain familiarity with the individual Actions involved. Next, one must be aware of the ramifications of those Actions, or "what happens when", and actually try to anticipate the effects that your Actions will have. In that sense, "Actions" are the science, and "Tactics" are the art.
3. "Mechanics". What I have in mind here are the system requirements for playing ASL. Wind Change. Routing. Applications that require the player to do because the game can't do it by itself. (E.g., a computerized game would check for Wind "behind the scenes", but in ASL the player has to do it.) Again, while there are many game mechanics to attend to, there are only a finite number of them, and at any given moment only a very few will apply. Usually, these "mechanics" are related to the "Actions" you have taken, and so are related in that sense.
4. "Probabilities". These are related to "Tactics", because what I am thinking of here is a decision-making process that takes into account the player's understanding of the probabilities involved. Certainly, "Tactics" would take that into account in most cases. "What are my best odds?" These analyses can become quite cumbersome, however, and quickly lose focus.
Series Replays don't interest me as much as they used to (probably because I'm a crusty veteran by now). My interest waned when I realized that players whose moves were being recorded may sometimes make errors. While it is possible to learn new tricks (see "Tactics"), what time I do have for ASL is spent in other ways. For newbies, a Series Replay is probably pretty good. Others may like them simply for the entertainment value.
I have had many ideas over the years for various articles or player aids, particularly for "Actions" and "Tactics". Some of these ideas are still active; others have gone dormant. Time is the big issue for me. Also, I would prefer to see my work published by the producers of ASL -- ostensibly to reach a wider audience, receive a certain note of credibility, and receive at least
some small pittance of compensation.
I come from an Instructional Design and Technical Writing background. Any of the above (and the ASLRB, for that matter), could be written simply and directly. I would love to write some of these materials, if only I had the time. At least, this has given me the opportunity to share these thoughts.
(Sorry it is such a long post. You know me... extensive and convoluted...
)
Regards,
Bruce Bakken