bendizoid
Official ***** Dickweed
I get to play Chad Cummings for the ASLOK final, surprised to be here and want to improve on my 0-3 record vs Chad.
We sit down to talk about what scenario to play and Chad mentions DTF3 True Grit which happens to be my favorite of the pack. We roll a dice, 1-3 we play True Grit and 4-6 something else. dr=3 so True Grit it is.
True Grit is already a classic scenario in my book and worthy for a ASLOK final. I’ve won as both Japanese and Dutch but kinda like the Dutch because I have a cool defense. Chad has also played it a couple of times so we’re on a fairly equal footing.
The reason True Grit is great is because of the options for both players. The Dutch can up front defence or try to fall back, they can hedgehog in the VC area, they can refuse right or left ( I prefer refuse right), they can counterattack later, many possibilities. The Japanese can attack right or left, broad front, bowl the defenders over or go around them, again many options. The scenario played will be the convergence of two personal styles of play, and ain’t that what ASL it’s all about,
My defense is a ploy for a trap. The defence anchors on the left board edge and extends from there. I want to force or trick the Japanese to attack to their right into the line of barbed wire and/or a 75mm gun massacre while constantly threatening and pecking at them from my main force of HIP MMGs/8-1 and the AA gun on the hill stone building in CC8, they see all and know all over most of the village.
More later
We sit down to talk about what scenario to play and Chad mentions DTF3 True Grit which happens to be my favorite of the pack. We roll a dice, 1-3 we play True Grit and 4-6 something else. dr=3 so True Grit it is.
True Grit is already a classic scenario in my book and worthy for a ASLOK final. I’ve won as both Japanese and Dutch but kinda like the Dutch because I have a cool defense. Chad has also played it a couple of times so we’re on a fairly equal footing.
The reason True Grit is great is because of the options for both players. The Dutch can up front defence or try to fall back, they can hedgehog in the VC area, they can refuse right or left ( I prefer refuse right), they can counterattack later, many possibilities. The Japanese can attack right or left, broad front, bowl the defenders over or go around them, again many options. The scenario played will be the convergence of two personal styles of play, and ain’t that what ASL it’s all about,
My defense is a ploy for a trap. The defence anchors on the left board edge and extends from there. I want to force or trick the Japanese to attack to their right into the line of barbed wire and/or a 75mm gun massacre while constantly threatening and pecking at them from my main force of HIP MMGs/8-1 and the AA gun on the hill stone building in CC8, they see all and know all over most of the village.
More later