I commented before on the DW board issue. A definite yes, the only limit is imagination.
A double-wide valley (level -1) would be slick. Anything in the dessert would get me to dive back into chapter F, especially if dessert was given the BFP treatment.
Though some have a lack of enthusiasm over the aircraft counters, I give them a hearty YES. I like the contrast between the almost impotent 30's FB to the Dalek like 45 FB.
I think ASL has pretty much reached the point of no return on aircraft counters. My thoughts is that many ASLers treat air support like OBA... they see it on a scenario card and flip to the next page.
Counters:
Various fire(d) counters: excellent idea, repeat when counter space allows.
Dug in: Good idea, should have enough now.
No ?ammo?: again excellent, repeat when counter space allows.
One alternative is that given that for most guns/vehicles the limited ammo only will give a few shots is to use "ammo" rather than "no ammo". This would have the advantage that counters come off rather than add to the pile. Just a thought, but I am damn glad to see the "no ammo" counters.
If there's going to be so many new status counters for guns and vehicles there needs to be a generic off-map info sheet, so all the info counters don't clutter up the board. One that is similar to the AFV cards in DASL, but could be used for 2-20 vehicles and/or guns, but just for status markers.
To keep down counter clutter I've gotten to the point of not placing Prep Fire markers during the AFPh or Final Fire during the DFFPh, instead just remembering what units fired. So, for me in most instances I'm not looking for more info counters, but ways to use less.
With this in mind after playing ASL for almost 20 years I would rather spend my time playing ASL rather than spending it on minor (sometimes irritating) time wasters. I've come up with a DON'T list of things I don't want to do before I play ASL. If I have to do those things I move on to another scenario where I don't have to do these things. My DON'T list:
I don't want to...
* have to read a bunch of extra rules before I play. See ToT's Walking Wounded rules. I still haven't played a single scenario from that pack. I did a Panji scenario once.
This makes it harder for me to come back and play HASL scenarios with a bunch of Historical SSRs. We might play them a lot when the HASL first comes out and the SSRs are fresh in my mind, but later if I have to read thru a whole page of Historcal SSRs just to play one scenario, it's usually not worth it and I find something else to play.
* place a lot of overlays. More than 3 overlays and I'm gone.
* buy and place Fortifications, unless I know ahead of time I'm the defender and have time to prepare a defense. Cave Complexes are no longer in my future.
* wait over 30 minutes for my opponent to setup a defense (see above).
* look thru too many vehicle notes, 3-4 'unusual' vehicles are okay, but I reach critical mass if I see a scenario with 8-10 weird vehicles where I'm going to have pull out the vehicle notes on every one and do a research paper before I play. The scenario Funnies at Zfleck (sp?) will never see time on my table.
I do use HoB's Halftrack Notes all the time. It's the info card that came out of an issue of Recon By Fire that shows you what MGs you can pull out of Halftracks. THAT is a time saver and a great resource. I would love to see more of this type of info sheet.