Neal
Senior Member
Fresh from Advancing Fire. This module introduces us to an CG that's played out at the operational level, but decided primarily on the tactical level.
There are map setups for a total of 19 different battles (3 on HASL maps), so we know the maximum number...I would venture to guess that you would not be likely to play every one in a CG due to the operational level aspect of the CG determining when an actual scenario is played. (Battles can take place at either operational or tactical levels when they do occur...I am still reading through everything.)I am super curious about approximately how many scenarios would typically be played in the full campaign game.
Any estimates?
Well, for the full CG there are 18 operational dates, meaning you are moving operational units around during those 18 turns. Conservatively if you assume you have just one combat situation at a major (or secondary) location each date, you're talking 18 scenarios...and there are probably 50 locations where operational units can meet. Each scenario lasts 5-7 turns (random length, and there appears to be the ability to Withdraw from the battlefield)I am super curious about approximately how many scenarios would typically be played in the full campaign game.
Any estimates?
Also better counters with a non gloss finish, also better packaging as my maps were all damaged due to not enough protection , maybe try and make the maps the same size as the rules and scenario cards to better protect the maps .I strongly agree about the map paper...better paper is demanded for future releases.
Very interested in trying out this product...North Africa gets almost no love in the ASL world.
Semper Fi!
Scott
The whole point of the operational level - I presume - would be to generate unbalanced scenarios at the tactical level. Best way to win.How do you balance a scenario that is generated at an operational level?
good points Michael. For me, with the limited time I get to spend playing ASL, I’d prefer to spend that time on scenarios that are reasonably balanced. Nice concept, to add context to the bigger picture, but I can get the bigger picture by upscaling to an operational level wargame on the topic. Given the rising cost of wargames here in the U.K. I now find I have to be a bit more circumspect about what I buy. I still buy far too many, or so my wife tells me, but I no longer Automatically buy a product just because it is ASL.The whole point of the operational level - I presume - would be to generate unbalanced scenarios at the tactical level. Best way to win.
If you're looking for nail-biters every time, the product isn't for you.
Heads I win, tails you lose.I think that this is where their method for "alternative combat resolution" comes in--if the two players agree, you can resolve the battles with a few DR rather than a whole ASL scenario. So you could resolve all the totally-unbalanced-looking battles that way, and save your ASL-time for the ones that look like they would be the most fun to play.