Perry
Forum Guru
Did you kill it?yes, very fun scenario where, for the first time in my ASL career, I had to order my HMG to fire at a Dozer...
Did you kill it?yes, very fun scenario where, for the first time in my ASL career, I had to order my HMG to fire at a Dozer...
If only Leader DRM applied to TK#.not with the HMG directed by the battle hardened 10-3.
If memory serves it was destroyed later by a PF shot. The Dozer was a real threat because it managed to remove all the wires I placed along the road and around the alamo building preventing a quick enemy infantry advance.
(BTW I believe it's necessary use all fortification points to buy wires). Perhaps Martin Vicca remember better what happened to his toy...
The HMG fired as ordnance, thus the help of the leader for the TH (only).If only Leader DRM applied to TK#.
And while All-Wire is not a bad way to go, it is not the _only_ way to go.
Trenches always seem to backfire on me as my opponent advances into them and then gets the benefits. Kinda like all those flamethrowers and DCs I have dropped over the years.. Probably there are other good defensive options, may be also better than the "all wires" one, but they require an advanced study of the setup and they could easily backfire.
I for one love scenarios in which my OoB has Trenches, Pillboxes, Wire, etc. There is so much you can do with them but most of the time there are only 2 to 4 around. If there are more, you can usually count on enemy OBA not being far away or your side being seriously outnumbered and/or outgunned...Trenches always seem to backfire on me as my opponent advances into them and then gets the benefits. Kinda like all those flamethrowers and DCs I have dropped over the years.
That is one thing I always consider when placing entrenchments: will this position help my opponent? Sometimes I reject a location because of that.Trenches always seem to backfire on me as my opponent advances into them and then gets the benefits. Kinda like all those flamethrowers and DCs I have dropped over the years.
I wouldn't doubt it. ASL does mimic life, after all.On the other hand I can count the number of times that my flamethrowers and DCs have been captured and used against me. Having that happen not infrequently seems to me to reflect a weakness of character.
JR
One of my favorite scenario design tricks is to give the defender a bit of choice in that matter. Which also gives me some CYA in claims of unbalanced poocherey.I for one love scenarios in which my OoB has Trenches, Pillboxes, Wire, etc. There is so much you can do with them but most of the time there are only 2 to 4 around. If there are more, you can usually count on enemy OBA not being far away or your side being seriously outnumbered and/or outgunned...
von Marwitz
I received J12 yesterday. Great product! I loved Sidhu's article on odd rules. I think I knew just a handful of those. Good stuff.
Holy thread recovery post, Batman!
Oh were we actually talking about Journal #12? My bad.
J12 Jungle Fighters: A fun, well-balanced city fight between Aussies/Brits and the Konoe Imperial Guards.
What "Jungle Fighters" scenario are you talking about? The original "Jungle Fighters", as published in the MMP newsletter (pre-dating ASL Journal #1) was sadly, hopelessly and ridiculously pro-Japanese. Then J12 was published in ASL J1, incorporating many changes -- every single one of which made the Japanese stronger. It must surely rival Burzevo in being one of the worst pieces of ASL drek ever to see the light this side of anything Critical Hit publishes.J12 Jungle Fighters: A fun, well-balanced city fight between Aussies/Brits and the Konoe Imperial Guards.
What "Jungle Fighters" scenario are you talking about? The original "Jungle Fighters", as published in the MMP newsletter (pre-dating ASL Journal #1) was sadly, hopelessly and ridiculously pro-Japanese. Then J12 was published in ASL J1, incorporating many changes -- every single one of which made the Japanese stronger. It must surely rival Burzevo in being one of the worst pieces of ASL drek ever to see the light this side of anything Critical Hit publishes.
From the evidence it doesn't seem to have Burzevo's quality, although I can't say I have played it myself:What "Jungle Fighters" scenario are you talking about? The original "Jungle Fighters", as published in the MMP newsletter (pre-dating ASL Journal #1) was sadly, hopelessly and ridiculously pro-Japanese. Then J12 was published in ASL J1, incorporating many changes -- every single one of which made the Japanese stronger. It must surely rival Burzevo in being one of the worst pieces of ASL drek ever to see the light this side of anything Critical Hit publishes.
Jealousy raising its ugly, green head? Scott, you are a better person than that.Played a real piece of crap scenario called grab and go, what a stupid scenario, go back to scenario design 101 pete.