Corollary: You will always wish your SAN was something else. You will always be punished for rolling his SAN even once. -- jimMurphy's Law #12134: Your dice will always find your B#. His dice go nowhere near his B#.
Very good scenario. I will look forward to your SSR. I have my opinions on the key terrain in this so I am looking forward to see what your take away is. -- jimThis is all toward playing AP60, Nishne Nyet, wherein the Tigers don't even freaking NEED APCR. The 88L's already have a final TK of 9 against the toughest Russian armor. Their APCR bumps that up to 12. Yeah, I'm gonna say it's not real crucial here.
Um. Well....Very good scenario. I will look forward to your SSR. I have my opinions on the key terrain in this so I am looking forward to see what your take away is.
With 8 games under my belt, I've yet to hit a B#/X#. I assume I'll get dozens in my next few games.Murphy's Law #12134: Your dice will always find your B#. His dice go nowhere near his B#.
Sorry you didn't enjoy it. I have played it a couple of times and I enjoyed it immensely. Most of my games come down to who holds the Wd12 overlay. It seems like such a small thing to add the overlay, but control of that allows you to stall the German advance to capture the Turn 6 VC. I don't find the Hillock rules too onerous in this. You can see over a hillock as long as you're on or Adjacent to it. If you're not, you can't. For all practical purposes, if you are On/Adjacent to the EmRR, it's just a RR. If you could see it without Embankment, you can see it here [EXC: Entrenched Units]. If you're not On/Adjacent to the EmRR, it's a wall. It's the same situation in Hatten except the EmRR is not running through the center of town.Um. Well....
I actually didn't like the scenario. Most of the verbiage in the VC's talks about territory that the German needs to take, but the Russian doesn't need to sweat that very much - just make sure you've got enough on board 3a to avoid the turn 4 VC and you'll be fine. Beyond that, the Germans will spend the whole game grinding forward inexorably, and quite unstoppably. They have the armor, manpower, and time to achieve all the VC conditions by game end. They don't even need to play all that aggressively to meet that timetable.
Yeah, I know what to expect from that series of scenarios, and I actually appreciate them. They offer a challenge to understanding and add a depth to play that other scenarios with straightforward VCs just lack. I feel funny dissing this one, but yeah, IMO the OBs and VCs allow the Germans to attack without seriously worrying about much at all except his weaker AFVs, and requiring the Russians to prioritize CVP instead of the usual time-vs-space tradeoff that one might expect, given how the German VCs are written. At some point in the game I realized it just doesn't matter what the infantry do, I had to kill the weaker German AFVs and dear-Lord-somehow deal with the Tigers. All six of them. So my infantry just tried to keep the game from ending too soon while my overmatched tanks went for DI shots and hoped the Tigers boxcarred their start rolls. Fun? Not so much, even when my opponent's dice obliged.Fort's VC can be a little challenging to understand for sure. He has his own style. Have you played AP81 Lost Highway? Another to consider is AP57 Kleckerweis.
The AFV is on the hillock. Referring to the Hillock example in F6, I believe this is equivalent to Squad C looking at Squad E. The AFV is ON the Hillock so not Hulldown.Case in point - with respect to the LOS from the ATG to the Tiger, the ATG is actually not behind-and-adjacent-to the hillock because the LOS dips just below the F7-F8 hexside. What does this mean for LOS? Time to flip through Chapter F.
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Assuming no buildings are in play, this Squad A to Squad K (both units are Adjacent to the Hillock. In this case, the AFV is "behind" the Hillock so HD. I went through all of this in playtesting so it is a little more natural for me. -- jimNext case. I drew the red LOS line myself; let's assume it's not blocked by L7 or O9. Is LOS clear? Time to pause the game and flip through Chapter F. Just doesn't flow.
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I cannot understand designers' obsessions with EmRR. There is a ton of rules overhead (that sends you to the longest-out-of-print module, to boot), you have to affirmatively choose to add them to your scenario, and to what end? Could somebody who loves to add EmRR to their scenarios please chime in? What am I getting in return for my struggles to understand this terrain type that I wouldn't be getting if you just made it a damn ElRR?In terms of the Hillock rules, I know I don't use them enough to be comfortable with them, but that doesn't help.
In Nishne Nyet, the hillock produces a lot of Hull Down drama/frustration. Whether that's worth it or not, I can't say. It was interesting, but as the Russian, I already felt behind the curve, so the HD didn't help. Shrug. I'm with you - I don't see the bang-per-buck.What am I getting in return for my struggles to understand this terrain type that I wouldn't be getting if you just made it a damn ElRR?
Another pet peeve of mine: why don't AT-Ditches tie into the Adjacent Terrain but default? Ever play a game and watch a person bypass your AT-Ditch along a woods hexside? I have. I won't play a game with AT-Ditches anymore. -- jimI'd rather spend 15 minutes with the hillock rules and be comfortable for the rest of the scenario then have a 30-minute discussion with my opponent about the AT-Ditch rules and their effect on Infantry movement (and still not be sure if we've reached the correct conclusion). And yet some scenario designers have an obsession with putting AT-Ditches in their designs, just because the historical situation dictates that they be there -- like we care, right?!
Hmmm ... maybe? The problem with appeals to the historical situation, whether it be in favor of EmRR or AT ditches or whatever, is that any designer has already made 1000s of concessions of historicity in favor of playability. Even if you did the right thing, historically speaking, and made a custom terrain type for every hex, just putting down a hex grid at all does a great deal of violence to the historical situation. And that is before we get into the fact that not all vegetation falls neatly into one of six categories, that not all buildings have a neat every-10-feet-story design, that non-EmRR terrain typically does not exhibit saltatory changes of elevation in 10-foot increments, etc. So any terrain that is there is not there just because the historical terrain demands it, but because the historical terrain demands it and the designer has decided that the benefits-minus-costs of portraying it with Approximation 1 were greater than the benefits-minus-costs of portraying it with Approximation 2, or 3, or 4. It's that second part that I'm interested it--when the costs of EmRR are so high (less so for you, clearly, Bruce, if you are able to grock them in 15 minutes), what are the corresponding benefits?just because the historical situation dictates that they be there
Well, as I said up-thread, I was Fort's primary opponent and play tester during the development of this pack. We used to live about 2 miles apart and could play weekly. The cost of understanding the EmRR weren't that steep for he and I. We discussed not adding it, but he decided to leave it in the final product. It gives the battle some flavor and is in keeping with his (as I understand it) philosophy for making scenarios you have to think about. I defer to him, all I can offer is my insights based on our discussions. Who knows what goes on in the head of a designer I am not one. -- jimIt's that second part that I'm interested it--when the costs of EmRR are so high (less so for you, clearly, Bruce, if you are able to grock them in 15 minutes), what are the corresponding benefits?
I accept your apologyI was Fort's primary opponent and play tester during the development of this pack.
Fort lived in Burke, VA. I lived in Chantilly, VA. Georgetown is too rich for my blood. So rich, they didn't let public transportation into the area to keep out the riff-raff (like me). -- jimI accept your apology
Next time, when you and Fort are sitting in your Georgetown brownstone sipping sherry and pushing cardboard, please think about The Common Man
At the risk of coming off as elitist and ruffling a few feathers (something I never do). ASL is an extremely challenging game system. Newer, and casual, players will have different opinions than gronards or Grofazen...and, to be blunt, there are many players whose skill is not what they think it is.I accept your apology
Next time, when you and Fort are sitting in your Georgetown brownstone sipping sherry and pushing cardboard, please think about The Common Man
Yep. No offense taken; I don't want to complain about a scenario without keeping this in mind. I may just have failed to grok it. Still, having thought about what the scenario seems set up to reward, I was disappointed. YMMV, and again, I'm just kidding about sherry-sippin' elitists. I really like and appreciate Thinking Man's Scenarios. And if I play one and don't have a good reaction, it may just be that I'm missing something. Or notand, to be blunt, there are many players whose skill is not what they think it is.