I may have misunderstood something, but during the Soviet setup commentary there was something about cowering with the firelane from the HIP squad when firing two or three times. Firelane residual attacks don't cower; only the initial shot is subject to cowering (which would prevent placing the firelane in the first place). I wonder if "malfunction" was meant instead. A malfunction on a firelane attack DR will malfunction the MG. The Soviet light MG is a B11 weapon, so it is fairly likely to malfunction on multiple shots.
David & Martin, many thanks for your podcast. Very entertaining, I’ve just started viewing and have enjoy listening to your banter. I play solo, so it’s nice to hear mates have a chat about ASL.
In regards to I.R. # 3 (Balance) & I.R.# 4 (DASL), you touched on importance of balance in selecting a scenario, and also, when to stop playing (concede) a game.
I, like you guys, play ASL for fun, so I rarely look at a ROAR score before playing a scenario; if the situation on the card looks entertaining to play, then I hopefully enjoy it, even if it ends up finishing 2 turns early (even bad ASL is better than no ASL). In regards to ‘conceding’, I usually play until the last turn, unless the VC’s are unobtainable (such as, if one side doesn’t got enough remaining units to exit for the win). Even though my ASL time is limited due to real life, I tend to complete games to the last turn, it’s axiomatic how many ‘good’ ASL scenarios finish in the last half turn.