Paul Chicoine
Recruit
I've developed over the past 20 years a new ASL system called MASL (Macro ASL) that can model almost any Regimental/Divisional level WWII operational level battle, that seamlessly maps MASL battles into ASL scenarios and then maps the results seamlessly back into the MASL system. I'm looking for folks who would like to work to bring this to the next step by producing VASSAL maps and counters. MASL builds on the existing ASL modules and is an alternative to HASL modules. Whereas in a HASL module the battle space consists of huge maps and campaign scenarios that can get very large. In contrast, MASL scopes each 1200 meter MASL hex down to 3 ASL boards square, which means you can fight over a much larger MASL area using your existing boards (or VASL boards). Each battle dynamically generates a unique ASL scenario, and as ASL combat losses are sustained in previous battles they are now reflected in the units new composition. This means that if you play ASL like a "game" and assume everything is expendable, the ASL losses will degrade the MASL units strength. Players have to play ASL differently, by achieving what they are trying to accomplish on the MASL board within the ASL scenario, while trying to minimize combat losses. In the end, you play more like a real commander making many of the same decisions and tradeoffs.
The MASL game is real, not hypothetical. I've already created several modules (by hand) over the years, "Battle of the Chir River", "Budapest", "Chercassy Pocket", Operation Market Garden - Nijmegen" and now "Advance to the Moselle". In order to play it as intended, I need some VASSAL maps generated for the modules I've already created and counters. Once available in VASSAL format on-line play testing could start.
Why did I bother designing this? First I wanted to create limited intelligence scenarios that their results had consequences. I wanted a system that allowed all aspects of the Chapter E rules (all of them), plus I wanted to add Air and Navy rules that went beyond Chapter E. I also wanted to model historic operations in par with the fine work that went into the HASL modules. Then I wanted to tie it all together with logistical aspects of command and control. What I finally ended up with is a combat system that stands on its own even without ASL, but when coupled with ASL is very exciting to play. If you haven't played a double-blind game, this is something totally different.
Another thing I wanted to model well were reconnaissance units. To often in games they are used to just 'factor up' battles or to screen. Not in MASL, they take their rightful place and perform the actions they were designed for, gaining intelligence and being the Divisions eyes on the ground. The same holds true to HQ units, in MASL they control everything, yet when included in a battle, they augment the scenario with extra high-quality leaders as well as a mix of weapons and radios. MASL battles tend to utilize a lot of artillery, so OBA is present in many scenarios, so life gets interesting really fast with multiple radios. As a defender, just try to hold three boards with only 12 squads against an enemy of unknown strength attacking from a uncertain direction, in a scenario that you can't tell is (4, 7 or 10 turns) until it ends. This is no cake walk. There is no scenario card to study to death. You have to think on your feet.
Hopefully we can move this to the next stage. VASSAL maps and counters are what is needed next, all the hard stuff has already been done. Thanks.
The MASL game is real, not hypothetical. I've already created several modules (by hand) over the years, "Battle of the Chir River", "Budapest", "Chercassy Pocket", Operation Market Garden - Nijmegen" and now "Advance to the Moselle". In order to play it as intended, I need some VASSAL maps generated for the modules I've already created and counters. Once available in VASSAL format on-line play testing could start.
Why did I bother designing this? First I wanted to create limited intelligence scenarios that their results had consequences. I wanted a system that allowed all aspects of the Chapter E rules (all of them), plus I wanted to add Air and Navy rules that went beyond Chapter E. I also wanted to model historic operations in par with the fine work that went into the HASL modules. Then I wanted to tie it all together with logistical aspects of command and control. What I finally ended up with is a combat system that stands on its own even without ASL, but when coupled with ASL is very exciting to play. If you haven't played a double-blind game, this is something totally different.
Another thing I wanted to model well were reconnaissance units. To often in games they are used to just 'factor up' battles or to screen. Not in MASL, they take their rightful place and perform the actions they were designed for, gaining intelligence and being the Divisions eyes on the ground. The same holds true to HQ units, in MASL they control everything, yet when included in a battle, they augment the scenario with extra high-quality leaders as well as a mix of weapons and radios. MASL battles tend to utilize a lot of artillery, so OBA is present in many scenarios, so life gets interesting really fast with multiple radios. As a defender, just try to hold three boards with only 12 squads against an enemy of unknown strength attacking from a uncertain direction, in a scenario that you can't tell is (4, 7 or 10 turns) until it ends. This is no cake walk. There is no scenario card to study to death. You have to think on your feet.
Hopefully we can move this to the next stage. VASSAL maps and counters are what is needed next, all the hard stuff has already been done. Thanks.