I have played at least S1 with full ASL rules. I thought it was much-improved. I imagine we played without snipers. A tiny scenario like that can really be thrown off kilter with one sniper activation.We would like to play an ASL starter kit scenario from ASL starter kit 1 with full ASL rules.
Has anyone an idea if these scenarios were ever adapted for full ASL ( eg with Snipers)?
Try using Scenario Archive (a great resource) to find other scenarios around that timeframe within similar proximity. The closest I found was AP63-The Nutcracker. That one has both sides with SAN of 3. Otherwise Robin's suggestion is reasonable.Are these standard SAN values the same for the 6 scenarios from starter kit 1?
We would like to play S6 Released from the East.
My small gaming circle uses SAN of Attacker 2 and Defender 3 when playing SK scenarios. Mostly because we want the SAN rules but don't want it to impact the scenario as designed very much. It's a House Rule that works for us, YMMV.I don't think there really is a standard set of SAN values. Based on current designs, I would have said Attacker 2 or 3, Defender 3. But if you want to get a feel for how much a Sniper can affect the game, it's maybe better to overdo it a little (don't go all the way to 6 though, like Guards Counterattack - it's really too high).
Besides Concealment probably Bypass Movement, too, as it can speed up movement considerably and avoid some dangerous LOS. The speeding up of movement is more relevant, though, as an overall extra halfturn gained throughout a scenario might well make a difference.Just as 19K says Attacker 2, Defender 3
Concealment is the biggest impact IMO
and depending on it (has/would have) the biggest impact on balance
I believe you've hit on the most prescient aspect of the differences in ASLSK and ASL besides the use of concealment (now available for ASLSK). The use of BP movement, and especially VBM, significantly changes the complexion of the game. As you've noted it speeds the game up movement wise and leads to more LOS/LOF complexities not to mention concealment loss or retainment possibilities. Were I teaching a staged transition from ASLSK to ASL, it would be the last "core" aspect of the game I would introduce. To be honest I am really glad it was left out of ASLSK and IIRC it was almost left out of SL, a game that Hill wanted to be a hex-based game, only grudgingly included as probably a neat idea at the time. One needs only to re-read some early SL/ASL replays where the use of bypass was sparing to see how much the increased use of this aspect of the game has changed the system as well as scenario development over the years. JMHOBesides Concealment probably Bypass Movement, too, as it can speed up movement considerably and avoid some dangerous LOS. The speeding up of movement is more relevant, though, as an overall extra halfturn gained throughout a scenario might well make a difference.