dynaman
Member
Add me in to the "Don't add the SSR just cause it sounds better" camp.
I can see why you'd want to do this. I've won games on occasion when all the enemy armour drove towards a positionwhere the big cat's (I was the Germans each time) gun had the big red counter. Next turn, with the juicyy targets right in sight, I rolled that 1 and proceeded to destroy all the crucial targets. Panthers in the Mist and Cold Crocodiles as I recall.Hi all-
Some great suggestions and idea's. Why am I doing an SSR like this? To add a little fog of war to the cardboard battle field. Now with this SSR inplace, approaching a Gun or AFV with a Melf counter can not be as safe as it used to be
IE
"Look jack, that Panther's MA has a melf counter on it, now we can just ride up and blow the stupid tank away"
Obviously, I will need to reword the SSR to tighten the language up a bit, Like yes, the AFV or Gun in question does not have to have a LOS to an enemy unit to repair its MA/ Gun. This SSR does not apply to SW.
Scott
keeping malf counters off the board might accomplish the same thing, though some may have an issue (?) with the memory thing."Look jack, that Panther's MA has a melf counter on it, now we can just ride up and blow the stupid tank away"
huh?!?!?keeping malf counters off the board might accomplish the same thing, though some may have an issue (?) with the memory thing.
I know I was making (apparently a bad) joke about memory:clown:He means that you'll roll secretly your repair. Ok if you know the guy, but it'd be tough to trust soeone you don't know at a tourney.
That may not be your intent but it is the result. You state above you are trying to do so to add some "fog of war" or make the scenario unique. Neither of these reasons have anything to do with a historical situation specific to the scenario so it is a change to the game system. So this is not a good thing. The HoB reference above is a good comparison and warning.No that is not the reason I am doing this type of SSR. It is because I want this pack of scenarios to be unique. I think the current set of Repair rules in the ASLRB are ok, could use a little more work, like having MA's repair on a 1to 3 stead of a 1. That sort of stuff.
If someone had told Shelling that the sniper rules were fine and didn't need changing he might not have put SSR 5 in Urban Guerillas and everybody is all ga ga over that one. I think Scott is just trying to do something unique with his scenarios to stand out. No need for us to throw him under the bus. If the SSR doesn't work I'm sure the playtesters will let him know. Just mho.That may not be your intent but it is the result. You state above you are trying to do so to add some "fog of war" or make the scenario unique. Neither of these reasons have anything to do with a historical situation specific to the scenario so it is a change to the game system. So this is not a good thing. The HoB reference above is a good comparison and warning.
The malfunction and repair rules are fine as they are and are in no need of change, either by a rules change or non-historical SSR.
Agreed, but I do think the rule as proposed by Scott don't quite feel "right". JMMHO. Maybe my mind will change when I see it in play, but I have my doubts. It wouldn't affect my decision to not try to repair an MA and take a chance at losing a VBM-mobile. <shrug>If someone had told Shelling that the sniper rules were fine and didn't need changing he might not have put SSR 5 in Urban Guerillas and everybody is all ga ga over that one. I think Scott is just trying to do something unique with his scenarios to stand out. No need for us to throw him under the bus. If the SSR doesn't work I'm sure the playtesters will let him know. Just mho.
Gunner
His proposal is a misuse of the SSR. They should only be used to make specific historical events that happened in the situation work or possibly work in the scenario. This should be thrown under the bus. SSR never should change the rules just for the sake of chaninging the rules.If someone had told Shelling that the sniper rules were fine and didn't need changing he might not have put SSR 5 in Urban Guerillas and everybody is all ga ga over that one. I think Scott is just trying to do something unique with his scenarios to stand out. No need for us to throw him under the bus.
I'm not trying to be dense here but I don't see how you can misuse an SSR. I thought SSR's were for designers to use to portray something that was variable or not entirely covered by the rules. I didn't think an SSR had to be something to make a scenario more historical. Not everybody wants to play a scenario because it is strictly historical. I want a scenario that is fun and unique, loosely guided by history. My .02 worth.His proposal is a misuse of the SSR. They should only be used to make specific historical events that happened in the situation work or possibly work in the scenario. This should be thrown under the bus. SSR never should change the rules just for the sake of chaninging the rules.
As a playtester, i would tell the designer that right up front.
I have no idea what Shelling did, but maybe he had a reason to do so to make the scenario work historically or force the player into a the historical situation.
The proposed SSR accomplishes that very well. Remember, this is YOUR design. If others want to criticise, maybe they should try designing some scenarios first and see how they are received.I'm not trying to be dense here but I don't see how you can misuse an SSR. I thought SSR's were for designers to use to portray something that was variable or not entirely covered by the rules. I didn't think an SSR had to be something to make a scenario more historical. Not everybody wants to play a scenario because it is strictly historical. I want a scenario that is fun and unique, loosely guided by history. My .02 worth.
Gunner
Then don't be.I'm not trying to be dense
Cetainly one can. In my view it is a gross misuse of SSRs if one specifically puts one it because the does not like a certain aspect of ASL. This hints at an undisciplined designer. It is really an vield attempt too make one's "house rule" official. HoB's rules that only crews can use MGs was one of these. Fortunatley, they made it palatable within the spirit of the RB by making it optional. I played with them once and then never used them again.I don't see how you can misuse an SSR.
[I thought SSR's were for designers to use to portray something that was variable or not entirely covered by the rules. /QUOTE]
Unfortunatley, the RB does not define SSRs. It should in my view. But in a snese you are right in your definition. But sequence of play should never be considered "variable" and it certainly is covered by the rules. Scott's proposed rule is a change in the sequence of play. reapir are explicitly in the rules as to when they can be made. His SSR is no different than one that would say: "Defenders may also conduct Frist DFF in the advance phase."
Well, I want one that is fun and unique and firmly rooted in history. I think the ASL community tendancy is to that as ahistorical scenarios are very well accepted.I want a scenario that is fun and unique, loosely guided by history.
Scott asked for opinions and comments on his rule proposal. Just because I don't like it is no reason not to comment.The proposed SSR accomplishes that very well. Remember, this is YOUR design. If others want to criticise, maybe they should try designing some scenarios first and see how they are received.
I have designed scenarios for mnay games including ASL. I take very discplined apporached to scenario design, and the big part of that "Is do no harm to the RB."
Designers should shy away from gimmicks to make their scenarios appealing. Clever uses of the rules as written while keeping the SSRs within the construct of the game rules will do much towards making a good scenario. replicating the tactical delimma of both sides usually makes for the best of scenarios.
A way I judge a scenario when testing is this: "Are both sides feeling stressed, almost to point they feel they are lossing during most of the play?" If so, then you have a good one in the making, a nial biter. Thiose are always fun and go down to final CC DR.
This should be accomplished by good use of VC's, OB, trerrain and set up. Not through elaborate SSRs that burden the player with more rules. SSRs should be used sparingly, like glue on a well built model. And they should never change the mechanics of the game because the scenario desinger has a pet peeve. SSRs are a place to tinker with the game system, they are only to help mould particular events for a particulur situation/scenario.
Our playtest group conciously questions the necessity of every SSR we encounter and have asked many deisngers to reduce and eliminate some.
I do thin k that the integrity of the ASLRB is important and it is a major reason of its lasting success over a long period of time. We all should be guardians of that.
Got to disagree with this part of your statement. I don't know that there is any qualification to what a SSR can or cannot include/do. If we take your rather strict usage of an SSR, then there can be no SSR's for Hill 621 since that is not based on an historical encounterHis proposal is a misuse of the SSR. They should only be used to make specific historical events that happened in the situation work or possibly work in the scenario.