So what Starter Kit Scenario have you played recently?

Der Fleischer

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I have not played any ASL SK games in a while and am getting the itch to play again on VASL. Is anyone interested in playing? I own all the ASL SK modules published by MMP (SK 1, SK2, SK3, SK4, Expansion Kit 1, Beyond the Beaches, and DaE). Please let me know.

Paul
 

xenovin

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Catching Up...……..

( I try to report in all my ASLSK games on this thread, but realize that I haven't recorded an ASLSK game completed in nearly a year !! )

It's been a while since I've played a FtF game of ASLSK. It's not my fault; my regular Taiwanese opponents mostly want to play ASL these days. However, I did overlook 3 ASLSK logfile games, so let's quickly report those.

S-039 "Use Your Tanks And Shove" (finished 07/01/2018)

Tou Mu and I played this as a logfile game to help him learn about AFVs, with him as the Americans and myself as the Germans, with American balance (downgrade a Germans 9-1 to an 8-0) in effect. This scenario uses board q, and depicts a combined arms American assault on a German defended village. The Americans attack with 10 squads, 2 leaders, 3 SWs, and 2 tanks (M5A1, M4A1). The Germans defend with 7 squads, 2 leaders, 2 SWs, and a crewed flak gun. On turn 3, both the Americans and Germans get reinforcements. Americans get 2 squads, 1 leader, and either a SW or AFV, based on the number of buildings they currently control. The Germans get a PzIVF2. The Americans win at the end of 5.5 turns by controlling 12+ buildings from rows L - S.

Tou Mu played a good, cautious game of it, but the 8 morale of my 548s proved too tough to dislodge. Tou Mu tried to infiltrate with the M5A1, but the 37L gun wrecked it. From there, both sides exchanged squads and time and buildings, the PzIVF2 wrecked the M4A1 with a crafty LOS shot, and was in turn wrecked by a bazooka. But in the end, the Americans came up short of their required building total. A good scenario.

View attachment 8961

S-053 "Workers Unite!" (finished 01/28/2019)

Robin and I finished off this logfile game that we began a while back, with him as the Germans and myself as the Russians, with German balance (German reinforcements arrive 1 turn earlier) in effect. This scenario uses 2 half-boards (r, z), and depicts a German infantry assault on a Russian position in an urban environment. The Germans attack with 15 (467) squads, 4 leaders, and 6 SWs. The Russians defend with 9 (426) squads, 2 leaders, and 2 SWs. Both sides get reinforcements on turn 3. The Germans get 3 (468) squads, 1 leader, and 3 SWs. The Russians receive 9 (447) squads, 2 leaders, and 3 SW. The Germans at the end of 6.5 turns by controlling buildings rW8, zE4, and zI1.

Robin attacked aggressively and my Russians were having quite a hard time slowing him down. At one point, it looked like there might not be much left to reinforce. When my reinforcements did arrive, I only had only a few defenders hanging on to building rW8, with the Germans lining up on its flanks. My reinforcements were forced to run the gauntlet, but a few did make it to the last VC building. From there, it was simply survival, and I managed to hold on to the last building for an unexpected Russian win. I hear that this is a popular scenario, and its easy to see why.

View attachment 8960

Glad you liked S53. The design gives the Germans a big hammer but I think some players are a bit passive in attacking here. As you said you have to push hard and get to that last building before the Russians reinforce it. One of the buildings was the vodka distillery plant so you can see why the Russians fought so hard!





S-033 "Few And Far Between" (finished 05/01/2019)

Tou Mu and I played this as a logfile game to help him learn about AFVs, with him as the Germans and myself as the (Allied Minor) Dutch, with German balance in effect (upgrades the PzIIA to a PzIIF). This scenario uses 8 rows of 2 boards (u, y), so is roughly half a board in size, and depicts a German assault on a Dutch defended village. The Germans attack with 7.5 squads, 3 leaders, 3 SWs, and a PzIIA (upgraded to a PzIIF in our game). The Dutch defend with 6 squads, 2 leaders, and 2 SWs. The Dutch are reinforced on turn 2 with 1.5 squads and 1 leader. The Germans win at the end of 4.5 turns by controlling all 5 buildings within 2 hexes of yFF5.

Tou Mu played a good game of it, but very little went his way. My Dutch were able to completely stonewall the Germans for 4 turns, leaving them a final turn suicide charge, which saw the Dutch clinch the game when no MMC was able to reach yFF4. A case of a good scenario, but mostly bad luck to work with for the Germans.

View attachment 8962

Yesterday, I played a scenario from ASLSK #4, which I'll try and write about tomorrow.

John.
 

sunoftzu

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Now into the SK Jungle...….

( I haven't played David in an age, but last Saturday we played the first scenario from ASLSK#4 )

S-064 "Kawaguchi's Gamble"

David and I finally got back to playing some ASLSK after quite a break. The previous weekend, I got to watch KangYu and Robin playing S-069 "Stovepipe Funeral", but this would be my first playing of ASLSK#4. Without bothering to consider alternatives, David and I chose to play the first scenario out of the box, S-064 "Kawaguchi's Gamble". David played the defending (USMC) Americans, whist I played the attacking Japanese, with no balance in effect. This scenario uses half of board o and depicts a Japanese assault on a fixed American position. The Americans defend with 8 (558) squads, 2 leaders, 2 SWs, and a crewed (light) AA gun. The Japanese attack with 13 (447) squads, 2 crews, 3 leaders, and 5 SWs. The Japanese win at the end of 5.5 turns if there are no GO Americans at level 1. SSR4 also allows the Japanese to win if there is no more than 1 MMC if the AA gun is eliminated/captured.

There are a couple of SSRs that add spice to the scenario. SSR2 has it that American squads not stacked with leaders must pass a NMC or lose concealment (yes, concealment is added in ASLSK#4), and SSR 3 will freeze the Japanese 10-1 and any units with it for one game turn. Each SSR comes into play once and is then ended.

I suspect that SSR 3 might need a bit of re-wording; The way it is written, all units stacked with the Japanese 10-1 cannot take any action for the game turn, but the 10-1 itself is free to move. If he moves away, then the units that were previously stacked with him are then no longer stacked with him and from how I read it, they would be free to then move !!!! The way David and I played it was that the 10-1 and the units stack with him could take no actions outside of RPH/CCPh.

In the Pacific Theater of Operations (PTO), there are big terrain changes:
Grain = Kunai, which functions like brush, but is also ambush terrain, and has FG restrictions.
Brush = Bamboo, which will CX any unit entering it (so CX units cannot advance in), has a TEM of +1 (-1 vs HE), a stacking limit of 2 squads, is ambush terrain, and has FG restrictions.
Roads = Paths, which allow infantry to pay 1MF to enter the other terrain.
Wooden buildings = Hut, which have a TEM of +1, hinder LOS by +1, and can be collapsed for a TEM of +0.
Woods = Jungle, which can be either Light Jungle (which functions as lvl 2 woods), or Dense Jungle (which functions as lvl 2 inherent woods, has a +2 TEM, a stacking limit of 2 squads, mortars cannot fire out of it, and has FG restrictions).
Orchards = Palm trees, which function as always in season Orchards.

Something that I constantly find myself forgetting is the inherent nature of Dense Jungle, so I photocopied an enlarged A3 sized map of the half-board, and colored in the Dense Jungle hexes with a green marker pen. A bit crude, but it does make play a lot easier and adds to the enjoyment factor (for me, at least).

David set up his USMC squads in a cordon across the woods line from G2 to I8, and I attempted to bring my Japanese units as far forward without getting any stacks shot at. Unfortunately, I made a mis-calculation, and David got a LOS to one stack and fired a 4-1 attack, which got a 1 KIA, wounding my 10-1, and eliminating another squad. Not a great start. My Japanese continued to attack in a cautious echelon fashion, in order to stretch the Marine line. When CC opportunities presented themselves, my units got cold dice, and were then dispatched by the Marines. My 9-1 rolled a 12 and died on its first MC, as did the crew it was supposed to be directing. I launched 2 Banzai attacks during the game, which worked quite well, but with the CCs going against me, David had survivors which then infiltrated south. Trying to overcome this crisis further depleted my already weakened front line, and in the end, I wasn't able to reach all of his positions. In the end, David hung on to 2 level 1 positions for a convincing USMC win.

(for photos, follow the FB link: https://www.facebook.com/groups/1628719720726712/permalink/2281399592125385/ )

A fun scenario to play, hope that SSR 3 gets some errata attention before too long....

John.
 

Perry

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Now into the SK Jungle...….

( I haven't played David in an age, but last Saturday we played the first scenario from ASLSK#4 )

S-064 "Kawaguchi's Gamble"

I suspect that SSR 3 might need a bit of re-wording; The way it is written, all units stacked with the Japanese 10-1 cannot take any action for the game turn, but the 10-1 itself is free to move. If he moves away, then the units that were previously stacked with him are then no longer stacked with him and from how I read it, they would be free to then move !!!! The way David and I played it was that the 10-1 and the units stack with him could take no actions outside of RPH/CCPh.
The designer informs me that the 10-1 can move away, but that the MMC that start the turn stacked with him cannot.
 

Der Fleischer

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The designer informs me that the 10-1 can move away, but that the MMC that start the turn stacked with him cannot.
Since it says all units stacked with the Japanese 10-1 cannot take any action for the game turn, I suppose it is safe to assume (although assuming in ASL or ASL SK is generally not good) that the MMC cannot advance in the APh either.
 

klasmalmstrom

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Since it says all units stacked with the Japanese 10-1 cannot take any action for the game turn, I suppose it is safe to assume (although assuming in ASL or ASL SK is generally not good) that the MMC cannot advance in the APh either.
I am pretty sure that is a rather safe assumption - i.e., advancing would be a "action".

"If the result is < the current turn number, any Japanese unit stacked with the 10-1 leader may take no action during that Game Turn except routing or attacking/defending in CC."
 
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