So what Starter Kit Scenario have you played recently?

Conall

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Two comments here: #1. Are there panzerfausts in ASLSK? If there are PF, this would be an advantage to the German though it seems as if the Brits kept their distance (3+ hexes) from the German infantry.
#2. Yup, intensive fire is fickle and best left for absolutely necessary circumstances. Murphy's Laws of Combat most usually apply: Thing will go wrong in combat and it will most likely go wrong at the most critical time.
#1 Yep, as Perry said, the Germans had PF with a range of two hexes (June 1944 as per ASLSK RB 4.4.2 p.20 3rd para). A respectful distance was, therefore, kept throughout. As it happens the Canadian Shermans were mainly operating in a supporting role, providing WP, Smoke & fire support to the infantry, so keeping their distance fitted that role well. The Firefly took a calculated risk to the east of Rots in an attempt to get a shot on the Panther and to force it to relocate through the LOS of the PIATs. I also wanted to start complicating the Germans' potential rout options (especially in the mission critical R1 multi-hex building).

#2 While I was definitely distinctly injudicious with the use of IF in turn 2, I still used it again in turn 3 and you can see where a PIV used IF to dispatch one of the rapidly disappearing T-34s in tAA6. So again, I’d agree with Perry in saying that at the right time it’s a very useful tool. I think you just have to weigh up the necessity of taking the shot (in turn 3 if I hadn’t, I would have lost the game) against the negative consequences of potentially malfunctioning the main armament. I was very lucky with the Tiger which repaired its main armament and – with the benefit of hindsight – I shouldn’t have employed IF with it in turn 2. And I wholly agree with your suggestion of always bearing in mind Murphy’s laws of combat (for example: “whenever you have plenty of ammo, you never miss. Whenever you are low on ammo, you can’t hit the broad side of a barn.”)
 

ASLAddict

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S 049 Cooks, Clerks and Bazookas

I play the Germans and it does not run at the moment so badly for me. My opponent gave me in addition, good clues .-)

But there is still a long way to go before I win.

Nice weekend for all of you.



10431
 

Jplott94

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Currently working through S21, Clash at Borisovka, using the Eddy DelRio tEOP as a guide. Trying to make sense of vehicle motion, stopped, non-stopped is a bit of a challenge! Will eventually get it figured out, but if the global ummah has any guides/advice/words of wisdom they would like to share, I'm all ears!
 

jrv

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Currently working through S21, Clash at Borisovka, using the Eddy DelRio tEOP as a guide. Trying to make sense of vehicle motion, stopped, non-stopped is a bit of a challenge! Will eventually get it figured out, but if the global ummah has any guides/advice/words of wisdom they would like to share, I'm all ears!
The terms "moving", "moving target", "motion", "stopped", "non-stopped" and probably several other similar terms all have various technical meanings and impact. Over the years I have written several summaries on various aspects in ASL here on gamesquad, but I can't find them right now. Try searching google, duck duck go or other search engine with: moving motion non-stopped site:gamesquad.com. The rules in ASLSK should be pretty much the same as ASL, so you should be able to follow and use the discussions even when they are not ASLSK-specific.

JR
 

Jplott94

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The terms "moving", "moving target", "motion", "stopped", "non-stopped" and probably several other similar terms all have various technical meanings and impact. Over the years I have written several summaries on various aspects in ASL here on gamesquad, but I can't find them right now. Try searching google, duck duck go or other search engine with: moving motion non-stopped site:gamesquad.com. The rules in ASLSK should be pretty much the same as ASL, so you should be able to follow and use the discussions even when they are not ASLSK-specific.

JR
jrv- many thanks for the info!
 

Warbear

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The terms "moving", "moving target", "motion", "stopped", "non-stopped" and probably several other similar terms all have various technical meanings and impact. Over the years I have written several summaries on various aspects in ASL here on gamesquad, but I can't find them right now. Try searching google, duck duck go or other search engine with: moving motion non-stopped site:gamesquad.com. The rules in ASLSK should be pretty much the same as ASL, so you should be able to follow and use the discussions even when they are not ASLSK-specific.
I'm using the " ASL Vehicular Movement Status" by Ole Boe:

10707

I don't know if it's perfect, but it helps a lot ...
 

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lt_steiner

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Played S72 - Stretched thin at Altavilla (Sicily 1943) with some complicated VC. The Germans from the Panzergrenadier-division 29 (15 MMC, 1st line units with a few LMGs) have 4 different options to win against the Americans of the 36th Infantry Division (12 MMC, 1st line with MMGs, Bazooka and Mortar).
  1. They may clean the hills of map v from any GO American MMC by the end of turn 3, or,
  2. They may clean the buildings of map w from any GO American MMC by the end of turn 3, or,
  3. Both of these two conditions by the end of turn 3, or
  4. At game end (turn 5 1/2), by amassing more VP than the Americans. 1 VP per building controlled and the Americans also get 1 VP per GO HS in a hill hex.
The fourth option is practically difficult to achieve for the Germans as they must gain control of buildings initially controlled by the Americans (35 building hexes) and prevent them to have some GO units in the hills on the South. So, the only option is to try to get rid of GO American MMCs in either the hills or the buildings by the end of turn 3. The American player must divide his force between the hills on board v and the buildings on bard w. The German player must try to attack in force either the hills or the buildings. I choose to attack the hills with the Germans but the firepower of the Americans was too powerful. Most of my units broke and rout.
Not an easy task for the Germans.
 

Takeyabue

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Definitely agree that the German needs a flexible plan of assault in S72 - Stretched Thin at Altavilla which covers a portion of the Salerno landings on Italy. Due to the American setup, I elected to push hard to clear the hills of map v like you and make the first victory condition. The mortar was a big factor in this playing and I was punished. I also left myself poorly setup for the next 3 turns. I am quite sure when a chance for a replay comes up with a similar American setup, I will take the same course with a couple of changes. You have to take the openings the American gives you for the first three turns and hope if you cannot get the job done in those 3 turns that you can make him pay in 6. Thanks for sharing your experience.
 

62nd Army

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Played S72 - Stretched thin at Altavilla (Sicily 1943) with some complicated VC. The Germans from the Panzergrenadier-division 29 (15 MMC, 1st line units with a few LMGs) have 4 different options to win against the Americans of the 36th Infantry Division (12 MMC, 1st line with MMGs, Bazooka and Mortar).
  1. They may clean the hills of map v from any GO American MMC by the end of turn 3, or,
  2. They may clean the buildings of map w from any GO American MMC by the end of turn 3, or,
  3. Both of these two conditions by the end of turn 3, or
  4. At game end (turn 5 1/2), by amassing more VP than the Americans. 1 VP per building controlled and the Americans also get 1 VP per GO HS in a hill hex.
The fourth option is practically difficult to achieve for the Germans as they must gain control of buildings initially controlled by the Americans (35 building hexes) and prevent them to have some GO units in the hills on the South. So, the only option is to try to get rid of GO American MMCs in either the hills or the buildings by the end of turn 3. The American player must divide his force between the hills on board v and the buildings on bard w. The German player must try to attack in force either the hills or the buildings. I choose to attack the hills with the Germans but the firepower of the Americans was too powerful. Most of my units broke and rout.
Not an easy task for the Germans.

Need to give this a go!!

Thanks
Joe
 
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