Kala
Member
You understand me, they were destroyed.
Kala
Kala
You also get a little HIP and OBA in Clearing Caratan from the same pack. One More Hedgerow is the only one I have yet to play from the pack so will try to get that in with the next new player I get to play (I will take the Yanks!!)Got in a playing of One More Hedgerow (S42 from the SK Bonus Pack) last night. i had the Germans and held on for the win. ROAR has this at 5-0 for the Germans, including last night's game - and this one does feel kind of pro German.
Clearly you are going to set the 4-6-7 with the HMG up HIP in one of those rear stone buildings with the 8-1 and clearly another fire group will be in the other rear building. The US has to cross at least one or two OG hexes to take thos buildings, so they will need to move up quickly, etsablish a 20+ FG to crack one of them and have squads left over to move in and take it. Given HIPpies in the wheat and the orchard, the American must balance this need for speed and consolidation of fire with caution in not blundering into any point blank shots from HIP units.
I was pretty comfortable all the way through - a skirmish line of 1/2 squads died valiantly but heldp up his advance as I planned. He conceded on Turn five when he failed to get SMOKE form the units that amde it to the bocage and I nailed a squad trying to assault move into position to set up a high FP AFPh shot.
All in all the secnario offers a nice primer on HIP and we even folded in the Searching rules from the full ASLRB. But its a static defense and not very exciting for the defender (even though they have won all five recorded games). I don't think its got a lot of replay value, but for the player transitioning to th full system, its probably a necessary scenario to run through once - so you get a feel for HIP.
Thanks for posting this AAR Chris. I hadn't looked at the scenario SSRs for this pack. The Hidden Initial Placement (HIP) SSRs are an improvement on the one used in S23 Monty's Gamble. I like the Low Crawl reference; and I especially like the ambush drm. This does bring HIP in ASLSK more in line with the ASLRB.Got in a playing of One More Hedgerow (S42 from the SK Bonus Pack) last night.
All in all the secnario offers a nice primer on HIP and...for the player transitioning to the full system, its probably a necessary scenario to run through once - so you get a feel for HIP.
I am also not on fire over Hakaa Paalle but AP6 has got me hot (arrives today) but I will play more of EP1 than HP but I hope both are behind AP6!!!Me too. And though I'm excited about the prospect of Hakaa Paalle--the final mounted board--I imagine I'll get more action out of the Expansion Set. In the past month I've played "The Trouble With Tigers" and "Miracle At Sinagoga" from Schwerpunkt's Rally Point, lost the former and won the latter, and I'd be happy to play them again.
Not a big fan of the finish module but will buy it to complete my set. Currently teaching a friend ASL and will go through most if not all of the official SK scenarios with him.I am also not on fire over Hakaa Paalle but AP6 has got me hot (arrives today) but I will play more of EP1 than HP but I hope both are behind AP6!!!
One of my two SK players is now ready to move onto ASL so that just leaves the one at the moment.
Cheers
Ian
In my mind if you plan to move to ASL then going through all the scenario's is too much. Habits will form that have to be unlearned and that's harder once they are enbedded with lots of play. I think 4-6 scenario's would be enough, then move onto ASL. On the other hand if you plan to stay with ASLSK then no issue. I am having a blast with Gorring's men at the moment from Opperations mag.Not a big fan of the finish module but will buy it to complete my set. Currently teaching a friend ASL and will go through most if not all of the official SK scenarios with him.
Completely agree. I think if you're serious about ASL, SK1 is valuable, SK2 & 3, not so much. Better to learn the basics, get up to full ASL, then add vehicles/guns. Bypass, concealment and a few toher things teach you some really wrong lessons tactically. I lost an SK scenario partially because I didn't realize that I couldn't voluntarily break and there was no disruption, so I should have FPF'ed my conscripts until they broke. My head STILL hurts.In my mind if you plan to move to ASL then going through all the scenario's is too much. Habits will form that have to be unlearned and that's harder once they are enbedded with lots of play. I think 4-6 scenario's would be enough, then move onto ASL. On the other hand if you plan to stay with ASLSK then no issue. I am having a blast with Gorring's men at the moment from Opperations mag.
Cheers
Ian
True and I will probably encourage my friend that we skip a lot of the scenarios that are not as interesting or do not introduce something different. I will skip a lot of the SK2 itailian ones as I have played them all and there were some there that were less interesting IMHO. Will play a majority of SK 3 with him to get him into tank hunting which is my favorite part of ASL.In my mind if you plan to move to ASL then going through all the scenario's is too much. Habits will form that have to be unlearned and that's harder once they are enbedded with lots of play. I think 4-6 scenario's would be enough, then move onto ASL. On the other hand if you plan to stay with ASLSK then no issue. I am having a blast with Gorring's men at the moment from Opperations mag.
Cheers
Ian
My example was of a brain-fart of my own, I admit that. And on an ephemeral hole in the SK rules. When playing SK (and I do), I have to keep the rules differences in mind. As for how it's different from, say forgetting I could take a snap shot, well, it's a question of positive and negative. I was relying on an option that was missing, rather than failing to take advantage of one that was present. That's a significant difference, IMO.My friends, you know that stuff your dog leaves on your neighbor's lawn? Well, I would respectfully suggest you guys are full of it. Habits will form that have to be unlearned? Like what? Except for a few idiosyncrasies, Starter Kit is ASL. So you lost a scenario because you didn't realize voluntary break was not an option, how is that different from losing a scenario because you were unfamiliar with some rule in full ASL? I play both Starter Kit and regular, and playing at the SK level has made me a better ASLer. Yes, there are some scenarios in the Kits that are absolute woofers--S10 Paper Army, for instance--but those are exactly the scenarios to play against a beginner, as long as you can hold your competitiveness in check and take the least favored side. In fact, I think I'll go play S10 right now--there HAS to be some way for the Italian to win...