Jack B. Quick
Recruit
- Joined
- Jun 7, 2004
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- 1
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After my very first ASL experience with ASLSK #1 I have to admit I'm very excited with the game, but I have some questions just to make sure I got the rules right.
First, about reinforcements (as is scenario S1), in what phase are the troops placed on the board, and do the units enter the play only when it's the player's turn to be attacker, or may they arrive when he is the defender? Please explain throughoutly.
Second, in the scenario cards, there are stated which player _moves_ first. This may be a quite stupid one, but we assumed that it only clarifies which player starts as an attacker?
Then, about Advance phase. So the attacker may just move any of his units one hex? This just sounds very peculiar. And the defender may not react to this in any way? Funny.
Next, about smoke. Is it really so difficult to place smoke? Some units only have smoke value of 1, making it very unlikely? (Now that I read the rules again, doest it mean that player has to make a dr only when placing smoke _adjacent_ hex? This would make much more sense!)
Now the most puzzling question. In the rules it is quite clearly stated that only the units with box around it's morale value (broken side that is) have the self-rally capability. Now this means only the leaders actually have the skill, atleast in ASLSK counters, right? Now, on page 4 there is example about rally. And there a broken 5-2-7 is attempting to self-rally, well it does certanly _not_ have this magic box around its morale level. This is quite annoying because I don't understand if there's something wrong with the example picture or have I just missed something. :?: If I'm wrong, please explain. Again.
And last one. There might be an answer to this in the rules, but is it possible to capture enemy SWs?
Oh and still one, does broken units make Pin Task Checks as normal, or are they marked with DM?
Thanks alot. I looking forward to my next ASL game, hopefully this time with less "erm. I don't really know, let see the rules. Oh, I can't seem to find any reference to this situation." You know, it's very annoying
First, about reinforcements (as is scenario S1), in what phase are the troops placed on the board, and do the units enter the play only when it's the player's turn to be attacker, or may they arrive when he is the defender? Please explain throughoutly.
Second, in the scenario cards, there are stated which player _moves_ first. This may be a quite stupid one, but we assumed that it only clarifies which player starts as an attacker?
Then, about Advance phase. So the attacker may just move any of his units one hex? This just sounds very peculiar. And the defender may not react to this in any way? Funny.
Next, about smoke. Is it really so difficult to place smoke? Some units only have smoke value of 1, making it very unlikely? (Now that I read the rules again, doest it mean that player has to make a dr only when placing smoke _adjacent_ hex? This would make much more sense!)
Now the most puzzling question. In the rules it is quite clearly stated that only the units with box around it's morale value (broken side that is) have the self-rally capability. Now this means only the leaders actually have the skill, atleast in ASLSK counters, right? Now, on page 4 there is example about rally. And there a broken 5-2-7 is attempting to self-rally, well it does certanly _not_ have this magic box around its morale level. This is quite annoying because I don't understand if there's something wrong with the example picture or have I just missed something. :?: If I'm wrong, please explain. Again.
And last one. There might be an answer to this in the rules, but is it possible to capture enemy SWs?
Oh and still one, does broken units make Pin Task Checks as normal, or are they marked with DM?
Thanks alot. I looking forward to my next ASL game, hopefully this time with less "erm. I don't really know, let see the rules. Oh, I can't seem to find any reference to this situation." You know, it's very annoying