http://www.canadiansoldiers.com/mediawiki-1.5.5/index.php?title=Ortona
There are some notes on tactics at my page on the battle of Ortona above - the source material will be familiar to Jim McLeod.
Bruce, I disagree with your assertions; I think this is a case of something that - to Jim or to me, at least, just seem flat out wrong in its implementation - and I think very easily "fixable".
I can see your points about heroic infantry and agree - personally, I think it is time to move ASL to a computerized interface to handle the level of detail we have, and all those kinds of TC you mention could be easily accommodated. If there was a way to do that - handle book-keeping by computer - while maintaining the tactile "feel" of a cardboard boardgame with high quality components - you'd have a winner.
Until then, getting rid of some of the truly "silly" applications would be great. Bridge TEMs come up so rarely I'm not bothered one way or the other, but the skulking - like I said in the other thread, I recognize it as part of the game and don't object. But would be thrilled to see something easier to reconcile. If it
looks that silly and we have to go to such lengths to justify it to ourselves, doesn't that suggest
something?
You mention we have a phased system. Well, of course we do. And if a defensive player has opted to stand in his positions and fight, he should very well be subjected to enemy fire - DF as well as PF - within the context and scope of that system. It defies description to give him an easy option out of it. Despite Jim B's comments about outflanking the enemy - I can understand that, too - I suppose I just object to the goofiness of it all on the board. An ASL Feng Shui, if you will, or disharmony between form and function. If you want the defender to have defensive bonuses, then give them to him in the form of TEM, don't make him dance like a chicken on a hotplate to get them.
If nothing else, it simply makes a long game even longer. It was nerve wracking watching Portal maneuver those tweezers on those clumps of stacks - he's quite lithe for such a big man, though, if I may say so in all masculine sincerity - and I doubt I could have pulled it off with such grace...and then the charade of adancing everyone back again a couple phases later. YAWN. If there is some VALID reason I shouldn't be shooting at him, then present it in the defensive fire phase.
I always thought the Game Turn represents a simultaneous occurence of two player turns, broken into phases and done to ease book-keeping (no preplotted turns). With that in mind, think about what would happen if both PTs were simultaneous...why should the defender enjoy the ability to fire from a hex if he is actually moving out of it and back into it?
I'm willing to look at it purely from a standpoint of game design - so what about that, then? If you skulk, maybe you shouldn't be allowed to fire at all in the other guy's MPh.