Michael Dorosh
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I'm putting together some compare/contrast notes on all the tactical warfare games that have been released since 1969, and thinking about all the different ways different aspects of combat have been portrayed in the various games. ASL obviously has strengths and weaknesses. From a realism/fidelity to detail standpoint, what does ASL do better than, say, Tobruk, Panzerblitz, Panzergrenadier or any other game in which counters represent squads or platoons? Aside from the sheer scope of special rules for just about every situation; climbing, swimming, unarmed men, captured vehicles, mouseholing, etc.
I'll go on a limb and say the following:
BEST: I'd say ASL tops all other games in its portrayal of armour rating on vehicles, giving the most detailed armour modelling system of any game in its class. But, it has the advantage of modelling tanks individually where many "tactical" games do not.
Firepower: I think the firepower factor "formula" for ASL squads seems pretty well thought out and appropriate for all the nationalities. If not scientific, they at least "feel" right.
WORST: Artillery. ASL's artillery model is horribly simplistic and uses the US model for every nationality. Every leader in the game is an FO, and imagine the horror of making a British FO have to "request" artillery. In reality, a British FOO was a captain or even a major, who gave "orders" to his battery - not requests - and could draw on greater weights of fire as needed. For playability reasons, this is all naturally simplified.
Leadership: The simplistic leadership counters of ASL seem to be borrowed from earlier Civil War designs (Gettysburg?) and owe more to those designs than any kind of realistic study of modern battlefield command.
Command and Control: Companies and Platoons don't exist. In tandem with the above, there are no leaders for the subunits - leaders can rally anyone they wish without penalty and flit from pile of men to pile of men. Do other tactical games model "hard" command and control at this level in greater detail?
I'll go on a limb and say the following:
BEST: I'd say ASL tops all other games in its portrayal of armour rating on vehicles, giving the most detailed armour modelling system of any game in its class. But, it has the advantage of modelling tanks individually where many "tactical" games do not.
Firepower: I think the firepower factor "formula" for ASL squads seems pretty well thought out and appropriate for all the nationalities. If not scientific, they at least "feel" right.
WORST: Artillery. ASL's artillery model is horribly simplistic and uses the US model for every nationality. Every leader in the game is an FO, and imagine the horror of making a British FO have to "request" artillery. In reality, a British FOO was a captain or even a major, who gave "orders" to his battery - not requests - and could draw on greater weights of fire as needed. For playability reasons, this is all naturally simplified.
Leadership: The simplistic leadership counters of ASL seem to be borrowed from earlier Civil War designs (Gettysburg?) and owe more to those designs than any kind of realistic study of modern battlefield command.
Command and Control: Companies and Platoons don't exist. In tandem with the above, there are no leaders for the subunits - leaders can rally anyone they wish without penalty and flit from pile of men to pile of men. Do other tactical games model "hard" command and control at this level in greater detail?