Why do you think/dislike Campaign Games?

Gunner Scott

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then there are those who whine about luck and how they hate this game that it makes some people just concede.

Scott

I have played PHD. I have Ozerekya Bay. Pegasus Bridge is not much different than RB/VotG/FB. It has some chrome, but seriously, CG's are like a Buick. They will get you from point A to B, but they are boring as hell. Can't stand them.

The biggest problem with CG is they are SLOW. They feel like they drag on forever. Here's a hint: if you ever really want to be beat me, slow down. Make it take forever. I will resign and move on eventually. Life is too short to play bad ASL (and CG's are the worst part of ASL IMO. YMMV). -- jim
 

Sparafucil3

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then there are those who whine about luck and how they hate this game that it makes some people just concede.

Scott
I was going to be nasty but you're too easy a target. Night. -- jim
 

Aaron Cleavin

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I have played PHD. I have Ozerekya Bay.
Have you played Ozerekya Breakout?
I found it quite different to other CG's I had played.
Admittedly it was a long time between drinks, I just generally don't have the right amount of time and the right opponents for CG's.

One aspect with this is that skill differences get multiplied in CGs so having well matched players is I think fairly important.
 

witchbottles

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Have you played Ozerekya Breakout?
I found it quite different to other CG's I had played.
Admittedly it was a long time between drinks, I just generally don't have the right amount of time and the right opponents for CG's.

One aspect with this is that skill differences get multiplied in CGs so having well matched players is I think fairly important.
I found OzB to be rather frustrating - too many spreading fire rolls spoils the sauce. Turned every AFPhg into an advancing FIRE phase.

KRL, Jon H
 

Proff3RTR

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Planning, not just for the next CG-day but the next after that and beyond.
No made last turn rushes, force preservation.
getting attached to certain SMC when they pull off a good roll which saves a part of your line from going under.
looking forward to the refit phase so you can work out what you can get for the next assault/defense
looking/pouring over the map and trying to see where you can attack and have the most effect next CG.
playing on a map that is almost Historically accurate as ASL will allow.
the chance to remake history.
Oh and the big one it is ASL after all.
 

Robin Reeve

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Lack of time and of regular opponents led me not to play CGs.
So I cannot say that I like them or not.
All I would venture to say, is that I would intersperse my CG sessions with scenarios covering other theaters of operations, as what draws je to ASL is the variety of situations.
 

M.Koch

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Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move, Assault Move. Final Fire. 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +3, 20 +1, 30 +3, 20, +1, 30 +1.

Next turn, only 300 more turns of the same over the same terrain. HOW EXCITING! -- jim
Hi Jim...Try something else than Red Barricades :)
 

sunoftzu

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Hi,

I've done a number of CGs over the years. Here are some of my thoughts:

Red Barricades CG III: I played this CG about 3 times. 2 of the games petered out after 7 dates or so. My impression of Red Barricades CG III (remembering that I've never done the smaller CGs I, II, and IV) is that it comes down to whether or not the Germans can attrition the Russian at a better rate of 3:2. Its a great historic map to be using, and an okay CG. I never really considered it the last word in the ASL experience, although there seems to be plenty of others that do.....

Kampfgruppe Peiper CG I: I've played this one 6 times (with half the games going beyond the halfway mark), for me the most of any CG, and perhaps this is my Nirvana. I think CG I is very balanced, if the Americans focus more on getting out the way rather than just trying to take as many Germans with them as they are overrun on 19am. Hook up the guns; you won't miss them much during Very Heavy Mist (not to mention the SSR CA restrictions), but you might miss them more on later dates after the mist thins. It doesn't matter if the Sanatorium catches fire (and is therefore reduced to rubble); I would expect that to happen anyway. The same fate will probably befall the Steeple location in j19. The Americans pretty much gain the strategic parity when they have a 3:2 ratio in squads, which increases to a strategic advantage as the numbers close on a 2:1 squad ratio.

Kampfgruppe Peiper CG II: I've played this one twice, and it too seems very balanced. Much more limited choices for both sides, compared with the other 2 CGs, which also makes this an easier CG to start with. The Germans are at their most vulnerable during the night date, and I think that a lot rests on how much the Americans can hurt the SS during this time. I would unswervingly point to this as an ideal CG to start with, but only on the condition that both players are well versed in the night rules of Chapter E.

Kampfgruppe Peiper CG III: I've played this one four times, but with 2 of the games ending early. The Americans really need a bit of help here; the Germans simply have too many squads, and the Americans have to wait right until the end until the big green wave shows up. It's a very fun map to play on, but if I were to do it a 5th time, I would recommend reducing the CG RG Maximums of German groups I2 and I4 from 4 to 2. I would also give the American infantry who show up before 22AM a -1 DRM/drm on all Leader DRs and Platoon Quality drs.

A lot of ASL players seem to get the impression that the mist and the slope hexsides makes KGP overly complicated. Slope hexsides are easily grasped; after a while, you come to miss them when you return to the regular 'billiard table topography' of ASL. As for the mist, it actually simplifies most of the tactical situations by moderating the deadliness of long range fire.

Pegasus Bridge CG I: I've played this once (as Germans). This was a thoroughly enjoyable CG, and went as close as close goes with a Germans HS surviving a CC WD attempt to reach the VC area in GO on the final turn of the final Date. The British need to guard against attrition, or its all over. My opponent (Peter Palmer) experienced some anxious times, but hung on to the last Date, where an epic battle was concluded.

Pegasus Bridge CG II: I've played this once (as Germans). This could be a good CG to start with, it would pay to have the more experienced player take the British. Our playing ended in failure for the British when Lord Lovat's Commandos failed to get across the bridge. In spite of the abrupt end, it was still a fun CG to do.

I've also done 3 of the Platoon Leader CGs, which whilst being plenty of fun to do, have more bugs in them than an unmarried man's kitchen. It's a shame that such a clumsy mess was made of the Platoon Leader series; it had the potential to be something really awesome.

Campaign games appeal to those who don't find meticulous planning tedious. I enjoy being rewarded for my patient planning, so CGs really appeal to me. There is a bit of work involved, but if you're able to enjoy the long-term planning of it all, then the work isn't much of a burden.

Here's my 2 hints for playing CGs:

Hint 1: Infantry and Fortifications are invariably the best bang for your buck in CGs. Get as many (if not all) of these as you can.

Hint 2: Read Hint 1 at least a couple more times.

John.
 
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Michael R

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Although I have done a few CG, I do not play them often because they remove a desirable feature from my ASL experience: variety. I enjoy going from early war to late war, ETO to PTO, Allied minors to Finns, with each play session. A CG removes that variety.
 

Sparafucil3

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Hi Jim...Try something else than Red Barricades :)
Do they have different CG maps between dates? KGP and all the mud sounds fun. Same for Veritable. You guys can have them. -- jim
 

Sparafucil3

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Here's my 2 hints for playing CGs:

Hint 1: Infantry and Fortifications are invariably the best bang for your buck in CGs. Get as many (if not all) of these as you can.

Hint 2: Read Hint 1 at least a couple more times.
Which is another way to say "boring tends to win more". Who looks at a scenario card and says "Wow! Look at all those conscripts I get?" Most people I know, the first thing they look for is the toys. -- jim
 

hongkongwargamer

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Heya Jim, I am just starting to experience CGs for myself. My impression though, is that you do get to move over different parts of a big map as the battle progress.

I am playing a CG which involves mud and rain etc .. then again, it's no more "suffocating" than Dense Jungle etc.

I do appreciate the variety as Michael said of scenarios, so I am keeping it half and half at the moment. Going DEEP into battles via CGs while playing scenarios in different theaters on the other (about to start w/ cave complexes!).

@Folks -- I really do appreciate 4 pages of really good input so far. Keep it coming!

Warm regards,
Jack


Do they have different CG maps between dates? KGP and all the mud sounds fun. Same for Veritable. You guys can have them. -- jim
 

ecz

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May be I'm not experienced enough to judge CGs in general, but everytime I approach a CG I think that in the same amount of time needed to setup and play the first date I could probably play three ordinary scenarios. Any excitement of HASL vanishes in front of the cruel lack of time to commit myself in something absorbing all my ASL time for months.

ASL time is too short to waste it with CGs
 

Grumblejones

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I've played the Pegasus Bridge and Purple Heart Draw campaigns and enjoyed them both immensely. CG's do take a huge time commitment, but if you and your opponent are focused and stay on track, it can flow nicely. Watching Pegasus Bridge unfold from the time the gliders landed until the British reinforcements arrived on the Dusk Turn was just awesome. It's one of the few ASL experiences where I felt like I saw the historical event unfold before me.

I certainly hope to play a few more before my ASL days are over. Bloody Buron and Crossing the Moro are high on my list to do some day.
 

Pitman

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Slope hexsides are easily grasped; after a while, you come to miss them when you return to the regular 'billiard table topography' of ASL.
I miss slopes like I miss migraines.
 

Vinnie

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I enjoy CGs but they do tend to emphasise player discrepancies. If one player is better than the other, he will win. Not only that, the better player starts to get the advantage and then increases it as the game goes on. This puts the poorer player into a more invidious situation where he can see he is being beaten and cannot do anything about it.
 

Brian W

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Everyone should try a CG once. But, they take a lot of time and planning, so I lost my desire to play them many years ago. I actually have a couple of ideas for HASLs that, if I was more interested in CGs, I might try to develop.
 

Lobster

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With getting myself into VASL 2012 I got the chance to start playing CG again, as my regular FTF opponents in my area do not like them due to length etc. PHD came into my hand not long before, and with the relative small dimension of the CG it was attractive to start with it.
Since then I played PHD twice and FB CG1 once. None on the CG came to last date. PHD into Mission 3 and 2 respectively, FB Date 3.
At the moment I play KGP CG III (date 5 so far) and Cholm CG I (just starting date 2). I am quite sure that both will not come to the last date.

But this does NOT reduce the fun of playing them.

The decisions about choosing the right reinforcements, developing a strategy etc. makes them definitely worth playing, giving a unique experience, even when knowing they will be decided most of the time (at least in my experience) earlier that the designers hoped for. As Delirium mentioned before, the possibility to lay quite complex traps for the enemy by inviting an attack in a certain area which is seemingly lightly defended (or staging a faint attack to distract the defenders) is a dimension that is only possible in a CG where you have much more freedom to act and react.

For me Campaign Games are wonderful part of the ASL-Cosmos.
 

Thunderchief

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Planning, not just for the next CG-day but the next after that and beyond.
No made last turn rushes, force preservation.
getting attached to certain SMC when they pull off a good roll which saves a part of your line from going under.
looking forward to the refit phase so you can work out what you can get for the next assault/defense
looking/pouring over the map and trying to see where you can attack and have the most effect next CG.
playing on a map that is almost Historically accurate as ASL will allow.
the chance to remake history.
Oh and the big one it is ASL after all.
That’s it for me – “all of the above”.
I just wish I had the time and space to play the bigger ones.
 
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