thedrake
Elder Member
Bought this off ebay recently as I play mostly solo so wanted to check out how this system looks/works.Have not had a chance to play it yet but from reading the two pages of rules it definitely looks to be a simple system for playing standard ASL scenario.
First you choose which side you play then the system side is set up,then you place Concealment counters on units not in direct LOS of your units (even states "use a little sense and thoughtfulness in setting them up.Don't make it a duck shoot.")
Next there is an adjusted sequence of play:
1-Rally phase (conduct normally)
2-Random Event phase
3-Initiative phase
4-Rout phase
5-Close Combat phase
DFF/DFph has been done away with as it is now included in the Initiative phase,where both sides fire and move.The side going first is determined by rolling 1d (assume 1d6 here) and higher roll performs an action.This is done by drawing a "Move-Fire" card to determine what action it will perform in this phase.After each action is completed you roll 2D and on result of1-6 player retains Initiative,on result of 7-12 Initiative reverts to the other side (adding +1 to die roll after each action is performed----assume typo here as shouldnt it be DR instead?)
After all units have completed all they actions they can/wish to do Initiative phase ends.then Rout and CC phases take place normally.
The next section gives a brief description of Enemy Units.First all units set up on board are covered by Concealment counters,except 5/8" Guns and Vehicles (why??? not explained.) If an Enemy unit is to move after drawing its Fire-Move card then the amount it may move is determined by rolling 1d (again assume 1d6.) next two bullets cover when Concealment removed on Enemy units,and last bullet says Enemy reinforcements entering the mapboard are covered by Concealment counters.
Last section covers Random Events,which are on their own cards.These are drawn once per turn at beginning of RE phase and implemented prior to Initiative.
Short and sweet isnt it? Seems simple but would have to try it out as I am not clear how units will interact in the game.My first impression is that most unit actions will be determined by the Move-Fire cards,especially as it is not clearly stated how units may conduct Prep/DFF/DF/AF during the Initiative phase.
After reading thru this I am inclined to agree with Pitman's asessment that this is an incomplete product,where the player will have to fill in the gaps.I suspected as much from the get-go (especially after reading Pitman's page on Wild Bill's products) but was interested enough to try this one out to give me some possible ideas on my SASL gaming.Here is the link to Pitman's page on Wild Bill's products:
http://www.desperationmorale.com/worldofasl/worldfirsttofight.html#simplesolitaire
Some examples of how I find this to be not complete:
1-use of stating 1d/2d--yes I know ASL uses d6 but this really should be clearly stated.
2-seeing some of the entries on the Move-Fire cards and RE cards;one M-F card states an AFV will fire using 2/3 of its FP,and one of the RE cards for Sniper! states placing a 1-8-8 Sniper counter on board! Now tell me this isnt left over from the days of original SL (possibly from the On All Fronts variants of Wild Bill's?)
3-how is unit interaction affected in the game by use of Initaitive phase? Seems Prep/Defensive First Fire/Defensive Fire/Advance Fire phases are all rolled into one phase,and even then only if the Move-Fire cards say so--will have to play it and see if this is the case.
Was not expecting it to be a complete solitaire system a la SASL but I believe I can find some utility in this product for my personal SASL games.That is the only reason I chose to purchase this product.Would definitely classify this module as buyer beware.
Enclosed some pics.
Mark
First you choose which side you play then the system side is set up,then you place Concealment counters on units not in direct LOS of your units (even states "use a little sense and thoughtfulness in setting them up.Don't make it a duck shoot.")
Next there is an adjusted sequence of play:
1-Rally phase (conduct normally)
2-Random Event phase
3-Initiative phase
4-Rout phase
5-Close Combat phase
DFF/DFph has been done away with as it is now included in the Initiative phase,where both sides fire and move.The side going first is determined by rolling 1d (assume 1d6 here) and higher roll performs an action.This is done by drawing a "Move-Fire" card to determine what action it will perform in this phase.After each action is completed you roll 2D and on result of1-6 player retains Initiative,on result of 7-12 Initiative reverts to the other side (adding +1 to die roll after each action is performed----assume typo here as shouldnt it be DR instead?)
After all units have completed all they actions they can/wish to do Initiative phase ends.then Rout and CC phases take place normally.
The next section gives a brief description of Enemy Units.First all units set up on board are covered by Concealment counters,except 5/8" Guns and Vehicles (why??? not explained.) If an Enemy unit is to move after drawing its Fire-Move card then the amount it may move is determined by rolling 1d (again assume 1d6.) next two bullets cover when Concealment removed on Enemy units,and last bullet says Enemy reinforcements entering the mapboard are covered by Concealment counters.
Last section covers Random Events,which are on their own cards.These are drawn once per turn at beginning of RE phase and implemented prior to Initiative.
Short and sweet isnt it? Seems simple but would have to try it out as I am not clear how units will interact in the game.My first impression is that most unit actions will be determined by the Move-Fire cards,especially as it is not clearly stated how units may conduct Prep/DFF/DF/AF during the Initiative phase.
After reading thru this I am inclined to agree with Pitman's asessment that this is an incomplete product,where the player will have to fill in the gaps.I suspected as much from the get-go (especially after reading Pitman's page on Wild Bill's products) but was interested enough to try this one out to give me some possible ideas on my SASL gaming.Here is the link to Pitman's page on Wild Bill's products:
http://www.desperationmorale.com/worldofasl/worldfirsttofight.html#simplesolitaire
Some examples of how I find this to be not complete:
1-use of stating 1d/2d--yes I know ASL uses d6 but this really should be clearly stated.
2-seeing some of the entries on the Move-Fire cards and RE cards;one M-F card states an AFV will fire using 2/3 of its FP,and one of the RE cards for Sniper! states placing a 1-8-8 Sniper counter on board! Now tell me this isnt left over from the days of original SL (possibly from the On All Fronts variants of Wild Bill's?)
3-how is unit interaction affected in the game by use of Initaitive phase? Seems Prep/Defensive First Fire/Defensive Fire/Advance Fire phases are all rolled into one phase,and even then only if the Move-Fire cards say so--will have to play it and see if this is the case.
Was not expecting it to be a complete solitaire system a la SASL but I believe I can find some utility in this product for my personal SASL games.That is the only reason I chose to purchase this product.Would definitely classify this module as buyer beware.
Enclosed some pics.
Mark
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