Advanced Squad Leader - Fighting Withdrawal - Turn 2 of 5
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- เผยแพร่เมื่อ 6 ก.พ. 2025
- This is turn 2, Scenario 1, Fighting Withdrawal from Advanced Squad Leader's Beyond Valor module. The Finns continue their assault, cornering and capturing many Russians. The surviving Russians fall back to set up a new line of defense.
a minor note, but at around the 24:00 mark, you'rre dealing with a Russian attempt to defensive fire on the Finns approaching them at X3 from Y4. The Russians fire, roll doubles, and you had them cower. But they had a 7-0 leader with them, who should have been directing their fire - then they wouldn't cower. Without cowering, they might have done some damage. Try to remember to use even your 0-mod leaders, so you can have the advantage of not cowering. :)
Really love your work on ASL. Please don't take my comment as anything but constructive, you do a great job and I'm enjoying your work very much.
ETA: The key to this scenario is in the title: you need to do a fighting withdrawal with the Soviets. What this looks like is to have the front line fall back through the second line, setting up a third line, at the wall, then repeat the pattern as you drop back. It's a great scenario to learn this principle.
As a newbie ASL'er, I really appreciate these videos. The mistakes actually help to cement the rules even more than the 'perfect' play, and I'm really grateful for how you supply the added commentary when something isn't done just right. Bravo!!
I think I make too many mistakes - and repeat them often! But Thanks for the kind words.
Thanks for all the great ASL content. Keep it up. Not much of these kind of playthroughs on YT. Myself being a novice, these vids have helped me tremendeously.
I know this is already few years old, but there is one error that I would like to point out for anyone finding these excellent videos later. There is a +1 DRM for self rally (see rule A10.63), thus there is another use of Finnish leader in addition to the extra movement points
10:00 the 4 residual should be reduced by 3 columns down to zero due to +2 hindrance and +1CX.
19:00 that Finnish squad needs a first floor counter under it.
31:00 moving ADJACENT to a broken unit causes DM
38:55 using a MMG if you have moved is n/a - see the table on the chapter A divider
Smoke modifier DOES apply to units in that hex, with an extra +1 if firing from that hex.
Ambush gives a +1/-1 modifier to the CC rolls and firepower is not halved when defending.
AT 39:36 you were correct regarding the MMG's inability to fire (as per Rule A4.41).
Ah. There it is! Thanks!
Really need to get hold of ASL #1. Any help in the uk of where to get it. Keep the videos coming as a newbie great help .....cheers
Second Chance Games usually has stock of most available ASL products.
Hello,
Good to see this game continuing.
I don't know if you picked it up from Part 1, but the Finnish MMC in AA2 should not get a hero, as Heat of Battle is NA to Self Rally attempts.
Thanks!
My Pleasure.
One thing more to check is that Residual Firepower will be reduced (As per A8.32) when firing through, into, or out of, the smoke generated by the blaze (until a +6 Hindrance blocks LOS completely (B.10).
Also, when playing solo I find it useful to have two sets of dice, one for each 'side', so that I don't so easily forget what score has been rolled.
Units that are CX can not interdict. as there is a positive modifier. The unit in X3 could not go out in the open even though the unit close is CX it is the unit in Y6 that would interdict. The unit should go up to the first level of the X3 and not surrender yet. Pin units defend at full attack at half. Not that it mattered but the ambush gets a -1 on their attack and the defenders get a +1
Man. Lots of errors. Thanks for pointing them all out!
What will be your next scenario playthrough, and when do you think it will be up?
I heard under the noel tree is highly rated.
Cool. I might go for it, though it may be too soon for me to jump to AFVs. I was thinking "Defiance on Hill 30" which is still all infantry but adds ordnance (mortars). As to when? I'm not sure. I still have to finish this scenario :)
Yeah, you might be right. AFV's are probably another headache. I looked at the deployment of that scenario though, it only has I think 5-7 tanks. Keep it in the back of your head though, i've seen everyone saying its a must play. Fighting withdrawal turn 4 just CX every Finn, stay out of range, use bottom map to move them to the finish line, then you can start another scenario. Throw out some half squads to distract while others go for the finnish line, get it? lol.
Heck, use the road bonus, and turn it into a Marathon, lol. Have only distracting units fire save on time, then mad dash it on the road, lol.
Ha ha all sounds good.
Should be a (-1) DRM for rallies in a building, not (+1).
Thanks. I believe that is what I did - I just mispoke :)
Np! It was inconsequential based on the roll at the time I heard it anyways.