Thanks for uploading this. I've been trying to play aslsk for quite some time but I'm having difficulty in two areas - seeing the rules in action is the first. Finding somebody else who's willing to give it a try is the other. The only set I have is asl starter kit expansion pack #1 which is a bit much. Now that MMP has come out with starter kit #1 again I should be getting my copy in the mail any day.
Good video, a great teaching tool for new players, or even those trying to get back into the game after a long absence. A few points: 1. At 24:18, some expert players will often place or move a -0 (or worse) leader into a different location than the squads he is accompanying, so that he can act as a rally point (after the rout phase) without adding negative effects during fire phases. You could have advanced the German 7-0 (alone) into K4 instead. 2. At 40:04, you say "the German can't fire at anyone now . . . beyond one hex". This is untrue, because the German squad at Q6 had not yet fired during the defensive fire phase. This should be apparent by the lack of First Fire counter on it; that's what those markers are for - so you don't forget who's done what. 3. At 48:56, you can't remember if the German squad fired once or twice (answer - only once). Again, pay attention to the fire markers; if you follow procedure (as you've been doing), they should provide you with that information. The fire that squad then delivered should have been subsequent first fire, not final protective fire. 4. At 51:15, Defensive Fire Phase, you say: "The only guy that did not fire is this guy way down here", completely ignoring the German stack at L3 (4 FP halved = 2 FP; so maybe not much of an omission). 5. At 54:44, you removed the Prep Fire markers, then at 56:00 you backed up one phase and conducted (invalid) Advancing Fire. Invalid because those units had already fired in the Prep Fire Phase or invalid because you cannot back up in this game system, and this clearly demonstrates why - all the information markers become pointless if they are removed and then you back up.
One other tip...if I may, instead of moving your stack to R5, move just a single squad with a CX counter, this way you don't loose squads or Leaders un-necessarily. In full ASL you can Deploy your squads (most nationalities), some cannot.
9:00 the fire is hindered by the orchard so should be at +4 Reinforcements should be placed at the start of the player turn, in the full game at least. In other words you.have to commit before seeing the results of the rally and prep fire phases.
Hey mate, great videos, thanks for all the effort you put in. It may be different in the starter kits to ASL Beyond Valour, which I am in the very early stages of learning (with great help from your clips!); but at 29:00 does the leader not in fact take a wound counter, not a casualty reduction (A7.302 in ASL 2nd ed). Thanks again from Australia.
+cairnsfnq I don't believe so. In both systems, when you fail a morale check by a margin greater than your ELR, you degrade in quality only. Wounds are acquired through casualty reduction, but this was not a casualty reduction case.
28:24 Witness the truth of Dormitator1's observation about the German 7-0 leader. You NEVER stack a leader who brings no benefit to the stack with MMCs. He can only hurt the stack, never help it. Best to leave him two bldg hexes back to rally broken MMCs. Unless you are moving a stack and need the extra 2 MPs, you just keep those poor leaders away from your units.
Another good video....but a circled E is not really totally insignificant, it tells you (by being circled) which 1/2 squad to replace it with if it reduces...other than that it is insignificant. As long as at least one factor reduces with the 1/2 squad, which is really the point in the rules.
Thanks for uploading this. I've been trying to play aslsk for quite some time but I'm having difficulty in two areas - seeing the rules in action is the first. Finding somebody else who's willing to give it a try is the other. The only set I have is asl starter kit expansion pack #1 which is a bit much. Now that MMP has come out with starter kit #1 again I should be getting my copy in the mail any day.
i start to learn asl. you are a good way to see the rules in action! good job and thank you!
Good video, a great teaching tool for new players, or even those trying to get back into the game after a long absence. A few points:
1. At 24:18, some expert players will often place or move a -0 (or worse) leader into a different location than the squads he is accompanying, so that he can act as a rally point (after the rout phase) without adding negative effects during fire phases. You could have advanced the German 7-0 (alone) into K4 instead.
2. At 40:04, you say "the German can't fire at anyone now . . . beyond one hex". This is untrue, because the German squad at Q6 had not yet fired during the defensive fire phase. This should be apparent by the lack of First Fire counter on it; that's what those markers are for - so you don't forget who's done what.
3. At 48:56, you can't remember if the German squad fired once or twice (answer - only once). Again, pay attention to the fire markers; if you follow procedure (as you've been doing), they should provide you with that information. The fire that squad then delivered should have been subsequent first fire, not final protective fire.
4. At 51:15, Defensive Fire Phase, you say: "The only guy that did not fire is this guy way down here", completely ignoring the German stack at L3 (4 FP halved = 2 FP; so maybe not much of an omission).
5. At 54:44, you removed the Prep Fire markers, then at 56:00 you backed up one phase and conducted (invalid) Advancing Fire. Invalid because those units had already fired in the Prep Fire Phase or invalid because you cannot back up in this game system, and this clearly demonstrates why - all the information markers become pointless if they are removed and then you back up.
Thanks for the tips! I will clarify a few of these in the next video.
One other tip...if I may, instead of moving your stack to R5, move just a single squad with a CX counter, this way you don't loose squads or Leaders un-necessarily. In full ASL you can Deploy your squads (most nationalities), some cannot.
9:00 the fire is hindered by the orchard so should be at +4
Reinforcements should be placed at the start of the player turn, in the full game at least. In other words you.have to commit before seeing the results of the rally and prep fire phases.
23:40 the.broken squad routed towards the known enemy unit at the top of the map which is a no no.
32:50 leader should be pinned so his leadership mod would not apply
56:44 that stack prep fired so could not advance fire
Hey mate, great videos, thanks for all the effort you put in. It may be different in the starter kits to ASL Beyond Valour, which I am in the very early stages of learning (with great help from your clips!); but at 29:00 does the leader not in fact take a wound counter, not a casualty reduction (A7.302 in ASL 2nd ed).
Thanks again from Australia.
Ah, I just discovered the reason in playing my first scenario. A19.13, a leader who fails ELR degrades in quality still. Thanks!
+cairnsfnq I don't believe so. In both systems, when you fail a morale check by a margin greater than your ELR, you degrade in quality only. Wounds are acquired through casualty reduction, but this was not a casualty reduction case.
28:24 Witness the truth of Dormitator1's observation about the German 7-0 leader. You NEVER stack a leader who brings no benefit to the stack with MMCs. He can only hurt the stack, never help it. Best to leave him two bldg hexes back to rally broken MMCs. Unless you are moving a stack and need the extra 2 MPs, you just keep those poor leaders away from your units.
Thanks another good tutorial great value just like Dauntless
Great set of videos mate! Just one question; where do you buy those 'Amercian' dice from? ;)
Another good video....but a circled E is not really totally insignificant, it tells you (by being circled) which 1/2 squad to replace it with if it reduces...other than that it is insignificant. As long as at least one factor reduces with the 1/2 squad, which is really the point in the rules.
this is awesome.
I know I'm really late to the party, but should the leader creation at the end involved 2 dice? The graphic on the sheet/table shows 2.
Sorry I am late. No it shouldn’t. It just shows that you rolled snake eyes. It says dr not DR. dr = 1 die DR =2 dice
Good job overall....