I'm just learning the game after buying starter kits 1-3. Your 3 videos on the Vierville scenario were a great help and this video continues to visually make the rulebook come alive. Thank you for taking the time in not only recording your play, but in discussing your tactics and reasoning behind your decision making process. I really appreciate this!
You learn something new everyday. I didn't realize the Allies Lend Lease included F-18s for Russian ground support (~56:05). Enjoy these vids!! Consider doing more.
Thanks SO MUCH for doing this! I recently digged the game back out, havent played in like 10 years and i was overwhelmed by the rules (again lol) but you cleared it up pal thanks!
You can tell how much you get into the game by the way you count the first 'Dash' by the Finns, "1....2,3...made it". The speed in your voice really showcases the rapidity of the dash ;) Awesome Video!!!!!!!!!!
Glad to see you return to the ASL series. I'm in the process of learning ASL Starter Kit. It's been fun to see what's coming next, and see the some of the rules in action.
Rout. At 56:30 the Finns could have routed across the road because, 'A routing unit may also ignore a building/woods hex if that hex is no farther from a Known enemy unit than its present hex.' I wish there were more videos like these - thank you.
Just a note, the assault fire +1FP bonus and rounding only comes into effect after all other per unit FP modifications. Great video! I started learning ASL with your ASL series years ago. :)
Good to see this series back 😀 In the Finns first MPh the Russ sniper was activated and you had the choice of the right or centre squad to take the attack. Sometimes it might be a good idea to pick the centre squad, of 3 units, as that can negate the chance of the Russ forming a FG.
This scenario is all about speed. Don't care about the losses, the speed is essential. I have a feeling that you placed some of your Finns bit too close to the edge, I usuall place them as close as possible, to make the distance between them the the finishing edge shorter. To understand how hard this scenario can be, take one of their squad and counter the number of the moves it needs to reach the destinantion. Also, detection and search are your good friends here. Not to mention that IIFF, with it's CTC, is very helpfull here as well.
Glad you back love following your play through - Small note when a mmc fails a rally attempt with a Commissar, the unit is first Replaced with a next lower quality of unit ( in your case the 4-4-7 becomes a 4-2-6) If the unit can not be Replaced with a lower quality unit like a 4--2-6 it his then reduced if a Russian 2-2-6 fails to rally it is eliminated The concealed unit can only keep it ? if it in the LOS of a Known enemy unit if it uses Assault movement in Concealment terrain.
At 8:35 or so, when you're wondering about the LOS from Y4 to BB3, there's a little trick to help you. Because of the hex pattern/geometry, that LOS will bisect the hexside between Z4 and AA3...and you can clearly see from there that the LOS is good. This really comes in handy for longer range shots from guns/vehicles. If you look at a map for a while, you'll start to see that pattern all over the place. There is a really good play through of this scenario in this document: texas-asl.com/download/ASL%20Examples%20of%20Play.pdf. It includes the strategy behind the setups, etc. Also includes Guards Counterattack, Puma Prowls (intro to vehicles), and a couple others. Quite handy for those just starting out in full ASL (like me every year lol). AND...you get to see what VASL looked like in its infancy :).
Also, around 27 minutes, the Finnish SDQ with the LMG. They move to the woods and Ruski 4-4-7 'Final Fires', after just 'Defensive Fire' in the previous hex (AA1). I thought a unit could only fire once per phase?
Please correct me if I'm wrong, but I thought the only 2 story buildings were the ones with staircases ( indicated by the big square in the center of a building hex ). If I'm correct, the 2nd burning building is only a one story building. If you look closely, you will see a single hex, two story, stone building on the map.
around 1 Hour "10.6 RALLY: Broken units of both sides may attempt to rally during any RPh if a Good Order friendly leader is present in the same Location [EXC: Armor Leader (D3.4); see D6.651 for Passengers]. In addition, Finns [EXC: Conscripts (25.7)], broken leaders and crews as well as one MMC per Player Turn (18.11) may attempt Self-Rally without the presence of a Good Order leader. "
To lose concealment while moving, the other guy needs to show an actual unit in LOS. So Dummies are not enough to lose "?". Always enjoy your ASL videos! Edit: ah, you noticed this later!
Thanks! I am a new subscriber, and really enjoy your videos. I went looking for tweezers this weekend and strangely had no success. Sounds trivial, but I'm getting very fumble-fingered in my old age!
This reminds me I still need to get Hakkaa Paalle. I'm not a good ASL player - my thoughts on this one were to do a board edge attack. Suicidaly aggressive Finns can roll over the Russians. Breaking the Russian MGs with the ammo shortage. The Russians can just fight a holding action rather than a fighting withdrawal. Even if all the Russians die if the Finns have no time to exit anyone the Russians win. Certainly a scenario with unusual priorities,
you are ripping off the Russians... several of your attacks were assault fire and pinned attacks from the Finns. That would be half and half again which you didn't do about the 47:00 mark. One Russian you gave a 1MC check which should have been a MC check instead you rolled a 7 so it would have passed instead it broke with the +1... Don't worry about it much as I have done some videos of ASL and recorded it and missed alot of things as well. Its alot of keep track of when your looking up charts, placing counters, moving units, ect... anyways good job on your effort.
So. Many. Rules. Makes my head hurt. So many times you have a chance to fire, but decline to do so. Why? It seems that it passes up an opportunity, even if the chance is not optimal.
I'm not sure which passed up firing opportunities you are referring to. A few reasons not to fire: as soon as you fire you lose concealment which halves enemy fire power; as a defender, your abilities are reduced (half fire power, cannot fire beyond closest enemy); as an attacker, you forgo movement if you fire in the prep fire phase; low odds attacks are sometimes good, but if there is high sniper activity you might want to reconsider as activating a sniper can be worst than not firing; final protective fire can break your troops.
I'm just learning the game after buying starter kits 1-3. Your 3 videos on the Vierville scenario were a great help and this video continues to visually make the rulebook come alive. Thank you for taking the time in not only recording your play, but in discussing your tactics and reasoning behind your decision making process. I really appreciate this!
You learn something new everyday. I didn't realize the Allies Lend Lease included F-18s for Russian ground support (~56:05). Enjoy these vids!! Consider doing more.
Thanks for posting these ASL videos...they're very helpful for learning the game.
17:03 Shouldn’t the HS that moved there previously also be targeted by the Defensive Fire? Not only the moving squad?
Thanks SO MUCH for doing this! I recently digged the game back out, havent played in like 10 years and i was overwhelmed by the rules (again lol) but you cleared it up pal thanks!
Cool video, best wargame !!! Hello from Kazakhstan!
I've never met someone from Kazakhstan! Hello from the USA!
You can tell how much you get into the game by the way you count the first 'Dash' by the Finns, "1....2,3...made it". The speed in your voice really showcases the rapidity of the dash ;) Awesome Video!!!!!!!!!!
Thanks for the videos...Please continue to publish them as I'm yet to play any ASL but interested in doing so.
Glad to see you return to the ASL series. I'm in the process of learning ASL Starter Kit. It's been fun to see what's coming next, and see the some of the rules in action.
1st turn opportunity fire should have been 8, for concealed target. Keep up good work. I've been playing for 40+ years. love ASL.
Your ASL video playthroughs are great. Thank you and keep it up.
Thanks!
Rout. At 56:30 the Finns could have routed across the road because, 'A routing unit may also ignore a building/woods hex if that hex is no farther from a Known enemy unit than its present hex.' I wish there were more videos like these - thank you.
Just a note, the assault fire +1FP bonus and rounding only comes into effect after all other per unit FP modifications. Great video! I started learning ASL with your ASL series years ago. :)
Wow, great to see you back to the ASL! Very hard for Finns scenario, but extremelly bloody.
Thanks. I feel the Finns are overpowered. We shall see. Might be my newb level of experience :)
Thanks for making these videos! They have been extremely helpful.
Please do more ASL stuff. it's awesome to watch!
Excellent. MORE ASL!
Another nice video!! Thanks a lot for your effort and, please, keep going!
These videos are great!
just learning aslk starter kit 1 thanks for your help.
Good to see this series back 😀 In the Finns first MPh the Russ sniper was activated and you had the choice of the right or centre squad to take the attack. Sometimes it might be a good idea to pick the centre squad, of 3 units, as that can negate the chance of the Russ forming a FG.
Nice tip! Thanks!
This scenario is all about speed. Don't care about the losses, the speed is essential. I have a feeling that you placed some of your Finns bit too close to the edge, I usuall place them as close as possible, to make the distance between them the the finishing edge shorter. To understand how hard this scenario can be, take one of their squad and counter the number of the moves it needs to reach the destinantion.
Also, detection and search are your good friends here. Not to mention that IIFF, with it's CTC, is very helpfull here as well.
Hi - I have this on the table now :-) You're video is helpful!
Glad you back love following your play through - Small note when a mmc fails a rally attempt with a Commissar, the unit is first Replaced with a next lower quality of unit ( in your case the 4-4-7 becomes a 4-2-6) If the unit can not be Replaced with a lower quality unit like a 4--2-6 it his then reduced if a Russian 2-2-6 fails to rally it is eliminated The concealed unit can only keep it ? if it in the LOS of a Known enemy unit if it uses Assault movement in Concealment terrain.
At 8:35 or so, when you're wondering about the LOS from Y4 to BB3, there's a little trick to help you. Because of the hex pattern/geometry, that LOS will bisect the hexside between Z4 and AA3...and you can clearly see from there that the LOS is good. This really comes in handy for longer range shots from guns/vehicles. If you look at a map for a while, you'll start to see that pattern all over the place.
There is a really good play through of this scenario in this document: texas-asl.com/download/ASL%20Examples%20of%20Play.pdf. It includes the strategy behind the setups, etc. Also includes Guards Counterattack, Puma Prowls (intro to vehicles), and a couple others. Quite handy for those just starting out in full ASL (like me every year lol). AND...you get to see what VASL looked like in its infancy :).
Right on. Thanks!
Also, around 27 minutes, the Finnish SDQ with the LMG. They move to the woods and Ruski 4-4-7 'Final Fires', after just 'Defensive Fire' in the previous hex (AA1). I thought a unit could only fire once per phase?
Great videos! Wish there was someone in Vegas to play with.
Hey, I live is Las Vegas and just started playing. Let's get in touch.
What are the circles on some Bldg. Hexes like DD4, FF9, and CC8?
sewer entrances or manhole covers
Defensive fire phase fire is not at halved firepower if the firing unit hasn't yet fired.
Assault moving in open ground would have removed concealment.
No heat of battle on a self rally and no leader creation for the Finns.
You have the procedure for a random selection tie for a sniper only half right - you need to read that para more carefully.
If a unit cowers while defensive first firing it is marked final fire.
When you fired at the dummy stack in the street the squad should have been long range fire and the fire group halved for area fire.
Having 1 experience with SL it took me awhile to realize prep fire meant preparatory fire and not prepare fire.
Isolated obstacles, such as the single hex woods along the map edges, are best entered during the Advance Phase...
Just to note, I believe the rounding up for the assault fire happens after the doubling for pbf. Difference of about 1 fp on the ift
I set fire to the entirety of Board 5 in Action at Balberkamp in Crescendo of Doom. The old fire rules were more savage.
I assume all the "kindling n/a" scenario instructions are from a history of players burning down every map :)
Please correct me if I'm wrong, but I thought the only 2 story buildings were the ones with staircases ( indicated by the big square in the center of a building hex ). If I'm correct, the 2nd burning building is only a one story building. If you look closely, you will see a single hex, two story, stone building on the map.
Great Job...
around 1 Hour
"10.6 RALLY: Broken units of both sides may attempt to rally during any RPh
if a Good Order friendly leader is present in the same Location [EXC: Armor
Leader (D3.4); see D6.651 for Passengers]. In addition, Finns [EXC: Conscripts (25.7)], broken leaders and crews as well as one MMC per Player Turn
(18.11) may attempt Self-Rally without the presence of a Good Order leader. "
snake eyes during self rally = leader creation
1:37:00 advancing fire is at half firepower - 2 not 4.
1:39:00 CX units can't intetdict and the squad could have routed upstairs anyway.
Joining the party late. At 59:14 , the Russian squad should rout to Y8 first (closest building).
To lose concealment while moving, the other guy needs to show an actual unit in LOS. So Dummies are not enough to lose "?". Always enjoy your ASL videos! Edit: ah, you noticed this later!
The last Russian DFPh shot was actually 4+2, because he hadn't shot at all yet.
And the first shot of the Finns AFPh was halved, because the target was Concealed :)
Don't forget assault fire, the shot from behind the wall should have been an 8, on turn 1.
Where did you get your tweezers? Dimensions?
They are 7 inches long. I don't know where I bought them other than it was a drug store.
Thanks! I am a new subscriber, and really enjoy your videos. I went looking for tweezers this weekend and strangely had no success. Sounds trivial, but I'm getting very fumble-fingered in my old age!
Totally. Tweezers are a must unless the game has big old 1" chunky counters :)
Counter Attack Where did you get your burning building counter? (:-) And keep up the BRILLIANT work!
@@blueTanso Way late but they are from the original Squad Leader.
You need to become comfortable with using the adjective “Schwacked”
This reminds me I still need to get Hakkaa Paalle. I'm not a good ASL player - my thoughts on this one were to do a board edge attack. Suicidaly aggressive Finns can roll over the Russians. Breaking the Russian MGs with the ammo shortage. The Russians can just fight a holding action rather than a fighting withdrawal. Even if all the Russians die if the Finns have no time to exit anyone the Russians win. Certainly a scenario with unusual priorities,
That might make sense. I plan to re-try this scenario some time.
Cowering = Final fired :)
Argh I always forget that!
you are ripping off the Russians... several of your attacks were assault fire and pinned attacks from the Finns. That would be half and half again which you didn't do about the 47:00 mark. One Russian you gave a 1MC check which should have been a MC check instead you rolled a 7 so it would have passed instead it broke with the +1... Don't worry about it much as I have done some videos of ASL and recorded it and missed alot of things as well. Its alot of keep track of when your looking up charts, placing counters, moving units, ect... anyways good job on your effort.
The 1st 6-4-8 you moved should have broke: it was a mc1 and u rolled an 8. u pinned him instead.
So. Many. Rules. Makes my head hurt. So many times you have a chance to fire, but decline to do so. Why? It seems that it passes up an opportunity, even if the chance is not optimal.
I'm not sure which passed up firing opportunities you are referring to. A few reasons not to fire: as soon as you fire you lose concealment which halves enemy fire power; as a defender, your abilities are reduced (half fire power, cannot fire beyond closest enemy); as an attacker, you forgo movement if you fire in the prep fire phase; low odds attacks are sometimes good, but if there is high sniper activity you might want to reconsider as activating a sniper can be worst than not firing; final protective fire can break your troops.
re-read the rout rules.