This blog is an extension of the Desperation Morale Web site. Here you will find Advanced Squad Leader-related commentary, opinion, news and gossip. Please visit the main site for free play aids, downloadable scenarios, product reviews, and much more.

Monday, January 16, 2012

Winter Offensive 2012 Pictures

Well, the 20th annual Winter Offensive ASL Tournament just concluded yesterday in Bowie, Maryland.  For the 131 people who made the trek, it was a lot of fun, and a lot of ASL was played.  Here are some pictures to commemorate that august event.

Three ASL-themed license plates right in a row!  I must be in the right place!


Early arrivals.  Only a few tables have even been set up, and no tablecloths.

That doesn't stop people from getting right into the action!  Here's an already-intense Soviet-German scenario.

Eventually, MMP arrives.  Brian and Perry start setting up their crack house.

By Thursday evening, this is what it looks like.

Here Desperation Morale supermodel Pete Shelling shows off the big release at Winter Offensive, the HASL module Festung Budapest.

ASLer Gary Trezza contemplates the contents of Festung Budapest.  Sure, the map is pretty, but it's no Board 9.

Even the homeless transients from the nearby men's shelter stopped in to see what was happening at Winter Offensive.

Some people were playtesting the campaign game for the upcoming ASL Starter Kit historical module on Elst.  Here is the map, in all of its polder-filled glory.

Festung Budapest, naturally, was very popular during the tournament.

Some more Buda-pestilence.  

J.R. van Mechelen, in all his wisdom, decided to do Flying Turrets from the recent Bounding Fire Productions' Blood and Steel Kursk module.  Here is his offboard set-up for the Soviets.

Chas Argent and Pete Shelling, no doubt playtesting some scenario goodness for you to lose at.

A shot from one of the scenarios I played, well into J126 Ugly Faces with Ray Woloszyn.  My French were able to slow him down and cause enough casualties that by the time my British arrived and got into position, he would not be able to crack the nut.  Fun scenario, though, and fun playing Ray.

Just a general shot of the tournament, probably Friday night.

Another general shot, looking 90 degrees to the right from my previous shot.

Desperation Morale supermodel Bret Hildebran displaying the other new release at Winter Offensive, the Bonus Pack #3, with two maps and a few scenarios, all by Pete Shelling.

My only "creative" shot, looking up admiringly at the phlegmatic face of J. R. Tracy.  To really appreciate the effort put into this shot, you have to imagine a fat man squatting with a camera.

More Festung-ivities.





Back to Flying Turrets.  The brown blog has moved!

A close-up

Parting Shot:  Schwerpunkt's Tatra Salad


Balance-Testing the BattleSchool Precision Dice

Last year, Chris Doary debuted some ASL themed precision dice; since then, he has added a few more to the mix. Although I have never been one to be attracted to the precision dice lure, I don't have much willpower where ASL themed items are concerned. Since he started offering them, I have acquired a number of them and last October I started to use them as my regular ASL dice, replacing the standard MMP dice I had been using forever.

However, I will say that from the very first ASLOK when the first dice appeared, I was concerned that the BattleSchool dice, despite ostensibly being precision dice (i.e., very finely balanced dice), were rolling low an awful lot.

It's hard to get a true measure of that just from observing the die results of normal ASL play, because the main feature of the Battleshool dice is that the 1-pip face is replaced by an image. As a result, the eye is immediately drawn it, more so than would be the case for an ordinary 1-pip face. And, since you'll basically be seeing at least one of those dice 11/36 of the time, psychologically, it could be easy to come away with the idea that they were rolling low a lot, especially when some of those 1s will be paired with 2s or 3s, when in fact, the dice were really rolling normally.

I have always considered myself a crappy luck sort of guy when it came to ASL, with a stormcloud hanging over me, but last ASLOK, my dice were overall pretty good (I did get really diced on one scenario). Between ASLOK and Winter Offensive, I only played a few times, but my dice were good in every one of those times. And this year at Winter Offensive, my dice were good a lot, and I really really diced one of my opponents.

All of this cumulatively had me quite worried about my dice. Were the Battleschool dice actually not as balanced as advertised? Could I be inadvertently using dice that are unbalanced in my favor? This really dug into my conscience on the drive home from Winter Offensive yesterday and I decided to test some Battleschool dice.

I pulled out two different Battleschool dice to test, and picked a standard MMP die as well, sort of as a control. I was originally going to do a 4th die, from an altogether different source, but my arm got really tired.

I utilized a chi-square test, with 600 rolls for each die. With that many rolls, you can get a reasonable idea if the die is balanced (obviously, given the nature of dice, you can never be 100% sure).

I was very relieved to discover that both of the Battleschool dice easily passed the test.

Interestingly, the one MMP die I tested badly failed the test and seemed to be unbalanced (and unbalanced the unfavorable way, to boot!). I would not want to be using that die!

Anyway, I have uploaded the results of my testing, if anybody wants to take a look. For those of us who have been wondering about the BattleSchool dice (and it seems that I have not been the only one), this should be somewhat reassuring.

Monday, December 26, 2011

Desperation Morale Website Update

I have been getting a lot of questions recently about the status of the update of the World of ASL Compendium on the Desperation Morale website.  I suppose an explanation is in order.

I am almost through with the update.  I finished taking all the pictures and cropping and resizing them during the holiday weekend and today.  I now have to insert the pictures into the new entries, go over all the entries for final revisions, do an entry for late arrival Winpack 2, upload them, and link check.

I have spent a number of weekends and several vacation days to do all this.  The amount of ASL products released since September was just tremendous and it imposed a huge workload on me.  Doing the update deprived me of a lot of time I could have used for playing, designing, or even (gasp) chores.

I may be able to have the update posted by Monday or Tuesday evening, assuming real life does not intervene.

However, I must say that I am at a crossroads regarding the World of ASL compendium.  The flood of ASL products right now is such that maintaining the site as is represents a major burden for me.  I don't know how long I could continue to do it without experiencing burnout.

As a result, I may have to revert to much shorter write-ups for the products than I have typically engaged in over the past five years.  Some people may not care about this, but I know others will be disappointed.  It's hard to see what else I can do.  I haven't made any final decision now--that will probably come when the time comes for me to do another update.  It is altogether strange to me that I am beginning to wish fewer products would come out.

Anyway, that's the latest.  My best wishes to all of you for the new year.

Update: 12/27/2011:  The Compendium is now updated.

Thursday, December 22, 2011

The Phase Before Christmas


‘Twas the phase before Christmas, when all through the house,
Not a leader was stirring, not even the Youse.
The PIATS were hung by the chimney up high,
In hopes that a Panther might come lumbering by.
The half-squads were nestled all snug in their trenches,
With visions of ASLOK and wine and some wenches.
And Bret in his camo and I in my greys
Had just settled down for a nice Rally Phase.
When just one hex over there arose such a clatter
I quickly Self-Rallied to see what was the matter.
Down to Ground Level I flew like a flash,
Declared Wall Advantage and readied a Dash.
The Full Moon on the breast of the new-fallen Snow
Gave a Night Vision Range of at least 4 or so.
When, what to my wondering eyes should appear,
But an ungainly Sledge that was drawn by reindeer,
With an inherent driver, so likely and limber,
I knew in a moment it must be Saint Kibler.
More rapid than Marders his coursers they came,
And he whistled, and shouted, and called them by name:
“Now, Sisler!  Now, Pleva!  Now Rönnblom and Perry!
On, Argent!  On, Grofaz!  On, Siddhu and Sherry!
To the Czerniakow Bridgehead!  To Aachen’s Pall! 
Now Rout away!  Rout away!  Rout away all!
As small Flames that into wild Blazes turn
When they meet with a Gust in a frenzy to burn,
So up to the Rooftop the reindeer they flew,
With the sledge of support weapons, and ol’ Charlie, too.
And then I sniffed something that wasn’t quite coffee
But rather the smell of a Nahverteidigungswaffe.
As I Advanced in the building to check out the smell
I saw Charlie Kibler on the Inherent Stairwell.
He was dressed in Winter Camo from his head to his foot,
And his garb was blackened with Dispersed Smoke and some soot.
A bundle of Panzerfausts he had flung on his back,
And he looked like a Hero preparing to attack.
His boards, how they glittered!   His SASLs how shiny!
His Red Oktober campaign game makes Barricades look tiny!
His droll little mouth was drawn up with conviction,
And the beard of his chin was as white as Mark Nixon.
A set of nice tweezers he held tight in his teeth,
And he sucked at the Handy-tak’ed tip for relief.
He had a dice cup and a nice little tower
That shook all his dice for at least half an hour.
He was chubby and plump, a right jolly old elf;
If he were a Commissar, he wouldn’t shoot you himself.
A glance at the ASOP and a check of VCs
Soon gave me to know I could now be at ease.
He spoke not a word, but soon went Berserk,
And dropped excess Portage Points, then turned with a jerk,
And laying his finger on his CMG,
And giving a nod, he declared ESB.
He sprang to his Sledge, to his team gave a cry
And away they all flew like a Stuka up high.
But I heard him exclaim, ere I lost LOS,
“Happy Christmas to all, and all gamers God bless.”

Sunday, October 30, 2011

The Schwerpunkt Shortcut: Cheat or Genius?

Take a look at these victory conditions:

  • The British win at game end if there are no Good Order German (non-vehicular crew) MMC(s) in any multi-hex building on/between hexrows H and P.
  • The Germans win at game end if they occupy two or more buildings with a Good Order MMC.
  • The Republicans win at game end if there are no Good Order Nationalist MMC(s) in the following buildings:  sW4; sBB2; qY8; qS9.
  • The Americans win at game end if there are no Good Order German MMC(s) in building rW7 and no Good Order German MMC(s) on any hexes of Hill vH7.
  • The Russians win at game end if they have a Good Order (non-vehicular crew) MMC in [four or more] of the stone building/rubble hexes.
  • The Germans win at game end if they have at least one unbroken German (non-vehicular crew) MMC(s) in [two or more] of the following buildings:  63T5, 63W5, 59V6, 59V7.
What do these conditions have in common?  Two things.  First and most obvious, they all share the same nature (even though some are written from the defender's perspective rather than the attacker's).  Second, they all come from the two most recent products from Schwerpunkt:  Schwerpunkt Volume 17 and Rally Point 6.

Actually, they represent what seems to be a growing trend over the past several years in Schwerpunkt scenarios:  eschewing control of buildings or hexes/locations for victory conditions and relying instead on a variation of the "no Good Order MMC" provision.

It is true that the "no Good Order MMC" provision in a sense dates back all the way to the earliest days of Schwerpunkt.  If you look at Volumes 1 and 2, it is fairly common.  However, in many of those situations, the provision was for an area (like "between hexes V and BB" or "on any hill hex") rather than for specific buildings.  Recent Schwerpunkts have kept the tendency to use the area variation of the provision, but also seem to have increased the use of this provision in lieu of building control provisions.

Why would a designer do this?  For one thing, it is easier to break units in a building, or engage them in Melee, than it is to actually control the building itself, because there could be a million broken units in the building and it wouldn't matter.  One could posit that use of this provision over a building control condition shaves roughly half a turn from every scenario in which it is used.

Moreover, with regard to Schwerpunkt scenarios specifically, the vast majority of such actions are designed according to the "Schwerpunkt" style, which in essence forces an attacker to attack aggressively or risk running out of time by the end of the scenario.  There is little room in a typical Schwerpunkt scenario for a more cautious attack, or for "indirect approaches" that might take a little more time to complete.  More often than not, the scenario time limits mandate a fast and "straight up the gut" approach. 

With this fact in mind, one can see how building control can throw a spanner into the works in a Schwerpunkt scenario, especially if the building is a multi-hex or multi-level building.  After all, a single broken half squad in a corner of a building is enough to deny control, and might necessitate that extra half turn to clear out.  But Schwerpunkt designers are loathe to give players that turn.  As a result, increasingly often, it seems, Schwerpunkt scenarios have victory conditions that focus on the presence of Good Order enemy troops in buildings rather than on building control, in order to allow them to lop off that last turn without drastically affecting play balance.

Is this a good thing or a bad thing?  In one sense, it may be a good thing, particularly so since it may help eliminate some of the gamiest situations where building control is denied, such as that last broken half squad meaning the difference between defeat and victory. 

Are there any ill effects?   On its own, there may not be.  However, combined with another common feature in Schwerpunkt scenarios (and fairly common generally, one should note), there are some potential problems.  That feature is the feature of ending a scenario on a half turn rather than at the end of a game turn.

Here is how those two can work together to create a potential problem.  Many Schwerpunkt scenarios have few enough turns that any significant delay, self-imposed or otherwise, on an attacker may mean that the attacker has to do that desperate last-turn dash in order to get to the building in question and break its occupants or engage them in melee.  If they cannot physically reach a defender to engage them in melee, they have to stand outside the building and attempt to break them (with Advancing Fire, no less).  And a defender can defend in fairly gamey way by just making a single unit inaccessible to attackers.  There could be five broken units and a Good Order half squad in or near a building, but if the broken units block attackers from advancing into the half squad's hex for CC, the defender will likely win, barring some incredibly lucky Advancing Fire shot.  It may be good tactics for the defender to set up that wall of brokies, but it is still, in the end, just as gamey as holding onto control of a building with that broken 6+1 leader.

Since I am not crazy about adding another attacker turn to a scenario just to be able to mop up a building, I guess personally I don't have a problem with the "No Good Order" type of VC provision itself.  However, I think that in a lot of scenarios in which it is used, those scenarios would be less gamey if they ended on a game turn rather than at the end of the attacker player turn.  This way, the defender still has to survive a round of Defensive Fire without breaking before being able to claim victory. 

What do you think?

Saturday, October 15, 2011

ASLOK for First-Timers

Having just survived my 11th ASLOK, I thought I might write a few words about ASLOK generally, largely for the benefit of people who have never attended ASLOK and are wondering whether they might enjoy it.  I want to do this because the bottom line is that you probably would enjoy it.  I hope that, in the comments section, other ASLOK veterans will contribute their own thoughts, impressions, and advice as well.

So let me begin by explaining what ASLOK is.  ASLOK is short for ASL Oktoberfest, the longest-running and largest ASL tournament in the world.  The ASLOK that just finished was the 26th year of the tournament, if you can believe it.  It is held the first week of October each year in Cleveland, Ohio.  It is essentially eight days long (more on that below), but you can be there for any amount of time, even a single day.  Only the real die-hards and idiots (like me) show up there for the long haul.  ASLOK was started by Bill "Fish" Connor and Darryl "Action" Burke, two long time Squad Leader enthusiasts who made the leap to ASL immediately.  The first few years it was held in Youngstown, Ohio, but then someone said, "Dude, do you realize that we are in YOUNGSTOWN, OHIO?" and the tournament was immediately moved to the Cleveland area, where it has been ever since.  Mark Nixon ran it for many years, with the able assistance of "Wild Bill" Hayward, then turned it over to Bret Hildebran.  Bret and Bill have been doing an incredible job running the tournament for past several years. 

Attendance at ASLOK these days basically runs in the 150-175 attendee range, though few show up for its entire length.  When ASLOK first started, it was only a few days long.  But people started showing up early to get in an extra day's worth of gaming and the tournament was extended to accommodate this.  Then people still started showing up a day early so it was extended AGAIN!  Lather, rinse, repeat, and now the tournament is basically eight days long.  Let's say that next October 1st is a Saturday.  That will be the first day of the event and it will last all the way until Sunday, October 9th.  And yes, a few people actually will start playing on the evening of September 30, but the day the actual gaming area opens up is on that first Saturday morning. 

Many of the people who stay the longest come from abroad--to them, Cleveland is a geeky Mecca that beckons to them.  It is not at all unusual to find people at ASLOK from Australia, New Zealand, Canada, Great Britain, Sweden, France, Germany, and the Netherlands.  Other countries who have sent folks in recent years include Denmark, Italy, and Belgium.  I am sure I am forgetting others.  One of the neat aspects of ASLOK is to be able to play fellow ASL fans from around the world.  In fact, for some years now, one of the official features of ASLOK has been a "U.S. vs. the World" tournament that runs from the first Saturday through Tuesday.  Organizers keep track of who wins when someone from the U.S. plays someone from abroad.  The best U.S. individual record and the best foreign individual record each get plaques, too (I have one!).  However, in all its history, the U.S. has never beaten the World!  Those foreign bastards, infiltrating our borders and winning our wargames!

So let's say you are thinking of coming.  One question to ask is when should you come?  If you have the time and money, as well as the stamina, obviously the week-long option is a good one.  I've been doing that every year since 2003 and have enjoyed doing it.  But that may not be for you.  A lot of people might suggest that if you could only come for a few days to come late in the week, when it is most full and you arguably get the "full ASLOK experience."  That's certainly true enough.  On the other hand, coming early has its own benefits--you won't be pressed for space and have the luxury to spread out your stuff.  It's also a great opportunity to play something special, like a big HASL scenario.  Plus the place is generally less raucous.

If time and money are not issues, stamina is the main one.  How much do you really want to play ASL?  You need to ask yourself that question, because you don't want to plan for a week's stay, then find yourself burned out after three days.  So, first, ask yourself, "Do I have the ASL bug?"  If the idea of playing ASL day after day (possibly in losing efforts, remember) gets your juices flowing a lot, then consider a longer stay.  If you have attended a shorter, weekend tournament or ASL event and been left wanting more, then ASLOK is for you.  The most hard-core players will try to get three scenarios a day in, the whole week long.  Frankly, I don't know how they can do it; my mind would be frazzled at that pace.  Here's my own personal strategy for a long stay at ASLOK:  I try to pace myself, to two scenarios a day (unless I get into the finals of a mini-tournament, which will usually necessitate a third scenario).  Sometimes, typically later in the week, I may just do one large scenario, then schmooze the rest of the day.  It's good to take a break here or there; perhaps a few hours to watch a pro or college football game or even (ugh) a baseball game, perhaps to go out for dinner and/or drinks with some other ASLOKers.  If you have a friend or relative in the area, taking an evening off during the week to see them can be a nice "pause that refreshes."    So this last ASLOK, I played 13 scenarios (it would have been 14 except for an unforeseen circumstance) over eight days.  Very fun, very relaxing.  You don't want to force yourself to do anything; pick a length that you like.  My first ASLOK, in 2001, I just went Thursday-Sunday.  The next year, I expanded it a couple of days.  By my third ASLOK, I was a "full ASLOK" kind of guy.  But that's me.  Find your own comfort zone.  Also, if you know other people who are attending, you may want to coordinate with them.

That leads us to another aspect--managing cost.  There are travel costs to and from ASLOK, for those not lucky enough to be local, the cost of 3-9 days hotel stay, food and drink costs, and, of course, the cost of any ASL thing you might want to buy while there.  It can be very expensive, especially for someone traveling from abroad.   First of all, plan in advance.  Well in advance, if you are international.  Get those cheap flights.  Don't pay extra to bring all your gear (see below).  Second, consider sharing a room with someone or more than one person.  This is common, and dependent only on factors like fartiness and snoriness.  If you know other people coming you can suggest an arrangement; some people may also post "roommate wanted" notices on ASL forums like Consimworld or Gamesquad.   Keep an eye out, or post your own.  The food at the current hotel, the airport Holiday Inn, is actually pretty reasonably priced, and they typically run sandwich specials for ASLOKers.  There is a very convenient Subway nearby for other cheap eats.  Some people with access to a car sometimes bring their own sandwiches, snacks, sodas.  But luckily, ASLOK is not too expensive in the food department.  There are some other nearby hotels, but I don't think any are cheaper than the Holiday Inn (which actually provides a pretty decent convention rate).  If you have a car there are some cheaper hotels a few exits down the highway, which is also a possibility for ASLOKERs on a budget.  Google maps can help you there.

Is ASLOK for you?  That's typically a question that beginners and novices ask themselves.  Let me just say that ASLOK is typically very friendly to new players, with one caveat, which I'll explain.  I'll give a personal example.  Though I played Squad Leader "back in the day," for all practical purposes, I did not really start playing ASL until 2001.  Even then, it was only against a single, similarly inexperienced opponent.  When I went to my first ASLOK, it was only about 6-7 months after my first ASL scenario and I probably had not played more than 12 or 13 times at most before then, all against that one opponent.  So I was understandably nervous about going to ASLOK.  When I walked in, almost the first gaming table I saw had two grizzled old players going at it with each other using counters that had been used so much they were so faded that the numbers could barely be read.  You can bet I peed a little right there.  However, from the time I walked in and introduced myself to Mark Nixon, every single person I met was incredibly inviting and friendly.  Newbie though I was, I had a great time.  I went 1-6, of course, and lucky to get that 1, but it was awesome.  At some point late in the week they will even offer, if needed, a little session called "Maneuvers" or some such, to help people learn (or remember) ASL.  Are you a Starter Kit player?  I am reasonably sure that you would be able to find people willing to play the Starter Kit with you (I would, for example; I am happy to).

Here's the caveat to all that, though.  The people who go to ASLOK do so out of a love for ASL.  They may be relatively new to it, or grizzled veterans of 20+ years experience, but they do share that love for ASL.  That's one reason why they may be willing to play a rank newbie--out of wanting to help someone else develop that love and affection for ASL.  You'll find people happy to play you, heck, happy to help teach you--as long as you are willing to put in that effort to learn ASL.  If, however, you are pretty sure that ASL is not a love for you, or not likely to become one, then you might want to reconsider going.  If you are ambivalent about ASL, then you would be asking someone else to put themselves out in order to teach you or help you learn with no corresponding gain for them or the hobby as a whole.  Similarly, if you play Starter Kit and you have pretty much decided that you will only be playing Starter Kit and never advancing to ASL, then ASLOK may not be for you.  However, if you view Starter Kit as the first step of many, you'll find many welcoming people.

One other issue to consider for international folks:  the language issue.  Basically, English is going to be the language at ASLOK.  You need to be able to speak English well enough to make yourself understood in gaming situations.  You don't have to be 100% fluent, but you have to have a basic knowledge.  Reading knowledge of English is good, of course, but people need to speak while playing ASL.  I personally have not met anybody at ASLOK who did not have that bare minimum of English.  Second, you need to know how to play ASL.  The worse your English is, the better your ASL should be, because it would be very difficult for someone else to explain ASL things to you in English.  If you can, try to find other people from your country who have gone to ASLOK and ask them about their experiences with language.  The nice thing is that most ASLers will be very patient with you if English is not your first language.  At least learn a few curse words for when you break a weapon.  I suggest the following phrases:  "fucking motherfucker" and "Christ on a crutch."  You'll go far.

What should you bring?  Plenty of people will be bringing tons of gear, so if space is at a premium, like if you are flying to ASLOK, you can be more selective.  You can always use your opponent's gear (this limits your opponents to people with gear, of course), or bum some off a friend (if applicable).  In descending order of priority, here is what you need to bring:  1) rulebook and charts (always bring), 2) Dice, 3) Dice tower or dice cup to roll dice in (free range rolling is DEFINITELY frowned on at ASLOK), 4) scenarios you are interested in playing, 5) counters of common nationalities (german/soviet/US).  Beyond that, bringing additional counters and maps/overlays is gravy.  Obviously, if you have the space, you should bring all your basic travelling gear (by this I mean you don't have to bring HASLs or other things you will clearly never play, etc.).

If you are traveling from Europe and have extra luggage space, one possibility to help defray your travel costs is to buy one or more RAACO handy boxes in Europe (http://cpc.farnell.com/1/3/raaco-handy-box, for example), bring them with you, and sell them in America.  Many ASLers prefer these for counter storage, but they are not sold in America.  Bring some and you will probably find buyers.  Remember, ASLers prefer the RAACO A75 (115759) INSERT and the RAACO A78 (115766) INSERT, so make sure your trays are filled with those. 

That's stuff to bring.  What about taking stuff back?  What can you expect?  Well, if you love getting ASL gear, ASLOK is usually the place for you.  First of all, there are usually annual scenario packs that debut at ASLOK every year, so you are pretty much guaranteed to get stuff that still has that new scenario smell.  Currently, the Friendly Fire Pack, the Dezign Pak, Schwerpunkt (magazine/pack), and Rally Point (pack) regularly debut at ASLOK (though Rally Point may go to every other year from now on).   Usually there are reps from third party publishers such as Bounding Fire Productions or Le Franc Tireur, who may have things to sell if there is something new.  Recently, Chris and Helen Doary have been debuting ASL-themed precision dice at ASLOK and that may continue.  Usually Dave Lamb, a Critical Hit rep, will have an array of recent Critical Hit offerings for sale.  Sometimes dealers like Alex Key or Larry Zoet may come with ASL packs old and/or new to sell (though you never know if this will be the case for sure).  And you never know what surprising new thing may debut at ASLOK--that's frequently the most exciting, when there is some unexpected new piece of gear announced.  That's when players look up and eye each other and say, "Umm, you want to take a quick break?"  Note the absence of MMP.  Sometimes an MMP person will show up, typically Chas Argent or Perry Cocke, but they won't be bringing stuff to sell.  So don't expect to stock up on official ASL stuff unless you are lucky enough to get something off a dealer.  MMP tends to debut stuff at their own tournament in January, Winter Offensive.

In addition to actual ASL products, often you can find other stuff on which you can place your grubby little fingers.  You may be able to buy a dice tower, or a pair of tweezers or various other gewgaws and bric-a-brac that people have made for ASL. 

What does ASLOK offer?  The coolest thing about ASLOK is how many ways you can have fun there.  First, there is the main tournament, called The Grofaz (google it), which runs from Thursday to Saturday.  This is the big deal for the veteran high-skill players, and who ever wins the Grofaz is basically the unofficial ASL champion of the world for that year.  Anybody can take part in it; the nature of it, though, is that essentially if you have won loss (and absolutely if you have two), you are out of it.  So you don't necessarily have to commit yourself to the Grofaz for those last few days.  You can just play it by ear.

In addition to The Grofaz, there is also the US vs the World tournament, mentioned above.  And from Wednesday through Saturday, there are each day a variety of three-round 8-player single-elimination mini-tournaments, typically on different themes (France 1940, molotov cocktails, Tiger tanks, Night rules, you name it).  Each of these gives you an opportunity to win some "wood" (as the plaques are called) and a valuable cash prize (well, ixnay on the aluablevay part).  Theoretically, if you take part in the US vs the World, a mini-tournament each day, and the Grofaz, you can come back loaded with awards.  You smug bastard.  If you want to do the minis, plan in advance--you need to sign up for the mini themes you want well in advance of the tournament (eight slots fill up fast).  If you want to be in a mini, you'll get in one, but if you don't do it in advance you may have no choice as to what theme it is.  For US vs the World and the Grofaz, scenarios are completely open--people can play whatever they want to against each other.  For the minis, players are given small lists of scenarios to choose from (usually there are extra copies of the scenarios floating around for someone who did not bring them with him).

However, ASLOK is much more than that.  Many people don't engage in so-called competitive play at all, but simply show up to play.  I tend to be that type of person.  I will play in the US vs the World because I am an early arrival and I will naturally play some non-Americans.  I typically can force myself to do about one mini-tournament--but because they start at 8am sharp, it's difficult for me to rouse myself that early.  I usually eschew the Grofaz because by the end of the week I am usually in the process of ratcheting down my ASL intensity, not ratcheting it up.

What do you do instead of "competitive" play?  Whatever the heck you want!  Most of my games are just flat out open games against an available opponent, where we find a scenario that's cool and play it, may the best man win.  Often people may pre-arrange games, especially if you and  a long-lost gaming buddy are reuniting at ASLOK, or if there is someone you don't get to play very much whom you'd like to.  Do you want to spend a day or two or three playing some huge monster thing--you can often find someone who will do it with you, especially if you advertise in advance.  I once saw two guys come in from San Francisco and basically do nothing but play The Last Bid against each other the whole time.  I don't think they even finished.  But they had a blast.  Another thing you can do is play scenarios with multiple people on each side.  If you like playtesting, there will definitely be designers and publishers looking for people to help them playtest.  You may well get a chance to see scenarios, or even maps and counters, before they are released!

When can you play?  Whenever the fuck you want, if you'll pardon my French!  Do you and someone else want to have a marathon all night session of ASL?  Go right ahead.  From Tuesday on, the gaming room is open 24 hours a day, every day, thanks in large part to voluntary night owl Bill Hayward. 

Basically, if it is ASL, you can do it there. 

What if it's not ASL?  You can find, especially later in the week, the occasional Euro game or other mindless game (Zombies, for example) late in the evening, as players blow off some steam.  But don't come to ASLOK expecting that you can play Lock n Load or ATS or Gettysburg '88 or whatever. That ain't what it is about.

ASLOK is very informal, very friendly.  But there are some basic etiquette rules that are useful to keep in mind:

1) Bathe early and often.  You may be full of energy, despite having been on the plane or in airports for 16 hours while trying to get to Cleveland, but before you jump into that game, take a shower first.  With 150+ gamers crammed into a room, it might get malodorous of people don't hop into those showers.  If you are wondering whether or not you need one, you probably do.

2) Bring something to roll dice in.  And I don't mean the box top for Beyond Valor.  Get a dice tower or a dice cup.  You'll find tons of them on-line or on e-bay or even at your local gaming shop.  And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my stacks of counters by rolling dice on the table that bounce onto the gameboard.

3) Bring some scenarios you are interested in playing.  Really, make an effort.  Some people will just sit down and have no suggestions for scenarios at all, thinking they are being flexible, when really they are just putting the burden on the other person to suggest something.  Bring at least 20 scenarios that you are interested in playing.  Maybe you'll get some played, maybe not.  But you'll have made an effort for your opponent.

4) Don't be a sore loser.  Look, we all get diced from time to time.  Sometimes the dice really screw us over.  And it is entirely okay, especially late in the game in a tense scenario, to expostulate briefly at yet another die roll.  Even to curse a bit.   But don't yell, don't slam your hand, don't throw dice, don't endlessly complain.  Get it out of your system and go back to playing.  And pick your battles.  If you curse at the first bad die roll, your opponent is in for a long, un-fun afternoon.  Think about the effect your behavior might have on your opponent, who has done nothing worse than be lucky. 

5) Shaking?  Some people hold that you should shake your opponent's hand before a scenario and wish him good luck, and if you lose, quickly shake your opponent's hand afterward and say good game.  To me, this is unncessary--what is important to me is that, however you communicate it, you are friendly to your opponent. 

6) What to do with a big dick.  I'm not referring to your own, but to an opponent who really tries to screw you over.  Let me say that, thankfully, such people are extremely rare in ASL.  But even though they are very few in number, there are a few Big Dicks out there in the world.  I am happy to say that in my 650+ scenario playings, I have only run into one person who fit that category.  If someone tells you on the opening turn that you've lost the scenario because you rolled the wind change DR before you set up your reinforcements (that actually happened once to a friend of mine), just say "good game" and find another opponent as soon as possible.  Look at it this way.  You may have had to spend some small amount of time with a Big Dick, but you will have the long-term pleasure for the rest of your life of telling the rest of the world exactly how big a Dick he really was.   Just find a normal regular human opponent as soon as possible and wash that away.  Again, you will likely never experience this.  But if you do, heed my advice, grasshopper.  Don't get mad, get away.

7) Whose table?  ASL naturally tends to divide itself between Nesters and Nomads.  The Nesters like to set up in one spot and play all their scenarios there.  The Nesters par excellence may even bring lamps and laptops and music; this past ASLOK, one person even brought furniture.  The Nomads travel around from table to table.  They don't care where they are.  Even if they brought their gear, it may be lumped against a wall until needed.  Ideally, Nesters play Nomads and everybody is happy.  When two Nesters meet, however, it's sort of like hermit crab sex.  Everybody wants to do the nasty but no one wants to leave their shell (I really have no knowledge of actual hermit crab sex.  Just go with me on this).  If you are a Nester, just try to gauge how disturbing and nervous you would actually make this person if you insisted he leave his nest.  If it looks like he would collapse, then be the bigger crab and go to his nest.

8)  IFT vs. IIFT.  IFT is the default; if someone wants to play with the IFT, don't try to argue them out of it.

9) Dice mishaps.  Try to establish before the game or very early on that if a die ends up cocked, or if one flies out of the dice tower or whatever, then all dice will be re-rolled.  Don't wait until that crucial die roll to bring it up.

10)  HELP YOUR OPPONENT SORT HIS COUNTERS.  When the game is over, if you have been playing with your opponent's counters, help him put the counters away.  Do NOT walk away.  Even if you have to piss like crazy, stay there and help him put the counters away.  This is major ASL etiquette.

11) Before playing a scenario, go over the scenario card with your opponent.  Make sure that both of you fully understand the victory conditions, all the set up and reinforcement areas, and all the SSRs.  Do NOT hope that your opponent misconstrues a VC or SSR.  It will only cause trouble later.  Be on the same page. 

12) Give your opponent a break.  Don't be an asshole about little timing issues.   Did he forget to try to fix that LMG?  Just let him do it even if it is half way through his prep fire phase.  Here's a good rule of thumb:  if you did not have to make any decision or take any action based on what he did or did not do, it is usually okay to let him do it, even if slightly out of sequence.  Remember, it's just a game and if you win, you are not made King of the World.  You are no better a strategist because you didn't let your opponent pick up that dropped SW he forgot about during the Rally Phase.

The bottom line is that you are there to have fun and so are your opponents.  Most of the time that's what will happen, too.  ASLOK is a tremendous amount of fun.  If you've never gone, consider going.  If you have the ASL itch, this is the best place to scratch it.  Plus, one of the fun things about ASL is meeting new people, and if you don't show up, how can I meet you?

I hope to see you there!


ASL Oktoberfest (ASLOK) 2011 AAR, Part II

Hallo, boys and girls; here is the second half of my ASLOK AAR.  As you will remember, your hero bravely battled back from an 0-2 start to win 5 games in a row and recover a measure of his self-respect.

That takes us to Wednesday morning, when I matched up against Brian Brown, another member, like Stan Jackson, of our informal Ohio-Kentucky ASLer gaming group.  Brian has only been with the group a couple of years, and as I don't play with the group as often as I used to, we have only played a handful of times.  But every time has been fun and Brian is a good opponent, and someone who has been quickly getting up the ASL learning curve.  We decided to play a scenario from the new Friendly Fire pack, FrF54 (KNIL Before the Emperor), a 1942 Dutch-Japanese scenario (KNIL is the acronym for the Royal Netherlands East India Army, basically).  This scenario is a fairly large one that will have multiple actions going on at the same time.  The Japanese objective is a town; they have to control 7 or more stone building hexes in it.  One force of Japanese troops--8 Elite squads with good leaders and toys--has to force its way across a stream and into the town.  They are later reinforced by 5 more squads (1st line).  Meanwhile, a small group of 4-4-7s and such can enter on one or both of the flanks of the town.  The defending Dutch (who oddly, are portrayed with Axis minor troops!) have 3.5 5-3-7 squads and an armored car that set up HIP in the vicinity of the bridge.  In the town, they have 7 3-3-6 conscript squads.  They get 5 3-4-7 squads and two more armored cars to reinforce the town. 

Brian's first task was to get across the bridge.  Here he got held up a bit.  He only moved one mortar in position to go for smoke the next turn (saving the other mortar for later in the game, which in retrospect was a mistake).  That mortar didn't get smoke.  He also didn't have much luck initially in flushing out my HIP units.  However, he was helped that my armored car, very strategically positioned, broke its CMG on its very first shot.  In any case, he had to force the bridge the hard way and took some casualties doing it, though not as many as you might think he would.  However, one of my 5-3-7 squads ended up holding him up for quite a while, while 2 5-3-7s that eventually broke some how managed to actually get rallied and were in the action for the end game in the town, which turned out to be important.  I think the main thing, though, that decided the scenario was that, once he was across the bridge, Brian did not act as decisively as he probably needed to--those forces had to start putting pressure on the town fast, but they were just slow to get into the action.  As a result, in the end game, Brian was forced to do a last rush for the buildings, with predictable results.  It's kind of a good lesson of the friction of war, how little events can add up in various ways to separate, slow down, and hinder an attacking force.  But it was fun playing Brian and I enjoyed it.  Plus, I was now 6-2 and had won six games in a row.

Alas, that was not to last, thanks to the worst scenario I played all week.  That evening, I played Canadian ASLer John McDiarmid for the first time in a playing of another recent From the Cellar scenario, FT164 (Guts Are Not Enough), a Japanese-less PTO scenario featuring the British versus the Axis minor Burmese Independence Army, represented mostly by 3-3-6 squads with an ELR of 2.  This is a small, quick playing scenario.  The British have only 8 second line squads, supported by a tiny mortar and two carriers (one of them a mortar carrier).  However, the Burmese have 3 3-4-7 squads and 9 3-3-6 squads, three 0-leadership leaders, and 2 LMG.  The British may not declare no quarter against them, which may be one of their biggest liabilities, as it turns out.  The battle is basically over the hut overlay slapped onto Board 38; the British must control all hut hexes.  So the Burmese have +1 TEM at best, and thanks to the huts, they will basically never regain concealment once they lose it.  Essentially, there is a brief battle in the initial British attack, as there is some open ground to cross, unless the British get very lucky with smoke, but after that, the Burmese will basically just be looking for adjacent or down shots to take, while oozing around the huts to protect themselves, if possible, by adding a hindrance here or there.  They can't really afford to stack because a lucky shot could take out a whole stack.  In this scenario, I was the Burmese.  John launched an aggressive attack with his tiny force and as a result suffered some early casualties (and got very lucky that he didn't suffer an even worse fate to more units).  John's reaction to those early setbacks was a bit surprising; it was more or less the reaction of a player late in the scenario who had been getting bad luck all scenario long, rather than someone still on the first player turn.  I thought it might be a long unpleasant scenario if he was going to be getting that hot all game long.  However, I needn't have worried; that was the only bad luck he got all scenario long.  He consistently rolled very low, which in low TEM against low ELR conscripts, pretty much spells doom.  But even leaving that aside, it was just not fun for the defender.  The scenario itself may well be balanced, I can't say, but the defender has very few decisions to make, very little to move, and mostly will simply be trying to maintain concealment as long as possible.  I can't recommend the scenario to anyone.  I didn't mind breaking my winning streak (I was now 6-3), but I did not like the fact that I had broke it on a scenario that just was not fun to play.  It is best suited for solitaire play, I think.

Luckly, the next day I was able to get that bad taste out of my mouth.  Mike Faulkner of Schwerpunkt fame had prevailed upon me to playtest a scenario of his with him on Thursday morning, and I agreed.  You will probably see it next year; it is a largish Spanish Civil War scenario that will probably end up being titled A Graveyard for My Bed or something similar.  This scenario features a Spanish Nationalist force (using elite and first line Allied minor counters) accompanied by some Pz Is attacking that Board 63 hill-town.  They need to take a key building in that town and also the graveyard on the hill.  That graveyard is a bitch, though, as it is full of trenches and units in the area are fanatic.  Plus, it turns out, there's a 9-2 leader there.  The Spanish Republicans are represented by Soviet counters and depict a Canadian International Brigade--with the interesting tidbit that there is a Canadian commissar in the game (who will shoot you in the back of the neck in the most polite way imaginable).   The Canadians get a bunch of reinforcements but they may be interdicted if the Nationalists can take the hill-town fast enough. This was the very first playtest of this scenario, and you never know what will happen in such a playing--the scenario could even turn out to be fundamentally broken or unplayable.  However, happily, that is not what happened here.  I took the Nationalists and Mike the Republicans and the scenario played very well.  There were some obvious tweaks to be made but it was clear that the scenario dynamics were fundamentally sound.  I think it will be a very fun scenario.  By the way, I ended up winning, and though it will have to have an asterisk as a playtest scenario, I was now 7-3 and had washed away the bad taste of the previous scenario.

That scenario took us a while to play and so it was the only one I played that day, basically schmoozing in the evening.  On Friday I also only played one scenario.  I matched up against Andrea Pagni, the first Italian ASLer to come to ASLOK, but hopefully only the first of many.  He was a very friendly person and fun to play against.  We played yet another Schwerpunkt scenario, SP164 (Tanks But No Tanks), from a few years ago.  This is a 1939 Polish-Soviet scenario.  I took the attacking Soviets; Andrea defended with the Poles.  Basically, I had to take 3 of 4 buildings.  I started with 14 squads (mostly 1st line) and three T-26 M33 (crappy little tanks with no MG).  He started with 12 squads (half Green, the other half elite or first line), 2 37mm AT guns, a lot of MG, and an 81mm MTR.  He would later get a platoon of reinforcements that would essentially come up behind me and might threaten the one easy building for me to take.  I would get 6 squads of reinforcements, including a 9-2 leader and 2 DC, accompanied by two BT-5 M34, that could enter pretty much anywhere along the edges of the forward half board. 

My attack started off pretty well, and I was up on Andrea very quickly, but things went to hell very shortly after that.  His dice were amazingly hot.  Every roll seemed to have a 1 in it somewhere.  I soon started suffering casualties at an alarming rate, which really affected my options.  At one point, I only had two squads in good order at the schwerpunkt of my attack.  If it were not for the fact that I was consistently able to rally units and get them back into the fight, I would have had no chance at all.   Moreover, I had to play fairly conservatively, at least until my reinforcements could get up.  Realistically, I was really hurting before the scenario was even half over.  I did get a momentary boost in my spirits after he entered his reinforcements.   My reinforcements followed his.  Essentially, I had three practical options.  Enter along a flank but face lots of open ground at a time when I had few casualties to spare, or enter behind his reinforcements and go right up the middle with them.  Looking at how he had positioned his units, I realized he had left them vulnerable, or at least potentially so.  Through some clever maneuvering, in a single turn, I managed to kill the entire platoon--only his 9-1 leader survived (though it did take out a BT-5 M34).  That gave me enough hope to carry on.  However, his low die rolling continued (you know you are being diced when your opponent actually apologizes for a roll!).  In the end, I had to make a hated last turn rush for the victory areas, with predictable results.  Andrea had really diced me, something I think he would fully admit, but he had a good set up and a solid game plan, so he deserves credit for that regardless.  Anyway, I had fun playing him and I hope he comes back to ASLOK in the future, and brings some friends, too.

After that, I went out to dinner with the Schwerpunkt guys--they very graciously treated me--and then schmoozed for a bit.  I figured I would get two games in on Saturday then go home Sunday morning.

My first Saturday game ended up being against Sam Tyson of Bounding Fire Productions fame.  Sam's a very good player.  We ended up playing a scenario from the new Friendly Fire Pack, FrF53 (Raid into the Reich), which features a rare Polish 1939 attack.  In this scenario, played on board 2a, the Poles must control two buildings (one of which is no mean feat to take) and eliminate/capture two wagons.  That's four different objectives they must accomplish.  They don't have a lot of forces to do it with.  They start with 5 4-5-8 squads, a MMG, and two TKS tankettes.  Any of their forces may enter as cavalry.  They get 7 more 4-5-8 squads and a DC (I wanted to throw it from the horse but that didn't happen) which can enter on the same edge on Turn 2, along that edge or a flank on turn 3, and/or along the other flank on turn 4.  The defending Germans have 9 4-4-7 squads, a MMG, ATR, 50mm MTR, 12 AP mine factors, 2 Wire counters and 3 Trenches.  So the Poles clearly have their work cut out for them.

This was a scenario of two halves.  The first half of the scenario, nothing went right for me.  I suffered a lot of casualties, had snipers, got bogged in bad places, you name it.  His MMG was really deadly and got rate a lot.  With very mobile cavalry and forces entering on the flanks, you'd think I'd be able to do some interesting stuff, but he had me bottled up pretty well.  Halfway through the scenario I had not even taken the forward building yet, much less the other three objectives.  It was too soon to give up the game but I basically didn't think I had a chance to win.  But then things began to chance.  First, my elite forces finally started acting elite and passing a morale check here and there.  I got my TKS unbogged and finally into the action.  And I realized that his defense of the rear building was flawed--it was really set up more to defend against a forward attack than a flanking attack.  I noticed a clever route where I could move right up to the building essentially unseen by the defenders, thanks to in-season orchards.  Only one unit farther away could see them and in the end its fire was ineffective.  Thus I was able to get up to the building, get off my horsies, and advance into the building, which eventually doomed it.  Moreover, he set up one of his wagons in a gully next to the building, on the (reasonable enough) theory that the defenders could also protect it.  But it actually meant that a second objective was also achievable to me.  So as I went into the end game, I realized that I actually had a chance to get all four objectives.  With my flanking force I could capture the back building and kill that wagon.  I was also going to be able to get the front building, which by that point only had a half squad left defending it.  The bitch was going to be that last wagon; he had a host of guys around it, anchored by that demonic MMG.  However, as I looked at the situation, I realized I had a chance.  Because I had finally gotten my last TKS back into action, I had a chance to bypass sleaze the MMG.  If I could soak up some fire from the other nearby units, I actually had some units in the vicinity of the front building that, if they cx'ed, could get adjacent to that wagon.  So I sleazed the MMG, which itself soaked up some fire from the other units.  Another squad or so soaked up more fire.  This mean that my CXing units from far away could actually get adjacent to the wagon without even the chance of enemy fire.  And that's what happened.  I was able to eliminate the second wagon, which meant that on his last player turn, in order to win, Sam would have to take back one of the two buildings.  One was physically out of this reach, and the other almost so, and in the end he couldn't do it.  I managed to hang on just long enough for my luck to turn and for opportunities to present themselves.  So, kids, the lesson is, don't give up.  Anyway, it was  really hard fought scenario and I was now 8-4 heading into my last scenario.

The last scenario turned out to be against British ASLer Dave Ramsey, attending his first ASLOK.  He was a fun opponent (and almost stereotypically polite!).  We played a Melee Pack scenario that had been on my play list for several years, MP15 (Just a Bit Outside).  This is a smallish PTO scenario in which the Japanese are on the attack in Burma against the Americans (Merrill's Marauders).  The Japanese start off with 7 squads, 2 crews/MMGs, 2 LMT, a MTR, a 10-0 and a 9-0.  On Turns 2 and 3 they get almost identical platoon-sized reinforcement groups, one of which will enter on one side on turn 2 and the other of which will enter on the other side on turn 3.  The defending Americans have 9.5 elite squads, 2 MMG, foxholes aplenty, a 9-2, an 8-0, and a 7-0.  They also get 80mm battalion mortar OBA with automatic first black card and a radio that automatically repairs itself--but the trick is that the OBA starts off automatically inaccurate and only becomes more accurate as the scenario goes on.  So the Japanese have a good chance of being free from OBA early on, but in the end game it is another matter.  To win, the Japanese have to get around/through the American jungle/hill position (overlay 2) and on the other side of the stream.  They must at least equal the number of American CVP on the other side of the stream.

This was another scenario where I could not initially see how the Japanese have much of a chance.  The Americans have a ton of firepower and that 9-2 leader can just chew Japanese up.  The Japanese will at best typically be facing flat defensive first fire attacks.  This was an issue for me as I was to be the Japanese.  However, we checked ROAR and it was 4-2 in favor of the Japanese, so clearly they had a chance.  So we went for it. 

It turns out that, with 6.5 turns, the Japanese have just enough time that they do not have to be foolhardy.  My goal was to use the middle to try to keep as many American troops occupied as much as possible, even at the cost of units, while moving aggressively to try to pinch off one or more of the American flanks, in order to shoot some Japanese units across the stream and on to the other side.  I am pretty good as the Japanese and was able to maneuver fairly successfully, frequently putting Dave in positions where he had to voluntarily break his troops or stand a good chance of losing them altogether.  Others, I broke on my own (when I wasn't battle hardening or giving heroes to his troops...).  However, that darn 9-2 kept rallying them, even when DM'ed, and getting them back into the action.  Moreover, he was really putting the hurt to my units, just as I had predicted.  Meanwhile, my striping Japanese were never getting back into anything except heaven.  I was making steady progress, but taking a lot of casualties.  It was not at all clear who would be able to have more CVP on the other side of the stream.  It was going to be very close, and I knew that if I had to attack him in order to rectify an imbalance that I would suffer too many casualties. 

Well, in the end, Dave himself unintentionally came to my aid.  After many trials and tribulations with his OBA, ranging from the initial inaccuracy to not getting contact to his observer breaking, etc., he finally had his 7-0 on the other side of the stream and had the opportunity for OBA in his last player turn.  He decided to try to attack a key area with it that, if successful, he might do some damage to me and would certainly make it very difficult for my last few bloodied units to get across the screen in my final player turn.  However, where he wanted to place it was close enough that if it wasn't accurate, and it went to the wrong hex, he might end up getting his own guys.  You can imagine what happened.  He corrected and brought down the OBA, it wasn't accurate, the error roll was in the one direction that would get him, and it broke or killed his entire stack.  Until that point, he likely had the scenario won, or could maneuver to make it extremely difficult for me to win it, but that did him in.  It was game over and Dave deserves credit for a very hard fight.  It was nice to end ASLOK playing my favorite ASL nationality--the Japanese. 

With that, my ASLOK was over.  I ended it 9-4, with several of what sabermetricians call "quality wins."  So I was happy on that score.  I had also played a lot of very enjoyable opponents, so the vast majority of my games were fun as well.  I got to meet new opponents as well as play familiar faces.  Needless to say, I also came away with a ton of new ASL stuff, which you will presumably eventually be reading about on my website.

One little thing.  Here are the nationalities I played at ASLOK this year:  American, Italian, German (twice), Soviets (twice), Japanese (twice), Free French, Dutch, Burmese, Spanish Nationalist, and Polish.  Ten different nationalities in 13 scenarios!  What a tremendous amount of variety ASL has to offer.

I had a great time and I want in particular to thank Bret Hildebran and Bill Hayward for their  much-appreciated work in running ASLOK.  I hope you guys realize how grateful I am for what you do.

That's my story and I'm sticking to it.