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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.

ASL Oktoberfest (ASLOK) AAR, Part I

This is part one of an after action report of ASLOK (ASL Oktoberfest) 2011, although given the Benjamin Button nature of blog post displaying, who knows in what order you may read this.  If I still have the energy, after this AAR is through, I may do another post with some general thoughts about ASLOK, oriented towards people who have never gone.

Tournament/Convention AARs are surprisingly popular in ASL circles.  Some people, I suppose, live vicariously through others, some want to hear gossip and exploits about their friends, and then there are those, like me, who primarily want to hear about themselves. :)

ASLOK 2011 was my 11th ASLOK (conveniently for counting, I started going in 2001).  For many years now, I have taken the "long" ASLOK option, showing up on the first Friday, starting to play Saturday, and playing for the next eight days, heading back the last Sunday.  I have discovered that if I want to do this, I have to pace myself, otherwise, I get way too fried and frazzled near the end of the week (this is similarly why I do not typically enter the Grofaz part of the tournament, because late in the week is not when I want to do my most intense gaming). 

I drove the two hours to Cleveland Friday night, checked into the Holiday Inn, and Saturday morning walked into the gaming area.  This is when ASLOK is at its smallest, as only a few people show up early, with progressively more and more coming throughout the week.  Because there are typically fewer than 12 people there and playing that first day, one does not always have one's choice of opponents.  But the other person looking for a game at that moment was a long-time opponent of mine, Stan Jackson, who lives in the Cincinnati area.  We have played each other many times (indeed, he was my second opponent at my very first ASLOK) and are pretty evenly matched.  So it was nice to be able to play again.  We decided on OB14 (Pursuing Kobayashi), a fighting retreat scenario from the Dispatches from the Bunker newsletter that had been reprinted by MMP in its pack of Dispatches reprints.  The oddest thing about it is that it had been out so long and I have never played it--it is right up my alley (as my favorite type of scenario tends to be the small-to-medium-sized PTO action).  I took the attacking (or pursuing, perhaps I should say) Americans and Stan the Japanese.  I was quite rusty coming into the scenario, having only played a few scenarios all summer long, and for me, rustiness often takes the form of aggressiveness.  Somewhat to my surprise, my evolution as a player over the years has taken me from a fairly conservative style of play to a fairly aggressive style of play.  That's all well and good--ASL often rewards that style of play--but when I am rusty, I do not always have the right calibration of risk vs. reward.  I will often try to accomplish too much, when there is still plenty of time on the play clock.  There were several instances in this scenario where I probably suffered needless casualties because of this rustiness.  However, the killer for me in this scenario was a quintet of 1s rolled by Stan.  Things started off innocently enough when a squad of his took a morale check of some sort in my turn and got heat of battle.  Being Japanese, naturally, it went berserk, the little dear.  This was not a problem for me, as I could arrange in my advance phase for a nice welcoming committee.  The berserk squad was going to have to run right into two American squads and a leader (and, I think, an MMG), along with an adjacent squad and MMG to add some additional pain.  The net result should easily be one less Japanese squad.  Except, of course, that things don't work out that way.  In his prep fire phase, trying to save his berserk squad, he took a 4+1 or so shot at the big stack and rolled snake-eyes again.  Naturally, the stack promptly collapsed fear as morale checks were failed left and right.  Shortly thereafter, I triggered his sniper; he rolled a 1, and it went straight to that adjacent squad with the MMG.   Now the berserk squad had easy access and could mess with me some more.  Anyway, ASLOK started with me in the hole, 0-1.

That evening, I matched up against Brian Wiersma.  We had played once before, the previous January, when we played an Italian-Soviet scenario from the recent ASL Journal.  He was a fun opponent and I enjoyed playing him.  Now we would play again, and he would be looking for revenge.  Oddly, we settled on another Italian Journal scenario, J127 (Messervy's Men), which features a bunch of Italian 3-4-6s defending a hill from a horde of British 2nd liners.  With the best TEM being only +1, the Italians will tend to break at the slightest touch, and that is what happened to me.  With their low ELR, he was quickly collecting prisoners, too.  I held out to the end, but could not survive.  Unfortunately, the scenario was just not very fun to play.  The Italians just get shot up a lot, while it dawned on me that probably 95% of playings will end up in a battle for three specific hexes, because they are the easiest hexes for the Italian reinforcements to get to.  In a sense, it almost doesn't matter what happens to the main Italian force on the hill, as long as they don't all just give up and go home, because it will always be a battle for the last level 4 hill hex and the two adjacent woods hexes.  In other words, it may be balanced (ROAR tentatively suggests a slight Italian advantage), but it is a very scripted scenario, and I am not too fond of those.  That wasn't Brian's fault, of course, and he played a good game.  But now I was 0-2 and it was looking like a long week.

Sunday morning, I sat down for my one and only "World Cup" match (oddly, I only played one non-American in the first few days), against Dutch ASLer and collector Hennie van der Salm.  Hennie is a good player; we had played 2-3 times before and I don't think I had ever beaten him.  We decided to play a scenario from the just-released new Rally Point:  RPT53 (Tiger Blood).   This was the one Rally Point scenario I played during the week.  In this 1945 scenario, which uses 4 ASLSK half-boards, 13 American squads, mostly elite, supported by 5 Shermans (including one with a 105mm gun and a "Jumbo" with 18 frontal armor), have to clear out a low hill and a building of defending Germans.  The Germans have 9 1st and 2nd line squads, an HMG, some odds and ends, an 88mm Flak gun, and a King Tiger.    I ended up with the defending Germans.  I didn't think the hill was defensible, so I just set up a few units in the vicinity to be speed-bumps; mostly I set up to defend the key building in the town.  I set the Tiger up very conservatively, as I was concerned about it being swarmed by Shermans.  That was one concern of mine; the other was smoke.  With all his Shermans, as well as 1945 bazookas and mortars, he had an awful lot of smoke at his disposal.  After I saw his set-up, I was somewhat relieved.  He separated his AFVs and had them entering in three different groups, none of which would be easily able to get to the others.  I had no real worries about being swarmed at that point and could use my Tiger aggressively.  It quickly took out his Sherman 105, then went hunting for more prey.  Meanwhile, my little force on the hill actually soaked up a lot of his resources, hanging on much longer than it had a right to, and even ended up taking out another Sherman with a Panzerfaust.  My 88mm Flak gun also performed heroically, immobilizing the Jumbo with a lucky shot, then forcing its crew to abandon, then in the following turn, doing some major damage to his infantry.  When it was all over, all of his vehicles were dead and so were most of his other units, having died in one of those "last rushes" to get to the building.  I felt I had played a good game and the rust was definitely off.  Now I was 1-2.

I did not play another game that day, as I had to drive back to Columbus that evening to pick up some prescription medicine I had accidentally left behind (I tried to get it refilled locally, as I had a refill left on it, but the refill had expired, alas).  So my next game took place on Monday morning.  Pierce Mason--a new opponent to me--and I decided to play another Schwerpunkt scenario, from the previous year's edition, SP192 (Rock the Csaba), a Soviet-Hungarian scenario in which the attacking Soviets have to cross an irritating stream or gully (I forget which; whatever is on Board 59).  The Hungarians have crappy troops (6 3-4-7s and 3 3-3-6s, but they have an HMG, a 80L AA gun and two Nimrods with good IFE.  Later they get a crappy armored car to irritate the Soviets with.  The Soviets get 15 1st line squads, their own HMG, and 3 open topped, no machine gun SU-76ms.   I put the scenario in my "to play" booklet last year and I notice now that in the year since its release, ROAR suggests that it may be somewhat hard on the Soviets.  Luckily, I did not know this.  Pierce had a good set-up for his left flank, but when he analyzed the situation, he really did not account for the possibility of the Soviets using the stream as cover to get close to the buildings, which is what I did.  Once the Soviets can get past the open ground and in and among the buildings, with their solid TEM, they are going to mop up the Hungarians, and that is more or less what happened.  He might have been better off having  a sacrifice unit or two positioned to deny me easy use of the stream.  In any case, he was a fun and gracious opponent, and now I had bootstrapped myself back up to 2-2.

My second Monday game was against John Dober.  We played a scenario from the new Schwerpunkt, SP196 (Hussars and Hounds).  I played an unusual number of Schwerpunkt scenarios this ASLOK, as it turned out.  This scenario is somewhat similar to Tiger Blood, though it stars the British rather than the Americans.  They basically have to clear the Germans (that was me) out of three of four buildings, which are fairly divergent.  The Germans have a small, not so great force, of 8 squads (elite, 1st, and 2nd line), an HMG, and two JgPz IV/70s, one of which can be HIP.  The Germans can also fortify a building location, though I forgot to actually do this.  The British have 11 squads, a few elite but most first line, a 9-2 leader, two Challengers, a Cromwell VII, and a Carrier C.  It a good force, but may be a bit small to take on such a big task in just 4 1/2 turns.  For the third scenario in a row, I was a tank-killer supreme, taking out vehicles left and right.  Three hex panzerfaust shot?  No problem.  Low odds bounding fire shot?  Easy peasy.  In the end game, I had basically made it virtually impossible for him to get the buildings he needed and he conceded.  A number of people were playing this at the beginning of the week, because the size is just right for tournament play, but by the end of the week, it was already getting a reputation for bad balance and that reputation may be right.  I note that it is currently 6-0 right now in favor of the Germans on ROAR, and presumably all of those playings came from Schwerpunkt.  So John can perhaps comfort himself with the fact that he probably had an uphill battle, but I will settle for now being 3-2.

Tuesday morning, I lined up for my sixth game against Robert Scripps.  We decided to play another new Schwerpunkt scenario, SP193 (Kamikaze Gorge), a late war PTO scenario in which the attacking Americans have to clear the Japanese from two of three hills (one forward, two back).  He must fight the terrain as much as the Japanese, as the first hill is literally an uphill battle and he has to cross a stream with just a few options for his vehicles.  Robert gave it a good try, but he had never played a Schwerpunkt scenario before and it showed--he did not realize that in the typical Schwerpunkt scenario the attacker must play very aggressively or he will simply run out of time.  But Robert set about rather methodically trying to reduce my forward hill force, and I used every trick in the book to convince him that it was tougher than it actually was.  As a result, he had just barely crossed the stream when the scenario was over.  I never did get a chance to use the crazy SSR allowing the Japanese to strap DCs to the front of tanks and ram American vehicles with them!  Anyway, now I was 4-2.

My second Tuesday game was against Jim Rischer, a local Cleveland area ASLer whom I had played a number of times in the past; he is an easy-going and genial opponent.  We decided to play a rather exotic scenario from the recent LFT From the Cellar pack:  FT161 (French Civil War in Gabon).  There were a fair number of playings of this scenario during the week; it is fairly exotic and the size is right.  It features Free French vs. Vichy French in Equatorial East Africa--so PTO terrain but no PTO (which felt right with some things, like jungle and kunai, but not so much right with bamboo).  I ended up the attacking Freen French, while Jim had the defending Vichy French.  I left him to set up, and when I got back, I thought I was in trouble.  This scenario uses two half boards, one which is mostly for the hut overlay and the other which is the actual airstrip half of Board 38 (which is itself usually covered up with an overlay).  However, the Free French set up on the bottom part of the air strip board and have to cross all that open ground before they can even get to any cover.  The defending Vichy French have 9 1st line squads, an HMG, a 37mm 1/2" counter infantry gun, a 20L(4) AA gun, and 5 trenches.  Later, they get a platoon of end-game reinforcements.  The Free French (11.5 elite squads, a 9-1, 2 8-0s, 2 MMG, 1 LMG, and 1 60mm mtr) have to basically cross the open ground, get past or through the French defense line and into the village, where they have to control 6 or more huts--ALL THE WHILE KEEPING UNDER A 10 CVP CAP.   If you think about this, you can imagine my concern.  With no smoke or anything like that (not even smoke grenades, thanks to an SSR), the Free French have to cross a ton of open ground, while their opponents can sit in trenches, then go on to capture a bunch of low TEM huts, all without losing more than 9 CVPs.  Once I realized all that, I really regretted picking this scenario.  However, I decided to give it the old college try.  The nature of the terrain was such that, on the other side of the airfield, about half the board-length had a jungle line, then an open ground gap, then another bit of jungle and orchards.  Jim set the bulk of his force in trenches along the jungle line, with a small force in the jungle/orchard bit.  It was clear that his HMG was situated to defend the "gap."  Analyzing the situation, I thought the only chance at all that I might have would be to set up really heavy on my left, i.e., opposite the jungle/orchard bit, and try to set up some big prep fire attacks to pin or break his HMG and another squad that could fire on the left part of the board.  With my other forces, I would "conservatively rush" his "bit" defenders (which turned out to also include the HIP AA gun).  If I were successful, I would have turned his flank, and might be able to scoot a force around the left flank and get back into the village before he could retreat.  If I could dislocate his line in this fashion, then he would be at a disadvantage.  The whole plan, though, was dependent on me getting some good prep fire and having luck crossing the open ground.

As it turned out, that is pretty much what happened.  I did break the squad with the HMG and broke or pinned another key unit.  My attack force largely survived crossing the open ground, and was able to break or get into close combat with most of his "bit" force.  Meanwhile, my tiny right flank force, only intended to keep his trench units occupied, did a sterling job, fixing his attention right on them.  He didn't realize the danger to his position--if he had, he would have immediately abandoned his trench line and begun to move back to the village (he had the advantage of interior lines).  However, he failed to realize this just long enough for me to steal a march on him, and I was able to get enough units into the village that in the end, he could not successfully counterattack to take enough huts back to win.  And I stayed under that damned CVP cap, too.  So in the end I won, and I could be happy with the victory, too, but I do not think that most playings of this scenario will end this way.  It still seems to me that the defending Vichy French have a big advantage in this scenario.  But I ended my day 5-2, with five straight victories and my ASLOK half over.

Okay, continued on next rock....


















Tuesday, October 11, 2011

ASLOK 2011 Pictures, Part IV

This is getting really tiring.

Jeff DeYoung and, I think, Larry Zoet, played a big Kampfgruppe Scherer/Cholm scenario

Veteran ASLer Gary Mei (left), his first ASLOK; on right, Brian Wiersma, if I have judged his profile correctly

Part of the gaming room mid-week, getting more crowded.  Geeks in their natural habitat.

Paul Siddhu on right, I think. 
Andrea Pagni on left, Italian ASLer making his ASLOK debut.  Also gave me a very bad dicing.  Naughty boy.

ASLOK main room later in week.  All the tables are full.  My nest is the first one on the left, with the chair astray

Ray Vernon (?) on left and Stan Jackson on right, playing One-Log Bridge. 
Al Kirkpatrick on right, a nice guy who has playtested for me

Rod Callen on right, a frequent opponent of mine, and Swedish ASLer Klas Malmstrom on the left, manfully trying to obey the command "smile for the camera," but it is not easy for Swedes.

Just some more ASL action

Playing Brian Brown in a Friendly Fire Dutch-Japanese scenario. 

The famous P. J. Norton, playing Kamikaze Gorge while sitting in Raaco Gorge

Fighting Withdrawal

Row of gamers late in the week. 
DASL:  never was so much space devoted to so few counters

Bob Callen, cousin to Rod, on left.  Mumble mumble on right.

The Pitcavage Nest, in all its glory
Last look at main gaming area, probably second Saturday morning

ASLOK 2011 Pictures, Part III

Some damn scenario or another.  I think it is a Crete scenario from the HOB module.

This may be a playing of Men of the Mountains, which was quite popular

JR Tracy playing, I think, Klas Malmstrom, if I can make out his face well enough

This may be a shot from the Schwerpunkt scenario Retreat from Hannut.
Probably the Action Pack scenario 800 Heroes.  That warehouse has seen more action than a Bulgarian whorehouse

eventual ASLOK champ Gary Fortenberry and Hennie Van Der Salm

ASLer Robert Scripps, unknowingly preparing to go down in defeat to me in a playing of Kamikaze Gorge

R. Hall on left playing some George Kelln Scenario or another, I think
Ray Woloszyn, on left, who won the very first ASLOK, 80 years ago. 


ASLOK 2011 (ASL Oktoberfest) Pictures, Part II

Here is the next batch of pictures.  More or less in chronological order.

Some more of the early arrivals


Some insane dice rolling contraption


later picture of the Nordic Twilight scenario

ASLOK probably Sunday morning, still sparse attendance.  Just wait. 

ASLOK attendees comprise two types:  Nesters and Nomads.  Here is an ultimate nester, complete with food stores, gameboard, printer and, in the back, actual furniture--custom built counter storage units.  All this is Jack Daniel's, I believe

Close up of St. Nazaire scenario between Mike Faulkner and Brian Martuzas

A glider landing scenario. 

Detail from the Red October playtest maps

I think this is the Hundred Regiments Offensive scenario from Blood and Jungle.

ASLOK organizers Bill "the Night Stalker" Hayward and Bret "Bond Villain" Hildebran

Columbus ASLer John Haas on right, oddly naked looking Pete Shelling on left

Ken Modiuski and his ASLOK drink holder; Joe Steadman looking on


ASLOK 2011 (ASL Oktoberfest) Pictures, Part I

ASLOK 2011 1st Sat Morning, Mostly empty
1st Saturday, "Wild Bill" vs. "Mild Hennie"

JR Tracy vs. Steve Pleva, all the way from NY and they play each other.  JR's cap hides a conjoined twin.
Some guys had the Wingen-Sur-Moden map from Nordic Twilight in play

This looks like my Italians dying in Messervy's Men (see AAR when posted).  Not a very fun scenario.
"Wild Bill" Hayward on right.  If I am any judge of the back of heads, it looks like French ASLer George Tournemire on the left.

The Battleschool wares of Chris and Helen Doary

So far I've been able to get buy in these pictures without mentioning that I am horrible with names and faces until I really know someone, but no longer, so basically, these are two dudes playing ASL.




Schwerpunkt's Mike Faulkner setting up a big scenario from LFT's St. Nazaire