Showing posts with label Starter Kit. Show all posts
Showing posts with label Starter Kit. Show all posts

11 September 2014

From Start to Finnish: ASLSK at Ten

In 2004, Multi-Man Publishing (MMP) had been the caretaker of Advanced Squad Leader (ASL) for five years.1 The small firm had breathed new life into the hobby. The Game had a future that promised, among other things, a completed core system. But hard-core ASL players would have to wait a little longer for the long-awaited armies of oblivion.2 Indeed, ten years on, the new and reproved Finns are still awaiting their place in the MMP sun. An upstart, ASLesque publication had jumped the queue. 
"So sorry, my island now."
The derivative game that started all the fuss is not, as some suggest, ASL for dummies. However, the sub-system that this “starter” game spawned is a far cry from the stepping stone it once claimed to be. In fact, this sub-system has grown so much over the past decade that it often bewilders the very people it is meant to attract. This, and the following posts in this series, are an attempt to shed some light on what has become an offshoot of the ASL tree.3
Back in the day, the most advanced technological device in my house was a 20-inch, black-and-white television. I took it on faith that Gilligan wore a red shirt, and that Ginger’s hair was, well, ginger—I thought it was blond. It was the late 70s, and the vivid black-and-orange Squad Leader box was a welcome contrast to the grey world of our cathode ray tube.4 Adjusted with care, our rabbit-ear antenna granted access to two channels, one with English programming, one with French. The board game from Baltimore had a different kind of programming, programming that unlocked a turbulent, technicolor world of the early 1940s. 
Second City TV brought lots of colour to my TV
Cross of Iron, 1978
I remember the excitement that accompanied my reading of each “module” in the Squad Leader rule booklet. Every teaching segment concluded with the memorable lines: “STOP! You have read all that is necessary to play...” a new scenario. Squad Leader was imposing. It was a far cry from Risk. Few games of the period approached its level of detail and complexity. Learning let alone mastering the game was a daunting proposition for a 14 year old. Programmed instruction made all the difference. When the sequel appeared a year later, my friends and I dove right in.5 
Chapter and verse
When the Avalon Hill Game Company (AH) released ASL in 1985, it introduced a really big rulebook (ASLRB) to the wargaming hobby. It was so big, and so exceptional, that it was sold separately. At the time, we took this in stride. In retrospect, it was a bold move. The ASLRB retailed for more than the base game! Rules were divided into colour-coded chapters complete with colour chapter dividers that doubled as player aids. The rules came in their own specialized binder, nestled inside a sturdy slipcase. The attention to detail was phenomenal. Absent, however, was anything approaching a tutorial, or a guide to learning the newfangled game.6 
Beyond belief: AH takes the wargaming market on faith
Although ASL was (and remains) a significant departure from Squad Leader, AH believed that it was similar enough to John Hill’s original creation that veterans of Squad Leader would make the transition without much fuss. Avalon Hill was counting on this. The company was also betting that the majority of their established player base would adopt the new game. It was a big ask.7 
Paratrooper
The “advanced” game was not so much advanced as it was different. It was a completely revamped game system. Avalon Hill belatedly acknowledged this with the release of Paratrooper the following year. This so-called “Introductory Module” was aimed at Squad Leader players “contemplating a switch to ASL.” Paratrooper was described as “an inexpensive medium” that would allow these prospective recruits “to sample the rich delights of the ASL game system.” I agree that the module gave players a taste of things to come. But an inexpensive introduction to ASL it was not.8 Nor was Paratrooper a particularly useful tool for introducing players to ASL, least of all players without prior experience of Squad Leader.
The text on the back of the Paratrooper box emphasized that there were few prerequisites needed to play the eight scenarios in the module. The blurb also reassured customers that the enclosed “Squad Leader Training Manual” would help them learn ASL. Despite its name, the manual—better known as Chapter K—was designed to teach the basics of ASL, not Squad Leader. 
The manual was broken down into six teaching sessions, or days. It took the form of an imaginary, military-training syllabus—some 30 pages long—replete with a cartoon-character, American Drill Sergeant. In order to get the most out of the exercise, trainees had to obey the sergeant’s commands and move pieces about on a map. On the first day, trainees were treated to a forced march across several boards, traversing along the way much of the terrain found in Chapter B of the ASLRB. One board has at least 20 different types of terrain! Subsequent training days used the same “boots-on-the-ground” method to explain lines of sight, fire principles (including the protection afforded by various types of cover), engaging the enemy in close combat, the physical and psychological effects of combat, and the importance of camouflage and concealment. The manual nevertheless falls short of the programmed instruction method that Squad Leader employed to great effect. Jim Stahler’s training syllabus is still helpful, if incomplete.9 Let me explain.
Killer Chapter K
Even the most basic scenarios in Paratrooper include ordnance weapons such as light mortars and bazookas. These weapons use rules found in Chapter C, which are not covered in Jim’s six days of basic training. In addition, three scenarios also feature Armored Fighting Vehicles (AFV), thereby necessitating a careful read of Chapter D as well. To put this into perspective, the first two chapters of the ASLRB run to over 100 pages. Admittedly there is a great deal in these chapters that can be ignored when playing the scenarios in Paratrooper. However, to play any scenario in this module also requires a player to grasp a good deal of Chapter C, which runs to over 20 pages. The Training Manual included with Paratrooper only addresses the salient points of the first two chapters. Therefore, until training exercises for ordnance appeared more than a decade later, beginners were left to decipher Chapter C on their own. Once we factor in another 20 or so pages for Chapter D, we can begin to appreciate the daunting task faced by the budding squad leader. 
In a nutshell, Paratrooper did not provide a progressive introduction to ASL, because in spite of its allegedly introductory nature, Paratrooper contained no truly introductory scenarios. This may have worked for some ASL initiates with prior experience of Squad Leader—namely, the target audience. But for those with no previous exposure to ASL’s predecessor, the subject matter in Paratrooper could hardly be characterized as basic, or introductory. It would be another 18 years before newcomers would have access to a truly entry-level ASL publication.
Chapter why
In 2004, MMP released only one ASL game: ASL Starter Kit 1 (ASLSK1). The small, unassuming box is a marked departure from earlier publications. Until then, ASL had been a strictly, modular system. The ASLRB,  together with the indispensable module Beyond Valor, form the core around which the system expanded. The new Kit is self-contained. It may have been sired by ASL, but ASLSK owes its parent no allegiance. 
Starter Kits target new (and returning) ASL players. In keeping with this aim, the Kits require only a small investment of time and money. Ken Dunn, the lead developer, and MMP accomplished this frugal feat by dramatically reducing the complexity of the game. A simpler game means less components, and in turn, lower cost. Each Kit contains just enough material to play the scenarios enclosed in the box. With a bit of imagination, future scenarios can be designed within the limits imposed by the contents of a particular Kit. Although infrequent, new scenarios fitting the bill have appeared in later publications. 
Each Kit contains playing pieces, mapboards, charts and tables, a pair of dice, and an abridged rule booklet. The playing pieces are standard ASL counters.10 The mapboards, while compatible with ASL mapboards, differ in several respects. The terrain on many ASLSK boards lacks variety; they remind me of the earliest boards from Squad Leader. This is to be expected. Unexpected, however, is the small size of the buildings relative to the hexes. Personally, I think the buildings look more to scale than on many ASL boards. The downside is that the urban boards lack the claustrophobic feel of an ASL city board. There are far too many open Lines of Sight (LOS) due to the greater expanse between structures. 
Boarding school: ASLSK buildings teach newbs FFMO lesson
The other interesting thing about ASLSK mapboards is that they are printed on heavy card stock. Classic ASL mapboards are mounted the same as a Monopoly or Scrabble board. Not only are mounted boards costly to produce, but they also weigh almost four times as much as a card-stock board does.11 The light-weight “Starter-Kit style” boards, as the new boards came to be known, also pack better, because they take up half of the volume of a mounted board. The styling, new board format is tailor made for Starter Kits.12 
The unadorned, largely black-and-white, ASLSK Quick Reference Data Charts (QRDC) charts are functional. Again this keeps costs down. The tables on these QRDC are stripped down versions of the elaborate, colour-coded tables found on the chapter dividers of the ASLRB. In some cases, an ASLSK table bears only a superficial resemblance to an ASL table. The ASLSK To Hit (TH) table is one such beast. Closer inspection reveals that the “beginner” table is designed to simplify play. Each type of weapon has its own TH values, right down to the Final Dice Roll (DR) needed for a Critical Hit, and/or any Special Ammunition. Experienced ASL players may find these “slide-rule” tables awkward to use. But keep in mind that the tables are designed for people approaching the game with no preconceptions. That said, I have two reservations. 
ASLSK To Hit Tables lighten arithmetic
First, substantially different tables make it a bit tedious for an experienced player to teach someone at the ASLSK level. The old hand has to not only “remember to forget” some ASL rules—more on this in a moment—but also has to (re)learn how to calculate a successful hit using an unfamiliar table. (Alternatively, the teacher can dispense with the ASLSK TH table and have the student use the ASL TH table instead.) My second reservation is that a similar relearning process will invariably occur when a beginner transitions to ASL. Neither of these reservations are show stoppers, but one or both may lead to some unnecessary frustration.
No OPP Fire
The publication of a bare-bones version of ASL that captures the essence of The Game is a remarkable achievement. The ASLSK rule set is a distillation of the more fundamental aspects of ASL. On the one hand, ASLSK includes the core principles of Defensive First Fire (DFF): First Fire, Subsequent First Fire (SFF), and Final Protective Fire (FPF). On the other hand, ASLSK excludes less commonly used rules for Opportunity Fire and Spraying Fire.13 Infantry can Double Time in ASLSK, but only if declared at the beginning of a unit’s Movement Phase (MPh). Moreover, Infantry cannot dart across a street (Dash), or skirt the edge of an obstacle (Bypass). These are sensible compromises, as was the decision to make all buildings ground level only.14
No concealment
Culling specific rules keeps new players focused on the most important concepts of ASL fire and movement. Removing entire tracts of rules keeps the amount of reading (and rereading) to a minimum. Excluding the rules for cavalry was an easy decision. Ignoring the rules for concealment was more controversial. Still, it is easy to see why concealment did not make the cut. Even among veteran players, this area of the rules is prone to misunderstandings. Granted concealment adds more to the game than just fog of war. Nevertheless, this section of the ASLRB can be a lot to digest for a beginner.
To be fair, the ASLSK rule set does contain an element of concealment, namely Hidden Initial Placement (HIP). This particular form of concealment is such a fundamental part of how Guns work in ASL that it could not be trimmed. Indeed, concealment, in the form of HIP, has not been overlooked in a more general sense either. Through the artful use of Special Scenario Rules (SSR), ASLSK scenario designers have developed a workaround that allows all or part of a force to set up HIP at start. Even optional rules found in Chapter E of the ASLRB have appeared as SSR in ASLSK scenarios. I point out some of these SSR in later posts. Below is an example of a ASLSK board q (transformed on Virtual ASL per SSR) and used to depict a snowy environment.
Board q cropped and transformed into a winter landscape
There are two obvious advantages to the SSR approach. One, these occasional rules are not found in the ASLSK rule set, which keeps the size of the rule booklets manageable. And two, such SSR (usually) alert new and experienced players alike that a non-ASLSK rule (or variation thereof) is in play. In a similar vein, many scenario Victory Conditions (VC) in ASLSK are verbose by ASL standards. This is another consequence of keeping the rules overhead to a minimum. However, the net result is the same. Beginners get a taste of the fruit without having to splurge for the entire tree.
ASLSK versus ASL Victory Conditions (VC)
Careful pruning, and selective grafting (onto scenario cards, as circumstances demand), has kept the ASLSK rule booklet incredibly compact. Yet, in spite of Kenn Dunn’s horticulture, the booklets have colour illustrations aplenty. The example below is typical of the abundant diagrams that make light work of some concepts that may be hard to visualize. (I added the arrows and terrain descriptions. I encourage players to highlight or otherwise annotate their personal copies if it will aid in their comprehension and retention of the rules.) 
Interaction of hills and orchards in ASL
However, the tiny (by ASL standards) rule booklet included with the first Starter Kit is not without its problems. One thing that continues to confound experienced players—particularly those with a penchant for organization—is the lack of an index. Okay, there is a glossary under the heading “Definitions.” It even includes rule citations. However, these citations are of questionable value due to how the rules are organized. In contrast to the procedure-manual layout of the ASLRB, the bulk of the ASLSK rule set takes the form of a sequential narrative, organized by phase. The most problematic section is entitled “Sequence of Play” (SOP). The same section in the ASLRB runs to less than a page. In the first ASLSK rule booklet, Section 3 is a whopping seven pages long! 
The reason for the discrepancy is simple. In the ASLRB, the section dealing with SOP merely outlines how the game flows, and broadly describes what occurs during each phase. Not so in ASLSK. Section 3 is the heart of the ASLSK rule set. It introduces rules and game concepts in the same order that a player might encounter them in the course of play. Put another way, this section is an annotated SOP that doubles as a repository for roughly half of the ASLSK rule set. 
Sequence of Play
Imagine that you need to prove to your inexperienced opponent that you can recover, retrieve, gain possession of, or otherwise pick up a Demolition Charge (DC) during the MPh. You consult the glossary. But none of these terms is listed. You do find a listing for DC. However, after getting no joy from Subsection 4.3, you flip back through the pages until you find the subsection of Section 3 that deals with the MPh. A half-page of text later you find the reference, in the last paragraph of the subsection. There has got to be an easier way. There is, if you are clever enough to consult Section 4.0 instead. The answer lies in the last sentence of the first “run-on” paragraph. 
Starter Kit is designed ostensibly for beginners, not students articling for the legal profession. Were the ASLSK rules organized differently, a glossary might have sufficed. As it stands, the lack of an index is arguably the second biggest shortcoming of the Starter Kit series. Fortunately, Jonathan R. VanMechelen, a veteran ASL player from Pennsylvania, has compiled a superb INDEX for ASLSK.  
ASLSK Index for ASL Players
The absence of an index also makes it difficult for an ASL coach to quickly assess if a particular ASL rule is in force. Having played ASL for decades, a lot of rules become second nature. For instance, when it looks like the enemy is about to overwhelm a position, it can be prudent to break and run. However, the option to voluntarily break an Infantry unit does not exist in ASLSK. In fact, there are so many minor differences between the rule sets that keeping track of them during play can be tedious. What is needed is an index that cross references ASL and ASLSK rules. Happily, JRV, as he is commonly known on the ASL forums, did not rest on the seventh day. You can download a pdf of the “ASLSK Index for ASL Players” from his website.15 
The biggest beef that I have with ASLSK is that it is not a form of programmed instruction akin to Squad Leader. It undoubtedly helps that ASLSK rules are presented in three, modest bundles. However, a beginner is still required to read a small textbook before commencing play.16 The Starter Kits did not replace Chapter K either, because they are not tutorials. In fact, there is a great deal in Jim Stahler’s tutorials that is not present in the ASLSK rule set. But do not despair. Jay Richardson has produced a splendid series of illustrated tutorials. His most helpful tutorial was published in Operations 49, MMP’s former house magazine. Jay’s tutorials (and a host of player aids) are nonetheless accessible online.17  
For the most part, ASLSK is self-contained. This has certain advantages and disadvantages. Perhaps the biggest plus is the low cost. One can forgive a lot of trespasses for the bargain price that Starter Kit 1 retails for. Depending upon your perspective, we have Ken Dunn to thank or blame for the Starter Kit series. I have no hesitation in raising my hand to say thanks for making ASL affordable and approachable to a greater number of people, especially younger generations. Kenn has done yeoman work, and continues to devote a great deal of his spare time to the development of new ASLSK scenarios and publications. However, some are bound to blame him (and MMP) for taking ASL down a different path. For almost two decades Chapter K introduced new players to ASL. Ten years after the release of the first Starter Kit, many longtime ASL players have come to question the rationale behind the new kid on the block. Are they right to think that ASLSK has become a separate book rather than a new chapter in the growth of the hobby? Before you come to any hasty conclusions, I encourage you to read the remainder of my impressions, beginning with the next post in this eight-part series on ASLSK.
Specific scenario dependencies are addressed in later posts
Notes
1. Hasbro Inc. acquired the rights to ASL in 1998 (along with a host of other popular Avalon Hill titles).
2. The Axis Minor states are the black sheep of the system. As early as 1978, the Romanians made a guest appearance in Cross of Iron. Not until 2006, however, did these lesser powers finally have their just due. Armies of Oblivion, reputed to be the “last” core module, brought not only the Romanians, but also the Hungarians, Slovaks, Croats, and Bulgarians to the ASL game table.
3. My choice of metaphor is intentional. An offshoot, inviting unwelcome comparisons with a “sucker,” is a clone of the parent plant. Strictly speaking, ASLSK is not a clone of ASL. It has some unique elements such as its individual To Hit tables for various weapons. However, over 99 percent of the rules in the ASLSK rule booklets come directly from the orange tome. And many of the Scenario Special Rules that appear in ASLSK scenarios are in reality simplified versions of rules found in the second edition of the ASL Rulebook (ASLRB2). By way of contrast, Solitaire ASL (SASL) is more of a departure from ASL than ASLSK is.
4. In 2014, almost 12,000 UK households had yet to switch to colour televisions, largely due to the higher licence fees: £145.50 ($240.00 USD) for colour, £49.00 ($80.00 USD) for monochrome (i.e. black and white). 
The Big Brother Corporation (BBC) is watching you! A 1980s TV detector van used to locate unlicensed television sets.
5. The sequel, Cross of Iron, ended each teaching segment with the phrase: “STOP! You have read all that is necessary to play Scenario [X]. We advise you to play it at least once before advancing to the more complicated and realistic scenarios which follow.” Programmed instruction continued with each subsequent game in the series. While this helped players digest new rules incrementally, difficulties arose as earlier rules were replaced with new ones. By the time GI Anvil of Victory appeared, the rules had become a contradictory mess. Advanced Squad Leader was something of a reboot that incorporated a redesigned game engine. The new game rendered all Squad Leader materials save the boards (1-15) redundant. The hobby has not entirely recovered from the schism that the introduction of ASL created.
6. The first edition of the ASL Rulebook did not include the Chapter K series of tutorials that are now included with ASLRB2. 
7. Many owners of the four Squad Leader “modules” balked at having to purchase virtually everything from scratch. Although the first edition of Beyond Valor utilized boards 1 and 8, grognards were left with stacks of incompatible counters, and close to one hundred, redundant scenario cards (if one includes the scenario packs published separately). Most Squad Leader components were consigned to the trash. But almost all of the scenarios were later recycled by Jim Stahler, the author of Chapter K. The last batch of Jim’s Squad Leader conversions was published as Rivers to the Reich only eight months ago—29 years after the debut of ASL. The scenario pack also includes reprints of overlays originally released in GI Anvil of Victory, the last of the Squad Leader games.
8. The disclaimer on the back of the box made it clear that the first four boards from Squad Leader and “the ASL rules” were prerequisites for play. “All other components necessary to play the game,” were enclosed, and “absolutely no other purchase” was necessary. It sounded attractive enough. Paratrooper retailed for $15, roughly the same cost as one of the Squad Leader gamettes. It was misleading, however, to refer to the $45 ASL Rule Book in passing as “the ASL rules.” At three times the price of the ASL sampler, the rulebook was a hefty price to pay to sample the system. Moreover, some of those looking to test drive ASL also may have had to spend an additional $12 for boards 1-4. Even today, $72 is a lot of money to shell out for an introductory wargame.
9. Unfortunately, Sergeant Stahler went AWOL on Sunday. It would be more than a decade before he returned to the training depot. Day Seven: Light Mortars and Basic Ordnance of Chapter K was not published until 1997, some eleven years after the release of Paratrooper. Inexplicably, the new material first appeared in the historical module Pegasus Bridge. First Lieutenant Tom Huntington was the Drill Instructor for Day Eight: Guns and Advanced Ordnance Principles, which was published three years later in ASL Journal 2. Today, the eight-day Training Manual is included with ASLRB2.
Edit: I neglected to mention that Jim Stahler also published a very useful "Eight Steps to ASL: A Programmed Instruction Approach." The article first appeared in ASL Annual 90 (15-20). The article was reprinted in The General Vol. 30, No. 1 (1995): 19, 42-43, 47, 55-56. Thanks to Enrico Catanzaro of Italy for reminding me of this important article.
10. Admittedly there is some variation. In the ASL counter mix, for example, the flip side of a ½” concealment counter is used to indicate that an Infantry unit is Counter Exhausted (CX). Because there are no concealment counters in ASLSK, the CX status marker is found on the reverse of Desperation Morale status marker. I prefer this arrangement, in part, because when my half-squads Double Time, they invariably draw fire and break. At that point, I simply flip over both counters.
11. Board 16 (from the ASL module Yanks) is about 190 grams, whereas board z from Starter Kit 1 weighs about 50 grams.
12. The reduced weight of the card stock boards has enabled MMP to consolidate smaller modules into larger ones. For instance, in 2006, MMP released a third edition of Beyond Valor that contained six more boards than the previous addition, along with 14 extra scenarios that could now be played using only the contents of this base module (and the ASLRB2). The following year, MMP adopted the new board format for their Action Packs. Since then, all Action Packs have included three boards. (The forthcoming ASL Action Pack 10 is the first of its kind since 1999 to contain only two boards.) The lightweight and compact nature of the new boards has also led to their inclusion in periodicals. ASL Journal 7 was the first magazine to come with a mapboard. “Marders not Martyrs,” was the only scenario in the magazine that used the board. Board v was, in truth, an ASLSK board. It was included in order to promote the new style of board, and signal to ASL players that change was afoot. Board v would appear again in Starter Kit 3 a year later. Issue 5 of Special Ops—MMP’s new house magazine—contains ASL board 68.
13. Opportunity Fire (A7.25) is frequently declared by an attacker when the forces of the opposing side are concealed. Rather than fire during the PFPh at a concealed target using Area Fire (3.2/A7.23), a player may opt to declare Opportunity Fire instead. Should an enemy unit lose concealment during the intervening MPh and DFPh, the attacker can then fire on the enemy at full strength during the AFPh. Given that there is no concealment (EX: HIP) in ASLSK, Opportunity Fire is not a significant omission.
14. In my view, this is an improvement over the more abstract rule that Squad Leader initially employed. In “Guards Counterattack,” the granddaddy of all Squad Leader (and ASL) scenarios, units were considered to occupy all levels of a building simultaneously. The historical module Decision at Elst breaks with ASLSK tradition, but in an unusual manner. See Part 7 of this series for an explanation. 
15. JRV’s site also keeps win-loss records for all ASL and ASLSK scenarios. Players enter their results, and the program updates the win-loss statistics accordingly.  
16. In order to play all but one of the scenarios in ASLSK1, a player must read the accompanying twelve-page rule booklet in its entirety. The exception is the first scenario, which does not include any Support Weapons (SW), and therefore reduces the required reading by almost a page. Still, the first scenario in Squad Leader (see note 14 above) could be played after reading only six pages of rules. Later Kits include one or two scenarios featuring only Infantry and SW. However, these Kits also contain slightly more “advanced” types of terrain such as hills. Ordnance and vehicles add roughly six and ten pages, respectively, to the ASLSK rule set.
17. Such is the popularity of the Starter Kit series that various tutorials—not to mention rules, charts and numerous player aids—have been translated into French, Italian, Japanese, and Spanish. For ease, I have collected a sampling of this material and made it available HERE. If you know where I might find a copy of the Japanese translation, please let me know. The one that used to be listed on the MMP website is currently unavailable. 

17 July 2011

Starter Kit Storage










ASL players are renowned for their ingenuity when it comes to storing their ASL gear or kit. Admittedly, this is less of an issue for ASL Starter Kit (ASLSK) players. However, at some point, those of you who own (or aspire to own) all of the Starter Kits may want to consider storing your kit in something other than the boxes in which it came. This is especially true of counters, or “chits.” Granted a few diehards insist on consigning their ASL counters to a large tub or plastic bag. However, there are more efficient ways to store your cardboard soldiers. Not only will a good storage system save time when setting up a game, but it will also help you keep track of what you do, or do not have. (This is particularly important if you lend kit out at a gaming event. An empty compartment or sleeve will help remind you that something is missing.) Finally, a sound storage system also will help protect your ASL investment from unnecessary wear and damage.
You can also go a step further and organize your mapboards, scenario cards, and so forth. Each player will invariably settle upon his or her own storage system. What follows is but one way of storing your ASLSK kit. It is my hope that it will inspire new players to create a system that works best for them.
A couple of years ago I decided to splurge on a new storage system (Raaco) for my ASL counters. I was left with perhaps 60 Plano Model 3500 boxes and half a dozen carry boxes. For those not familiar with Plano, it is the brand name of a plastics manufacturer, in a town of the same name, in the state of Illinois (USA). Plano produces a range of storage equipment. The plastic Plano boxes that I am referring to were intended primarily for organizing fishing tackle and other small items. Each box can be divided into small compartments suitable for storing ASL counters. Many players in North America use a particular model of Plano, Model 3701. While I had some of these, I preferred to store most of my counters in the smaller Model 3500. 
An example of a Plano 3500 organized for your Amis.
Whereas a 3701 has a maximum of 34 compartments, the 3500 has only 15. Interestingly, the 3500 is the same depth as the 3701 (1¼” or 35 mm). More interesting is the fact that three 3500s have the same “footprint” as one 3701. This gave me 45 compartments in the same space, or 11 compartments more than the 3701. A 3500 is about 5” (125 mm) wide by about 9¼” (230 mm) long. The other thing that I liked about the 3500s was that I could fit a minimum of five of them in a compact Plano carry case. As you can see in the photograph below, I modified these carry cases (Model 1354) slightly in order to accommodate a sixth 3500.

How to modify the top of the carry case.

When I gave my nephew a complete set of ASL Starter Kit (ASLSK) about two years ago, I suddenly had another use for my 3500s. Well, not me personally, as my ASLSK counters are stored with the rest of my ASL counters. Rather it occurred to me that ASLSK players might be interested in utilizing such a system to store their counters. (This system may also have some utility for those who wish to keep their ASLSK separate from the rest of their ASL collection.) Given that the ASLSK counter mix is not large, I calculated that my nephew would be able to store the counters from all three Starter Kits in just six 3500s. These six boxes could in turn be stored inside a handy carry case. So I gave him a carry case with six 3500s and suggested that he sort his counters as shown in the photograph below.  
Carry case organized by nationality (GRAACO). Option: store system counters in separate Plano with dice, LOS string, etc., and use last 3500 for Axis/Allied Minors.
Originally I had the Allied Minors bunked with the Italians. But for some reason they never got on well together. Even taking into account the Axis Minor counters that come with the new ASLSK Expansion Pack (ASLSK EP1), I think that players will find that there is enough room to store their entire ASLSK counter set in just one carry case.


Some ideas for the Commonwealth and Allied Minors.

If you are as keen as I am when it comes to organizing, you may want to slip your ASLSK mapboards inside heavy-weight page protectors that can, in turn, be stored inside a binder. A one-inch binder will store all eleven ASLSK mapboards (p-z). Each board can be removed without removing the page protector from the binder. This will leave an empty page protector as a reminder that a board is missing. The binder and page protectors will also help protect the boards from excessive wear and/or damage.

I recommend heavy-weight page protectors for maps.
On the subject of binders, I decided to put my latest rule booklet (from ASLSK EP1) in a binder, together with my scenario cards, and Quick Reference Data Charts (QRDC). I recommend using heavy-weight page protectors, especially for the QRDC. Although the larger rule booklets are a bit snug, each will fit inside a page protector. Alternatively, you can do as I have done and cut the booklet into separate pages. This will allow you to place each page in its own page protector. I prefer this method because it allows me view any page without having to remove the booklet from the binder. The binder is also a handy place to store any player aids that you may have.

My proposed ASLSK storage system requires one carry case and two binders: one binder for mapboards, one for the rules, scenarios and QRDC. I hope that this short post has given you some ideas for organizing and storing your ASLSK kit. There is no right or wrong way to organize your stuff. So take some liberties and enjoy yourself.

10 July 2011

Possessive Compulsive Disorder




I am sure that many of you are familiar with the old adage “possession is nine tenths of the law.” Unfortunately, this adage does not adequately convey the meaning of “possess” in ASL. Possession has important consequences for both fire and movement, but I will focus on movement here. Granted possession is not a difficult concept to grasp, but the implications of possession may be less obvious. In order to understand these implications, you also need to understand a number of related ASL terms, namely drop, Recover1 and move. But let’s begin with possess.
Possession
To “possess” a support weapon (SW) or Gun is to have exclusive rights to portage, fire, repair and destroy it. Portage2 is the ASL term used to indicate that a unit is carrying something while expending Movement Factors (MF). In contrast, the term “possess” simply indicates which unit has exclusive rights to a SW/Gun. For ease, I will explain these terms as they relate to SW, although most of what I have to say applies equally to Guns. 
You show possession by placing the SW on top of the unit that possesses it.3 Interestingly, your units do not have to be Good Order to possess a SW. A unit in Melee, for instance, retains possession of its SW. Even broken and wounded units maintain possession,4 although they may need to drop some or all SW before moving or routing. In this respect, possession is not always contingent upon the ability of a unit to portage a SW.
Drop
The term “drop” has two meanings in ASL. One corresponds to the physical act of dropping a SW while portaging it during the Movement Phase (MPh). In sequence of play terms, “during” means that the unit was moving when it dropped the SW, and by “moving,” I mean that the unit expended at least 1 MF before it discarded the SW. Notice that I said, “expended.” A unit is considered moving whenever it expends a MF, regardless of whether or not it actually moves anywhere. This will make more sense in a moment, so bear with me.
The second meaning of “drop” is more akin to abandoning or leaving a SW behind. For example, because a leader cannot carry greater than two Portage Points (PP)—even with the help of another leader—he does not so much drop a heavy machine gun (HMG), as leave it behind. In the same way, a squad may leave a SW behind at the start of its MPh—that is, drop the SW before expending any MF. In this case, the SW is considered not to have been possessed at the start of the phase. The technical term in ASL for a weapon that is not possessed is “unpossessed.”


Recover
If you agree that to drop a SW is to relinquish possession, then to Recover a SW is to claim possession. Although you can Recover (or Transfer, but not drop) a SW during the Rally Phase (RPh), I am concerned here with Recovery as it occurs within the context of the MPh of a particular unit or stack.
An unpinned and unbroken unit may attempt to Recover a SW in its hex (or Location, if using the complete ASL rule set) at any point during its MPh by expending a MF and making a successful Recovery die roll. But if my unit fumbles, there is no second try.

I am limited to one Recovery attempt per unit, per SW, per MPh. What my unit can—or cannot—do with a SW afterwards depends on the status of the SW when it was Recovered. If a SW was unpossessed at the start of the MPh, or if it was dropped by a unit before the unit expended any MF, its new owner may move the SW to another hex. But if the SW was moved earlier in the MPh, it cannot be moved again, although it may be Recovered.
5
Move
Therefore, even a failed attempt to Recover a SW constitutes movement by the unit attempting Recovery, because a unit must expend a MF to make the attempt. This can have some unintended consequences. For example, if my squaddies possessed a HMG when they failed to Recover a demolition charge (DC), the HMG is said to have moved during the MPh. It does not matter that my squad did not actually move anywhere before making the Recovery attempt. Nor would it matter if my squad were to stay put for the rest of the MPh. In all cases, the HMG is considered to have moved because the squad expended a MF while it had the HMG in its possession.6
Now imagine that I told my butter-finger squaddies to drop the HMG and head elsewhere. At this point I could have another unit try to Recover the HMG. But if I did this, the new owner would have to end its movement if it succeeded. To be more specific, the new owner would be prohibited from expending any further MF during the MPh. Because my dunderhead squaddies foolishly “moved” the HMG before they dropped it, and because a SW cannot be moved more than once in the same MPh, the unit now in possession of the HMG must end its MPh. All this is to say that the point at which a unit drops or Recovers a SW, and therefore relinquishes or claims possession of it, has significant implications for the subsequent movement of the SW. 
The timing of a “drop” or Recovery attempt can also have significant consequences for the unit that possessed or possesses it. I have touched on one of these consequences. I will leave the rest for another article. However, it should be clear from this short piece that possession in ASL is closer to “ten-tenths of the law.”
Notes
1. The terms Recover/Recovery/Transfer are capitalized in the ASL Rule Book 2nd edition (ASLRB2), but not in the ASL Starter Kit (ASLSK) rule booklets.
2. The word "portage" is derived from the Old French verb porter, meaning to carry. It is a good choice for ASL because it has two primary connotations. The first is the act of carrying or transporting something. The second is the cost of carrying or transporting something. See my article “Learning to Carry Your Weight" for an explanation of these concepts as they apply to ASL.
3. Showing possession in Deluxe ASL is slightly different, owing to the larger hexes, but essentially follows the same principle [J2.12].
4. Remember that broken units no longer respond to direction from their commanders and tend to hold onto weapons unless pressed. Granted they will drop excess kit if they rout, but “brokies” usually are reluctant to part with SW in their care. In the real world, persuasive individuals may be able to convince otherwise unresponsive troops to relinquish possession of their SW. Consequently, the ASLRB2 has provisions for Recovering SW possessed by friendly broken Infantry [A4.44]; ASLSK does not.
5. Perry Cocke, the resident dean of ASL, is arguably the last word on the interpretation of ASL rules. In 2007, he clarified that if a unit expends any MF while it possesses a SW, the SW is considered to have moved during that MPh. Otherwise, the SW has remained stationary. Perry Cocke’s reply to Will Fleming’s post on GameSquad forums, 2 September 2007. Mr. Cocke is a co-owner of Multi-man Publishing, the official publisher of all things ASL. His authoritative reputation where rules are concerned has led to his considerable body of judgements on game play to become known as Perry Sez. A rule interpretation often stands or falls simply because Perry says so.
6. One unintended consequence of “moving” the HMG during the MPh is that the HMG cannot be fired during the Advancing Fire Phase (AFPh). Had the squad possessing the HMG dropped it before attempting to Recover the DC, another unit could have attempted to Recover the HMG. If successful, and provided the unit that Recovered the HMG did not expend any further MF, the HMG would be eligible to fire in the AFPh, albeit as Area Fire—for firing in the AFPh.

04 July 2011

Starter Kit Life Support

Starter Kit Life Support
You’ve taken the plunge and bought into the ASL mystique. But after coming up for air, it’s occurred to you that there’s more to the beast than your friends have let on. 
No problem. I can help. I'm not an expert. Who is? However, I will do my best to provide you with some guidance.
I've been playing ASL for some time. More importantly, I am familiar with the ASL Starter Kit (ASLSK) rule booklets, having consulted them repeatedly in the course of writing my ASLSK articles. I also have the latest and most up-to-date of these booklets, which can be found in the ASLSK Expansion Pack. 
My answers should not be taken as gospel. That said, I will do my utmost to direct you to the appropriate rule references. If you stump me, I will refer you to others with more expertise. For the most part, however, I suspect that you will find your answer here, or on one of the ASL forums such as GameSquad, BoardGameGeek, and Consimworld. In the unlikely event that I don't answer your question within 24 hours, I'm almost certain that a Squad Leader (i.e. Follower) on this blog will chime in.


Starter Kit Hotline 
Need an answer to a rule question?
Start by looking under the most relevant section heading. (I will add headings as answers are posted.)
Example:
I want to know if I can use my flamethrower (FT) in Close Combat (CC). So I check Section 3.8 Close Combat Phase. If I do not find my answer there, I would try Section 4.0 Weapons and Support Weapons (SW), or Sub-section 4.2 Flamethrowers. I find the following Q&A:
Section 3.8 Close Combat Phase
Q. Can I use my light machine gun (LMG) in Close Combat (CC)?
A. No. You cannot use any SW in CC.
Because a FT is a SW, the answer to my question is no. 

Cannot find an answer to your question?
Post it as a “comment” below.










Life on the Edge


The following post is an excerpt from my article “Getting a Move On.” I have chosen it as my first Advanced Squad Leader Starter Kit (ASLSK) post for a couple of reasons. First, it deals with some very basic concepts of Infantry movement. Second, it is a subject that is too often overlooked.
Those of you who only own the first Starter Kit (ASLSK1) will be perplexed and surprised to find that subsequent ASLSK rule booklets have spelled out how to enter the mapboard: perplexed, because entry is somewhat intuitive; and surprised, because there is indeed more to entering the board than you may have suspected. Then there is the matter of exiting.1
Entry
Units may enter from off-board, either at the start of a game, or later as dictated by the scenario. Entry is a two-step process. It begins before the start of the Rally Phase (RPh) of the player turn in which your units are permitted to enter.2 Imagine that you are the ATTACKER—the player whose turn it is to move. Before you conduct any RPh actions, you first set up any off-board units that are scheduled to enter during your turn. You place these units in hypothetical hexes adjacent to the mapboard edge(s), in accordance with the entry restrictions on the scenario card.  
In order to get the most out of your upcoming movement phase (MPh), you need to be aware of several  aspects that are unique to off-board terrain. ASLSK treats all off-board hexes as Open Ground for setup and movement purposes, including entry and exit. This means that your Infantry units will expend 1 MF per hex while moving off-board. The major exception to this standardized off-board terrain is that on-board roads are said to extend off-board for the purpose of road bonus. This can be useful when entering (and exiting), just be mindful of stacking limits, which apply equally off-board.3
In the next step your units actually enter the mapboard. Your units have the option of entering either during the MPh or the Advance Phase (APh)4 of your turn. Although they may not perform any other actions while off-board,5 your units may move off-board during the MPh. As long as they remain off-board, your units remain out of enemy Line of Sight (LOS), and therefore are invulnerable to enemy fire of any kind. But as with on-board movement, your units may not exceed their MF allotment while moving off-board, although leader and road bonuses may still apply.6 
Off-board movement
There are a number of reasons why you may want or need to expend MF while off-board. Stacking limits, for instance, periodically require that you position your units in echelon (one behind the other) in order to enter along a road, or because you are compelled (or desire) to enter successive units on a narrow frontage. In this case, some units will not be set up adjacent to the board edge and will have to expend MF off-board just to reach the board edge. 
Another good use of off-board movement is to sidestep on-board unpleasantness. Imagine that your opponent fires at one of your units as it enters the mapboard, leaving Residual Firepower (FP) in a board-edge hex that you now prefer to avoid.7 “No problem,” you say, “I'll just enter my next unit either side of this hex.” And you would be correct. However, you have more options than that. First, you can defer entry until the APh and enter the board not only when the Residual FP is no longer a concern, but also when the enemy can no longer fire upon your units. Second, you can move your remaining units laterally off-board and enter at a more convenient point. Or third, you can shift your units to either side of the tactical hiccup, remain off-board, and enter during the APh. 
Hidden units present another problem —and opportunity—for your units as they enter the mapboard. In scenarios where an enemy unit is permitted to set up hidden in a mapboard-edge hex, it is possible that one of your units may stumble upon a hidden unit as it enters the mapboard.8 If this occurs, your unit is returned unharmed to its initial off-board hex where it ends its MPh. (Note that, as per the example in figure below, this unit may nevertheless enter the mapboard during the APh.) In light of this revelation, you may want to change the points of entry of other units that have yet to enter, in order to avoid entering either side of the newly revealed enemy unit. After all, braving Point Blank Fire (PBF)9 is usually bad for morale. But as troublesome as the sudden appearance of a hidden unit may be, its appearance also presents you with new opportunities.
Off-board movement can provide an ATTACKER with sufficient flexibility to not only adapt to changes in the tactical situation, but also capitalize on these changes. For example, finding a hidden enemy unit early in your MPh allows you to move your remaining units with less risk. Additionally, this discovery may also provide you with an opportunity to eliminate the enemy unit. However, the advantages of off-board movement can really come to the fore when your opponent malfunctions a key SW, or an enemy unit cowers.10 In such cases, off-board movement may allow you to shift units safely off-board and enter where they can gain the most from your opponent's misfortune. 


There are a couple of caveats, however. First, your units cannot use off-board movement to circumvent a restrictive entry condition. If the scenario card states, for instance, that you must enter along the east edge, you cannot use off-board movement to enter along a different board edge. Similarly, if your forces must enter on or between rows “F” and “K,” you cannot enter—even during the APh—on any hex that falls outside of these limits. The second caveat is that if any of your units fail to enter, or decline entry—on the turn in which they are scheduled to arrive—they are eliminated.
The figure below illustrates some of the ways that Infantry can enter the playing area proper during the MPh, and the APh.


Exiting
Leaving the mapboard is simple. A unit can exit voluntarily if it is Good Order (GO) and exits in order to fulfil a particular scenario Victory Condition.11 Otherwise a unit cannot exit. Normally, only the forces belonging to the Scenario Attacker will be required, and therefore permitted, to exit. Furthermore, all units must abide by any exit restrictions noted on the scenario card. Should a unit be forced to leave the mapboard for any other reason, it is eliminated. Lastly, because off-board hexes are treated as Open Ground, the cost for Infantry to exit is always 1 MF, and the road bonus may apply.
I recommend that you play scenario S4 “Welcome Back” from ASLSK1, as the Germans. The scenario requires both sides to maneuver. The Germans not only enter from off-board, but also have to exit in order to win. This will provide you with an opportunity to practice your moves and display some off-board finesse.

Notes
1. The happy souls who own both ASLSK2 and ASLSK3 will note that the mapboard entry and exit rules are located in different parts of the rule book. The switch was required to make these rules more inclusive, as all units, including vehicles, are subject to the same entry and exit rules.
2. The word “player” was omitted in section 3.3 of the ASLSK2 rule booklet. This may have led some to believe, incorrectly, that units slated for off-board entry must be set up in the RPh of the game turn in which they are due to enter.
3. The rationale for setting up units for entry before the RPh is that it prevents a player from taking advantage of any change in the tactical situation brought about by events in the RPh and the PFPh. If you find entry from off-board confusing, butt a spare board along the entry edge and set your units up on the spare. If you are playing online using VASL, add another board and crop it so that it is only a few hexes deep. Note that the off-board landscape in ASLSK is a slight departure from the ASLRB2 [EX: A2.51; A2.6]. 
4. I review the APh (and the Close Combat Phase) in my article “Up Close and Personal.”
5. There is no provision for deploying squads into two HS in the ASLSK rule set.
6. Double Time is also permitted.
7. My article “Stop! or I'll Shoot” explains Residual FP.
8. Although rare, S24 “Sherman Marches West” (ASLSK3) does raise the prospect of such an occurrence. Although the probability is low that a German player would do so, the Anti-Tank Gun in this scenario may be set up hidden in a board-edge woods hex along the west edge of board t.  
9. Refer note 10 below.
10. Among other things, my article “Ready, Aim, Fire!” examines pinning, the perils of moving in the open or along roads, PBF, cowering, and SW malfunction.
11. A Recalled armored fighting vehicle (AFV) exits involuntarily per section 7.10 in ASLSK3.