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Geeklist s for Advanced Squad Leader

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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
David K
United States
Austin
Texas
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Games from all over the place for me this week. Stuff from the 70s all the way through the new hotness.

New:

 8   Quadropolis NEW!

Sorta new:

 9   Advanced Squad Leader (Sorta) NEW!

Repeat:

 9   Dominion: Alchemy
 10   Dominion x2
 7.5   221B Baker Street: The Master Detective Game
 9   Pandemic Legacy: Season 1 x2


Quadropolis was quite good. I like city building and this one has been getting quite the critical buzz... so I wanted to give it a shot. With just one play I can't quite a definite score to it, but I do think it's good. The way buildings are claimed off the board works fairly well at making it so you can't always get what you want, so aside from your first move each round, you're usually having to compromise on a couple different fronts when selecting.

It's somewhat low on direct interaction - you can't really effectively deny things to someone except the player immediately after you, and if it's early in a round, they can often work around the urbanist (a blocking piece) without that much trouble. Scoring works a lot like Between Two Cities except it's more detailed. In fact, I might actually describe the game as "Between Two Cities except that it's good."

My score could move a bit, but I doubt it'll go below 7 or above 8.5. I'd like to quickly move to the "expert" game and see how that changes things up as well.

Advanced Squad Leader was a teaching game (with me being the person being taught ), and we used a scenario from Starter Kit 1, but a mix of SK rules and full ASL rules. This is definitely a game that is hard to approach, with the rules being this huge multi-hundred page tome that reads like a technical manual, chits upon chits that are slathered with numbers, and a strange obsession with abbreviations. The Starter Kits were a great idea by MMP as a way to make the game easier to get started with, as the rules are a much more digestible 20-some pages and they have loads of examples. (By way of comparison, the 'official' tutorial in the full rulebook is still the one lifted directly from the Paratrooper: ASL Module 2 set from 1986, and the 'core' set you need to play (Beyond Valor: ASL Module 1) doesn't include the pieces needed to follow it, so it's not an especially approachable way to learn the game.)

So all that aside... I think it's a great game. It really is. The amount of choices you have, the way you have to balance risk and reward for your actions, and the way attackers and defenders interact is just terrifically set up. The game is definitely infantry-centric (but it is Squad Leader, after all), but it tosses in so much support material that the variety is just huge.

I imagine it'll be months before I really have even a moderate grasp on the "full" rules but I'm having a great time right now. It's also worth mentioning that the ASL community has likely been hugely supportive and incredibly friendly. They're a huge asset to the game and I'm elated that Austin has such an active ASL scene.

Despite not having played it for a few months, Dominion saw two separate plays this week. Once with the base set and Alchemy (70% Alchemy cards) and once with a randomized variety. Both games felt very different and both were a great time. I really need to make good on my pledges to try out the expansions I haven't touched yet. Dominion is just truly a fantastic design. (And FWIW I really like Alchemy, even though it has a poor reputation as far as the expansions go. It just doesn't mix well. But if you're willing to go with 50%+ of Alchemy, it has some really neat cards.)

221B Baker Street was a good time. (Naturally we used the diceless variant again - I don't think I'll ever play without it.) One of the players amusingly guessed the outcome before we had even taken a single turn, yet he was reluctant to try and solve the case, so I ended up being able to squeak out a win ahead of him. I'd be curious to try this co-op with my wife sometime as a little deduction puzzle - it would essentially eliminate the board aspect of the game entirely, but it could still be pretty fun.

And finally, I wrapped up the week with a couple plays of Pandemic Legacy. We finished up through the end of July and we're still thoroughly enjoying the game. Naturally I'm going to avoid spoilers here, but I'll say that I am enjoying how the story and mechanics are unfolding. Most of us have our favorite roles, although one of mine is quickly approaching the end of his useful life... but there's others of course, so I don't mind switching when the time is right.

On My Mind

I'm about 25 hours into Dark Souls 3. The game is still great, but I haven't felt quite as compelled to constantly play it as I did with previous entries. I'm guessing that's because I replayed Dark Souls 1 and 2 and also played through Salt & Sanctuary recently, so I'm just not quite as in need of a game this style as I was when, say, Bloodborne just came out.

I have another teaching game (with, again, me being the taught) of ASL scheduled and a full ASL gameday that I'll be attending coming up soon as well. Looking forward to it and to seeing more elements of the game in motion.

My wife and I have our anniversary (4 years) coming up in the near future and we're trying to find something fun to do other than the usual "fancy restaurant" dinner. I'm eyeing going to a play, since we both enjoy going out to those, but neither of us have been in quite a while.
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Gregory Smith
United States
Newark
California
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IGNITION - bringing enlightenment where once all was dark
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This game is pretty much always on my table. I currently have a physical game set up with a regular FTF opponent, and an online VASL scenario in progress as well.
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Magister Ludi
Australia
Fremantle
Western Australia
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Roll low!
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You are a paradox to me, a contradiction You're a predicament for me, and a prediction
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Played a FTF game of Scenario G7- Bring up the Guns ( from The General magazine). Twelve mounted German squads with horse drawn artillery vs the Dutch!

Takes a bit of getting used to movement rates and capability of the cavalry and didn't get it right this time around, so game called as a Dutch victory ( which I suspect was greatly to the liking of my capable Dutch opponent!)
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Alex Radcliffe BoardGameCo
United States
Charlotte
North Carolina
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Soft Reserve: $63

BIN: $75

Condition: Very Good

Edition: Avalon Hill First Edition
 
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Gordon Watson
United Kingdom
Banstead
Surrey - United Kingdom
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ASL - other tactical wargames call it Sir.
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Beneath this mask there is an idea.....and ideas are bulletproof.
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Played by: Obersturmbannführer Russell and Brigadier Gordon.

Scenario AP31 First Cristot from ASL Action Pack #4: Normandy 1944


Normandy June 11th 1944, south of Cristot - tanks of the 4/7th Royal Dragoon Guards have pushed forward onto Hill 102, however before the supporting infantry from D Company 6th Green Howards can join them infantry elements of SS-Panzerdivision 12 have infiltrated the approaches and Panther tanks are heading their way.

A fun scenario in bocage terrain - a nightmare for moving and attacking, and the Brits were further hampered by only being able to move either their tanks or their infantry but not both. Despite managing to inflict precisely zero casualties on the SS, except for briefly unnerving one of the Panthers, the British managed to achieve their objective of placing at least 2.5 squads onto one of the hills by the end of the scenario. The German's probably threw a little too much of their strength against the British tanks and delayed the arrival of their own tanks for too long.

ASL
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Nathan Ehlers
United States
Cleveland
Ohio
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ASL Lot

It's time for me to get rid of this stuff. I'll never play it.

Please pay special attention to the condition notes.

Includes:

ASL 1st Ed Binder - This has seen a lot of wear and ducktape triage. It may or may not include extra chapter supplements beyond the base for whatever that's worth.
Advanced Squad Leader: Starter Kit #1 - I think this copy is unplayed. It's possible I sorted the counter set.
Beyond Valor: ASL Module 1 - Does not include original box. The counters are sorted into baggies and a big plano (included). Does not include original scenario cards. I'm 95% sure the counterset is complete as I counted it a few years ago when this went into storage, but I'm not going to count it again now so As Is.
Map Boards 1, 2, 3, 4, 5, 6, 7, 8, 12, 13, 20, 21, 22, 23
I'll also include any overlays or extras I come across when boxing this up.
 
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
J.L. Robert
United States
Sherman Oaks
California
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Poll: The 2016 AH Cup
Fifth Round Proper
Select One:
  Your Answer   Vote Percent Vote Count
4 Advanced Squad Leader (Tottenham Hotspur)
50.0% 73
13 History of the World (West Bromwich Albion)
50.0% 73
Voters 146
This poll is now closed.   146 answers
Poll created by J.L.Robert
Closes: Mon Apr 18, 2016 6:00 am
 
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Philip Newman
United States
Richardson
Texas
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Preliminary Group 1: 11 Games, 4 Will Advance!
Vote for as many as you like!

Advanced Squad Leader
Nominated by: PzVIE
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Excerpt from Rulebook:

2.2401 GUN DUELS: Vs a non-concealed, non-Aerial DEFENDER's declared Defensive First Fire attack on it, a vehicle may attempt to Bounding First Fire (D3.3) its MA (/other-FP, including Passenger FP/SW) at that DEFENDER first, provided the vehicle need not change CA, is not conducting an OVR (D7.1), its total Gun Duel DRM (i.e., its total Firer-Based [5.] and Acquisition [6.5] TH DRM for its potential shot) is < that of the DEFENDER, and the DEFENDER's attack is not Reaction Fire (D7.2). Neither the +1 DRM for a Gyrostabilizer nor the doubling of the lower dr for other ordnance in TH Case C4 (5.35) is included in the Gun Duel DRM calculation. The order of fire for non-ordnance/SW is determined as if it were ordnance [EXC: TH Case A can apply to non-ordnance/SW only if mounted-on/aboard a vehicle that is changing CA; all such non-turret-mounted fire is considered NT for purposes of TH Case C, and A.5 applies to any type of FG]. If the ATTACKER's and DEFENDER's total Gun Duel DRM are equal, the lower Final TH (or non-ordnance IFT) DR fires first— and voids the opponent's return shot by eliminating, breaking, stunning or shocking it. If those two Final DR are equal, both shots are resolved simultaneously. Any CA change the DEFENDER requires in order to shoot (5.11) is made before the ATTACKER's shot if the DEFENDER's total Gun Duel DRM is less than or equal to the ATTACKER's; otherwise its CA changes (if still able to) after the ATTACKER's shot. After the initial Gun Duel has been fully resolved, and if otherwise able and allowed to, that DEFENDER may announce another attack vs that ATTACKER who in turn may declare another Gun Duel; this time the printed ROF of one firing weapon on each side may be included as a negative DRM in that side's Gun Duel DRM calculation. Only the ATTACKER may declare a Gun Duel [EXC: not if the DEFENDER has done so as per 5.33].
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GeekList: PzVIE's ASL Stuff
Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Ron
Austria
Vienna
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ASL ... yes, this is my Desert Island Game. If I have to give up all my 3000+ games and only allowed to keep one, this would be it. This bloody game stood the test of time. Around for more than 25 years - simply the best.
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Devoted Follower of the Most Holy Church of the Evil Bob. Possessed and down the road to become chaotic, evil & naughty. All hail the Evil Bob and his Stargate.
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Official Modules (Avalon Hill/Multi-Man Publishing)

Beyond Valor: ASL Module 1
Paratrooper: ASL Module 2
Yanks: ASL Module 3
Partisan: ASL Module 4
West of Alamein: ASL Module 5
For King and Country: ASL module 5a
The Last Hurrah: ASL Module 6
Hollow Legions: ASL Module 7
Code of Bushido: ASL Module 8
Gung Ho!: ASL Module 9
Croix de Guerre: ASL Module 10
Doomed Battalions: ASL Module 11
Armies of Oblivion: ASL Module 12
Rising Sun: ASL Module 13
Hakkaa Päälle!

Advanced Squad Leader: Forgotten War – Korean War of 1950-1953 (pre-ordered)
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Max
United States
Chicago
Illinois
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Memorize the rules of a College sized textbook so that once a year you can spend an hour with a friend stacking tiny pieces of square cardboard.
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Robert Wolkey
United States
Spokane Valley
Washington
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Hand ASL rulebook to a euro gamer... watch them scream.
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Robert Wolkey
United States
Spokane Valley
Washington
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It's Tom Vasals fault.

ASL is only ranked #141. Everyone knows it should be ranked in the Top 50, at least the Top 100 at the bare minimum.

1. Tom is rumored to have called wargamers "grumpy". ASL is a wargame. Guilt by association, which probably caused it to drop at least 25 levels.

2. As of 2013 the Dice Tower Awards no longer rewards the Best Wargame of 20xx, so no wargame gets recognition for the year. I bet Tom was behind that decision, dollars to donuts. No wargames, meaning ASL's expansions don't get the award for the best expansion every year like they should. That's worth another 25 steps don't you think? Out of sight, out of mind.

3. Although Dice Tower awarded ASL the Best Wargame of all Time in one of their videos, the three guys doing the video were 'nobodies' as Sam, Zee and Tom were suspiciously absent. OMG! Everyone knows that's worth at least 15 more levels. Come on Tom! At least jump into the video and award a trophy to ASL for its greatness. That lack of judgement cost ASL some points.

Three strikes and you're OUT Mr. Vasal.





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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
J.L. Robert
United States
Sherman Oaks
California
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Poll: The 2016 AH Cup
Fourth Round Replay
Select One:
  Your Answer   Vote Percent Vote Count
4 Advanced Squad Leader (Tottenham Hotspur)
53.8% 70
71 War at Sea (Oxford United)
46.2% 60
Voters 130
This poll is now closed.   130 answers
Poll created by J.L.Robert
Closes: Mon Apr 11, 2016 6:00 am
 
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
ian morris
United Kingdom
lichfield
staffordshire
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Got in a FTF game of 'Mango Tango' from the new Schwerpunkt scenario pack, against Daggers at LASL today. His defending Japanese were mercilessly crushed
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Robert Wolkey
United States
Spokane Valley
Washington
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5000+ scenarios. Supported superbly by MMP. Third party publishers like Bounding Fire, Le Franc Tireur, Dispatches From the Bunker and Friendly Fire offer outstanding scenarios and modules on a regular basis. BFP just released Poland in Flames with 45 scenarios and 8 mapboards. MMP just published Journal 11 with 32 scenarios and their Korean War module is on the horizon.

Have played for 25 years straight and have probably played 900+ scenarios. Have 5 local opponents, 2 local tournaments in Seattle and Olympia. Worldwide players and tournaments almost weekly. A healthy and growing group of gamers. Will probably play for another 25 years.
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
bestia immonda
Italy
bologna
Unspecified
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Advanced Squad Leader was born in 1985 and he even endured good ol'Avalon Hill collapse! The guy shows resilence, huh?
Not to mention 14 modules, new rules, Historic Campaign games... man, my rules binder would explode if I had to buy all of those!
Even nowadays ASL session reports are the ones I read with the most interest; Vassal kept this game alive for many wargamers that like me lost their RL opponents.
ASL, alive and kicking asses since 1985!
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Tom Alaerts
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One of the older examples of the style.
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Alex Radcliffe BoardGameCo
United States
Charlotte
North Carolina
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Soft Reserve: $56

BIN: $73

Condition: Very Good

Edition: Avalon Hill First Edition
 
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Ty Wilson
United States
Minnesota
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Advanced Squad Leader
very strong [Advanced Squad Leader: Starter Kit #1 very strong Advanced Squad Leader: Starter Kit #2]
strong Squad Leader
moderate Up Front

Downstream
 
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
J.L. Robert
United States
Sherman Oaks
California
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Poll: The 2016 AH Cup
Third Round Replay
Select One:
  Your Answer   Vote Percent Vote Count
4 Advanced Squad Leader (Tottenham Hotspur)
57.9% 81
63 Starship Troopers (Barnsley)
42.1% 59
Voters 140
This poll is now closed.   140 answers
Poll created by J.L.Robert
Closes: Mon Mar 28, 2016 6:00 am
 
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Gordon Watson
United Kingdom
Banstead
Surrey - United Kingdom
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ASL - other tactical wargames call it Sir.
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Beneath this mask there is an idea.....and ideas are bulletproof.
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Been around since 1985, still in print and still having modules and expansions printed for it.
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
B Wu
United States
Washington
Dist of Columbia
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For the last few days I've had scenario BoF4: About His Shadowy Sides, from the Best of Friends scenario pack, on the table. After recently playing through the all-armor classic Blazin' Chariots, I wanted to play a scenario that was a more traditional combined-arms clash. BoF4 is a fun one in which a force of Russians (including two monster KV-2 tanks) have to control 9 buildings in a village defended by a small, weak German force. However, on turn 2 German reinforcements, including four PzIVD tanks, arrive to make things more interesting. The PzIVs are severely under-gunned and cannot hurt the KV-2s except on ridiculously lucky rolls. This is a problem since the Russians can also win by eliminating 3 more AFVs than they lose. But the KV-2s are their own worst enemy, slow and plodding with serious Mechanical Reliability issues (they break down and become immobile on startup rolls of 12, and get delayed on rolls of 11).



So far in my play (I'm on turn 4), things are not looking great for the Russians. I advanced quickly towards the village but have not been able to dislodge the core stack of defenders (the wounded 10-2 leader and a squad with an MMG), which stayed under concealment until turn 3, when the MMG laid down a Fire Lane that caused some serious problems. The KV-2 I tasked with flushing out that stack can't seem to buy a hit.



I sent the other KV-2 north with three squads to slow the advance of the German reinforcements, but that has proven to be a disaster. I left two squads in open ground for some idiotic reason, and they were promptly overrun and eliminated by onrushing PzIVs. The one squad that holed up in a building was nullified by VBM Freeze and then eliminated a turn later in close combat. One PzIV got taken out by the KV-2, but KV-2s cannot Intensive Fire, so one shot was all it got, and the other three Panzers continued on to threaten the Russian forces assaulting the village (one was eliminated by the other KV-2). MG fire from the northern KV-2 broke a couple reinforcing German squads and Berserked the 9-1 leader, but the northern interdiction force has not accomplished much else. (photo above)



The Russians are on the verge of controlling 4 building hexes, two PzIVs are now dead, and both KV-2s are still alive and mobile, but it's slow going and the reinforcements are closing in. I think the Russians still have a shot at winning, especially if they focus on eliminating the remaining two German tanks, but it's a difficult proposition.

Update: Much to my surprise, the Russians pulled out the win by building control. After a KV-2 got immobilized and then destroyed by infantry in close combat (assisted by the Berserk 9-1 leader), I was close to giving up hope for them. But constant pressure on the original German defenders in the village finally paid off, despite the fact that I kept botching mortar Smoke rolls, and by turn 6 the Russians had control of most of the village, and all of the German AFVs were out of action. Now the Russians just needed to hold off the reinforcements for a couple of turns. Some well-placed German mortar smoke got them a two squads and two leaders into a building the Russians needed to held, and the game basically went down to the last melee roll, won by the Russians. OK, technically it wasn't that close because I was able to zip a couple of Double Timed Russian units around the board on Turn 8 to grab control of a couple extra building hexes. But that's not as good a story...

The final German push to capture a key building with two strong leaders and two full-strength squads:



Situation at game end; Russians controlled building hexes Z7, W3, W4, U5, S4, S6, R5, Q4, P2 and P9:

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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Ty Wilson
United States
Minnesota
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The "Advanced Squad Leader" branch:

#136 Advanced Squad Leader
#182 Blood Bowl (Third Edition)
#277 Advanced Squad Leader: Starter Kit #1
#325 Heroscape Master Set: Swarm of the Marro
#339 Squad Leader
#500 Advanced Squad Leader: Starter Kit #2

Other recommended branches: All others
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Board Game: Advanced Squad Leader [Average Rating:7.90 Overall Rank:144]
Zigi Hogan
United States
The Ozarks
Missouri
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What's it going to be then, eh?
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Very simple answer...Advanced Squad Leader without a doubt!

I know of no other game that has a 300 page rulebook! Now, several entire sections of rules I have never read because I have never played those units/theaters but that is the beauty of the system; you don't need to read all of the rules. As long as you have the basics of each phase down you can look up whatever rules you need to cover the situation at hand.

I'm not sure if this is the "heaviest" game out there but for sheer mass of rules it definitely tops the list!

I would think some of the Operational Combat Series (OCS) are much more complex than ASL (such as: Case Blue, etc.) but has a lower page count; even with individual 24 page rule books for each nationality AND a 54 page base rule book. I also think any of the Great Battles of History such as The Great Battles of Alexander: Deluxe Edition are much more complex due (possibly) to the way they are written and how you have to handle each units so much differently.
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