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Wargames» Forums » General

Subject: Preach to Me Church of ASL rss

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Andy Daglish
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zuludawn wrote:
ASL is not a church.


It is, and it is a broad one which split into denominations long ago.
 
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Peter Martin
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BeatPosse wrote:
ASL generates narrative like no other boardgame I have ever played. The seemingly needless complexity arose out of an attempt to allow the players to do anything. What if I want to do a drive by with the MG on an armored personnel character? What if an engineer throws a demolition charge down the stairwell? The range of possibilities is huge. Most of the hard rules are edge cases.

It's like a D&D game, but instead of telling the story of Beef McSlabHuge the Lawful Good paladin, you are telling the tale of Baker Company, 1st Battalion Fifth Marines at Pelelieu. It follows the same model of taking a million things into account and generating a target number to see if the action succeeds. After a while, all of the normal action become routine and you only have to dive into the rulebook when someone is trying to drive a Satan flamethrower tank off of a landing craft in choppy water.

Like D&D, everyone will play it wrong the first few dozen times. But you still get the "remember when your berserk Gunnery Sergeant managed to clear that whole cave after his flamethrower blew up?" moments. Don't worry about a total understanding or even winning. Don't be afraid to wing it when you can't find a rule. Agree to play it a certain way with an understanding that you will look it up later for future games.

Another way it is like D&D is that new players really need a Dungeon Master to teach the game and provide an opponent. The DM always knows the lion's share of the rules until his players have played for a long time. Then the players handle more and more of the rules themselves until everyone is fluent in the system. This doesn't bother people much in rpgs, but it sure frustrates people trying to learn ASL.

In the end, if the game doesn't appeal strongly, spend time playing games that do what you want them to. I tried for a long time to see what I was missing with Magic Realm and realized that the problem was that I actually just don't like it.


John Hill, the designer of the original Squad Leader, said the very same thing about Squad Leader being "Role-playing for wargamers". It is interesting that he disavowed it when ASL came out because he felt it had become too reliant on "hard factors" like armor thickness and muzzle velocity and not soft factors like morale and such.
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J Fro
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I just want to say, God, on behalf of all of us thank you for all of the good things we do in your name, like charity and forgiveness. That’s an idea we would never come up with. That’s for sure. You know that better than anybody.
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HeinzGuderian wrote:
I realise I have become an ASL Anabaptist. I still love the game, but I have become to disregard its worldly existence and the whore of Babylon Papist Anti-Christ loving, caring game company that has spiritual monopoly over it and provides its dogma modules to its believers when and how it sees fit. It is on theological grounds that I refuse to partake in military and civil government tournaments and ranked ladders, and my attitude towards the new trends in the game is one of non-conformity. So, be a priest and spread the Ruleset yourself, and don't wait for others to provide you guidance, for no one has a place between a gamer and ASL.


A WITCH!
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Víctor Pérez
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jfro wrote:
HeinzGuderian wrote:
I realise I have become an ASL Anabaptist. I still love the game, but I have become to disregard its worldly existence and the whore of Babylon Papist Anti-Christ loving, caring game company that has spiritual monopoly over it and provides its dogma modules to its believers when and how it sees fit. It is on theological grounds that I refuse to partake in military and civil government tournaments and ranked ladders, and my attitude towards the new trends in the game is one of non-conformity. So, be a priest and spread the Ruleset yourself, and don't wait for others to provide you guidance, for no one has a place between a gamer and ASL.


A WITCH!


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Roger Hobden
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HeinzGuderian wrote:
I realise I have become an ASL Anabaptist. I still love the game, but I have become to disregard its worldly existence and the whore of Babylon Papist Anti-Christ loving, caring game company that has spiritual monopoly over it and provides its dogma modules to its believers when and how it sees fit. It is on theological grounds that I refuse to partake in military and civil government tournaments and ranked ladders, and my attitude towards the new trends in the game is one of non-conformity. So, be a priest and spread the Ruleset yourself, and don't wait for others to provide you guidance, for no one has a place between a gamer and ASL.


Thank you for your Fatwa about ASL. arrrh
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No, it is not a picture of David Carradine
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JaggedTech wrote:
This link leads to one of the most eloquent answers to your question that I have read: http://www.boardgamegeek.com/thread/386060/an-attempt-to-des...

And also, ASL is not a lifestyle game unless you want it to be. All of the ASL players I know play a lot of other games too. ASL is not a cult, nor are ASL players any more cultish than the enthusiasts of other systems. Most ASL players I know also play other tactical WWII game systems, so they are not blind to other systems.


God damn it. ASL Start Kit #1. Ordered.

I fear this will go badly.

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Andy Daglish
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atsgamer wrote:
Ok, I have been moving my way up the wargame foodchain and am now flirting with ASLSK 1.


think of some not very bright guys simplifying something for a market they think is not very bright and you'll get the picture. The bigger joke is they've been pretty successful commercially, however a degree of proof is the common pattern where ASKSK#1 is bought & briefly played, the penny drops, and its ditched in favour of the rules and Beyond Valor.

Quote:
I have played a couple of sample games with an experienced ASL player


You wouldn't have been getting the fullest benefit of his experience.

Quote:
and am now working through a solo game of ASLSK. My problem is that I find the learning curve, even for ASLSK, a bit steep. Even the mechanics of a turn don't seem intuitive, they seem like using a PC when you have a Mac.


Indeed it isn't, and rules questions never get the answer you were expecting. The turn sequence gets boring, in its dull perseveration.

Quote:
I have played squad level games like CoH, CC and Band of Brothers. These games seem to get to the center of the tension and fun of such games with intuitive and manageable rulesets (plus no CRTs!).[q]But I am guessing that there is something I am missing, something that is over the hill of learning in ASL. For those who love this game, tell me why persevering is worth it. Is it the community? Is it tradition? Is it the expandability of the game? Is it the detail and "realism?". What does ASL have that no other squad level game has?


A wargame is game design plus history, for better or worse according to the makers' ability. The common pattern for squad-based games is failure in the design department. This means it doesn't actually work, but it can be made to work by changing the rules. Meanwhile the historical content takes a back seat. There was a Paper Wars review of the TCS game dealing with the Leros fighting that was derisive for this reason. I thought CoH was clearly remarkably stupid in all areas, but its fun & easy for those who don't know any better. But of course most assume the quality of the graphics must have some connection with the game they are buying.

The armour-anti-tank system in ASL was devised by Lorrin Bird and it is the stuff of genius rarely found in any area of human endeavour. Its very simple, and was kept so by disallowing special cases, for example situations where the hull and turret protection of the same profile of a tank varied considerably. In ASL they are only ever one armour class apart.

The difference you're looking for is credibility. ASL has some at least, and the others don't, so after a while you begin to think its real. Up Front is an excellent comparison because it deals with many of the same issues equally credibly but in different ways. There's no reason why someone knowledgeable shouldn't design a third game in this class, of 21st century vintage, and they should, because its been a long time.

So thats the answer to your question: the others are worth flushing away.

 
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Peter Martin
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aforandy wrote:
The armour-anti-tank system in ASL was devised by Lorrin Bird and it is the stuff of genius rarely found in any area of human endeavour.


Aldie, I'm begging you. Please give us a "Hyperbole Off-Switch" so we can filter out such drivel!
 
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Alec Clair
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_Kael_ wrote:

About the variety of opponents: I've never 'met' a woman playing it, so far.


I did, I saw a woman coming to a tournament with her boyfriend, she gets 3 wins out of 5 games.

And a friend of mine use to play some Red Barricades - ASL Historical Module 1 games with his wife.
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Andy Beaton
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It's the narrative, and the near limitless possibilities that make the game what it is. Any tactical game can have an assault by Free French troops through the woods against a German-held house. But what about German fire that causes one member of the squad to rise up in heroic fury and lead his men against the Germans? What if they were not just Free French but Moroccans from the colonial army with a reputation for deadly close in knife fighting? What if a German machinegun then opened up on them from the flank, breaking the squad's morale, but not the hero, who charges into close combat against a full squad of Germans and kills them all in hand-to-hand knife combat, even though he is wounded by the crossfire and dies while killing the last German?
That was half a dozen die rolls that represent my near-capture of a victory location. But the narrative.. man! That was fun!
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Robert Wilson
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Because its fun

is that a good enough reason to play a GAME?
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deltarn wrote:
_Kael_ wrote:

About the variety of opponents: I've never 'met' a woman playing it, so far.


I did, I saw a woman coming to a tournament with her boyfriend, she gets 3 wins out of 5 games.

And a friend of mine use to play some Red Barricades - ASL Historical Module 1 games with his wife.
Didn't say they don't exist. Just that I haven't met any.
But two people in this thread alreay reported they did. Cool.
cool
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Mellow Muzzle
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JaggedTech wrote:
...

All of the ASL players I know play a lot of other games too. ASL is not a cult, nor are ASL players any more cultish than the enthusiasts of other systems. Most ASL players I know also play other tactical WWII game systems, so they are not blind to other systems.


Indeed and agreed!
 
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Peter Martin
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aiabx wrote:
It's the narrative, and the near limitless possibilities that make the game what it is. Any tactical game can have an assault by Free French troops through the woods against a German-held house. But what about German fire that causes one member of the squad to rise up in heroic fury and lead his men against the Germans? What if they were not just Free French but Moroccans from the colonial army with a reputation for deadly close in knife fighting? What if a German machinegun then opened up on them from the flank, breaking the squad's morale, but not the hero, who charges into close combat against a full squad of Germans and kills them all in hand-to-hand knife combat, even though he is wounded by the crossfire and dies while killing the last German?
That was half a dozen die rolls that represent my near-capture of a victory location. But the narrative.. man! That was fun!


I think this is the most compelling reason to play ASL. Although, to be honest, you can get a compelling narrative playing other tactical-level WWII games as well. For example, my buddy and I still smile when we think of the time we played "The Opera House" scenario in Berlin: Red Victory when the Russian dead were getting stacked up like timber just trying to get in the place! It happened again recently with a Saipan scenario I have been working on for Valor & Victory where the Marines charged into a bunker just to realize that the Japanese were not there but in the bunker next to them and were firing on them!

I played ASL for a lot of years and enjoyed it back then. I get why people enjoy it and I respect it as a seminal game design. Now, I just don't have the time or inclination to play ASL when there are other games that scratch that itch. Contrary to Andy's comment, the other games don't deserve to be flushed because they too (if they are good scenarios) offer an equally compelling narrative.
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Roger Hobden
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Unfortunately, it is not so rare to find an ASL player that seems to be best described by a vector that specifies the time-derivative of acceleration. shake

j= da/dt = d^2v/dt = d^3r/dt
where
a is acceleration,
v is velocity,
r is position
t is time.
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  • Last edited Thu Feb 9, 2012 10:24 pm (Total Number of Edits: 1)
  • Posted Thu Feb 9, 2012 8:36 pm
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Garth Boucher
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ASL. It's the kind of game that you include in your username.
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Andy Beaton
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Peso Pete wrote:

I played ASL for a lot of years and enjoyed it back then. I get why people enjoy it and I respect it as a seminal game design. Now, I just don't have the time or inclination to play ASL when there are other games that scratch that itch. Contrary to Andy's comment, the other games don't deserve to be flushed because they too (if they are good scenarios) offer an equally compelling narrative.


CoH is the only other game I've played enough to have an opinion on, and I found it felt much.. gamier. I was able to pull off unstoppable manouvers and found myself thinking "I could never get away with this in ASL - rule X (or Y or Z) made for a more believable experience". Note I didn't say 'realistic'. But the narrative felt more true. JMHO, of course.
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David Janik-Jones
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atsgamer wrote:
What does ASL have that no other squad level game has?


Fanatics who are only one level beneath those of us who have Up Front tattoos? whistle

BeatPosse wrote:
ASL generates narrative like no other boardgame I have ever played.


One man's fish is another man's poisson in this case. I find ASL to deliver one of the least narrative experiences playing tactical WW2 games. With regards to story/narrative, I must paraphrase Steve Jobs, "Any time you see CRTs, they've done it wrong."

Mark_WH wrote:
According to http://www.aslscenarioarchive.com/ there are currently 5,419 ASL scenarios, no other squad level game comes close.


That's like saying specs on a computer, matter, though. Bigger, faster, etc mean nothing if the usability and user experience sucks.

Peso Pete wrote:
I get why people enjoy it and I respect it as a seminal game design.


Agreed. As a tactical WW2 gamer since the 70s, I aslo feel that I (also) just don't have the time or inclination to play ASL when there are other games that scratch that itch far better now (for me).
 
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  • Last edited Thu Feb 9, 2012 9:12 pm (Total Number of Edits: 5)
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Mellow Muzzle
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BeatPosse wrote:
ASL generates narrative like no other boardgame I have ever played. The seemingly needless complexity arose out of an attempt to allow the players to do anything.

Right. It is indeed only "seemingly" so, because the "needless" complexity is needed (pun heavily intended) to allow ASL to tell such fine and hard hitting narratives.

Quote:
...Most of the hard rules are edge cases.

Exactly, and I wish more people would realize this. However, it is - you will probably agree - somewhat debatable which rules are "edge cases" and which are not, and some "basic" ones (like e.g. concerning routing) have their way of being a proverbial pain in the , even after all those years (I should say decades).

Quote:
...Don't worry about a total understanding or even winning. Don't be afraid to wing it when you can't find a rule. Agree to play it a certain way with an understanding that you will look it up later for future games.

Brilliant. Why is it so hard for some (actually, quite a few) people to do this?

Quote:
...This doesn't bother people much in rpgs, but it sure frustrates people trying to learn ASL.

I say! The mere weight of the ASL (or, for that matter, any) rulebook does not imply an equal weight in "rule enslavement"!
 
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Mellow Muzzle
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DaveyJJ wrote:


BeatPosse wrote:
ASL generates narrative like no other boardgame I have ever played.


One man's fish is another man's poisson in this case. I find ASL to deliver one of the least narrative experiences playing tactical WW2 games. With regards to story/narrative, I must paraphrase Steve Jobs, "Any time you see CRTs, they've done it wrong."

Mark_WH wrote:
According to http://www.aslscenarioarchive.com/ there are currently 5,419 ASL scenarios, no other squad level game comes close.


That's like saying specs on a computer, matter, though. Bigger, faster, etc mean nothing if the usability and user experience sucks.


Tastes differ, agreed, but you cannot brush aside the fact that ASL offers so many scenarios, and as such is (overwhelmingly) demonstrating its "seminal narrative dominance", second to none, which does NOT mean that there are no others that come close.
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Warren Bruhn
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BeatPosse wrote:
ASL generates narrative like no other boardgame I have ever played....

It's like a D&D game, but instead of telling the story of Beef McSlabHuge the Lawful Good paladin, you are telling the tale of Baker Company, 1st Battalion Fifth Marines at Pelelieu. It follows the same model of taking a million things into account and generating a target number to see if the action succeeds. After a while, all of the normal action become routine and you only have to dive into the rulebook when someone is trying to drive a Satan flamethrower tank off of a landing craft in choppy water.

Like D&D, everyone will play it wrong the first few dozen times. But you still get the "remember when your berserk Gunnery Sergeant managed to clear that whole cave after his flamethrower blew up?" moments. Don't worry about a total understanding or even winning. Don't be afraid to wing it when you can't find a rule. Agree to play it a certain way with an understanding that you will look it up later for future games.

Another way it is like D&D is that new players really need a Dungeon Master to teach the game and provide an opponent. The DM always knows the lion's share of the rules until his players have played for a long time. Then the players handle more and more of the rules themselves until everyone is fluent in the system. This doesn't bother people much in rpgs, but it sure frustrates people trying to learn ASL.


Good Grief! What a concept! Maybe it would be easier to play WW2 tactics using Dungeons & Dragons. Haven't looked at the D&D rulebook, but if it is easier to understand than the ASL rulebook, then maybe D&D is the way to go. But then again, maybe Savage Worlds or .45 Adventures would also work. There is an expansion for .45 Adventures called Amazing War Stories that might really fit the bill.

(Best narative I've seen in a boardgame was in AH Gunslinger.)

By the way, here is a link to Amazing War Stories on BGG:

http://www.boardgamegeek.com/boardgameexpansion/28481/amazin...

And here is an off BGG website for Weird War II (Savage Worlds Wierd Wars):

http://www.studio2publishing.com/shop/advanced_search_result...
 
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  • Last edited Fri Feb 10, 2012 12:37 am (Total Number of Edits: 2)
  • Posted Fri Feb 10, 2012 12:04 am
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Cpl. Sadler 8-0
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Every edition of D&D has thousands of pages of rules and addendums and add ons. Every gaming session requires lookups and record keeping with a pencil and paper. It isn't easier than ASL. People just don't get as wrapped around the axle about it in a game about chopping orcs in the face.
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Warren Bruhn
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I was joking about playing WW2 using D&D. Last time I played D&D was 33 years ago. But Savage Worlds and .45 Adventures strip out most of the record keeping to allow for a faster game with the narative potential of an RPG. Having grown up reading Sgt Rock comic books, the RPG level is somewhat interesting to me. Savage Worlds and .45 Adventure are designed to be used with miniatures.

I find it hard to think about games on the ASL level or below without miniatures now. There are players in my region using ASL with miniatures on large hex grids. I've played in local games using a modified version of the older Squad Leader / Cross of Iron system without hexes. The basic ideas behind the system are still pretty good. But there are other fun rules for miniatures, including this one called Arc of Fire:

http://www.boardgamegeek.com/thread/27043/user-review
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Cpl. Sadler 8-0
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Hey, MMP! I want Marines, not Finns! RISING SUN NOW! HAAKAKAKAKA PALAAAAAAA LATER!
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Werewolves with MG44s is actually right up my alley.
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Robert Wilson
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I dont know if she is a werewolf, but I bet she plays ASL!


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