This is what I love most about board wargames in general and squad/tactical level wargames in particular - the stories that emerge throughout the game. The Canadians having a shortage of smoke rounds, for example, or the completely unreliable mortar they were assigned for that mission and that kept breaking up on them. Every game of this scale inevitably ends up feeling fresh and different because of those little story moments interspaced throught the gameplay. It's almost a meta-game onto itself.
When the crew fired the hmg, he cannot add his inherent FP. Unless I've been playing it wrong... In the Canadian's adv fire phase, you would have halved the FP, but doubled it for PBF, so your original calc was correct.
Yeah - when ambushed, CC is sequential, so the ambusher does their attack first, then the defender CC's with whoever survives. This makes ambushing absolutely deadly
Why couldn't the Canadian squad that surrendered low crawl to I6 instead? 20.21 does not apply as units in the Pillbox are not in an ADJACENT location to the Canadian squad as pillboxes are a separate location within their own hex. And Conscript German squad would also suffer 1 drm penalty to CCV in close combat, though it wouldn't have made any difference with the roll you had. Conscipt and Green are "Inexperienced" on CCV modifiers on CC table
Wondering which module supplied with the Canadian (Allied) counters. I have SKs 1, 2 and 3, plus a 3rd Edition of Beyond Valor. I would like to play this scenario.
They are from Module 5a "For King and Country" (2nd Edition) which is out of print. I had to pay double the production price to acquire it, but I consider it a "bottleneck" module - so many scenarios depend on it.
Counter Attack Are you finished doing playthroughs? Still playing ASL? I am using your videos to help my students - and I - learn ASL! Thank you for assisting us.
This is what I love most about board wargames in general and squad/tactical level wargames in particular - the stories that emerge throughout the game. The Canadians having a shortage of smoke rounds, for example, or the completely unreliable mortar they were assigned for that mission and that kept breaking up on them. Every game of this scale inevitably ends up feeling fresh and different because of those little story moments interspaced throught the gameplay. It's almost a meta-game onto itself.
Thanks so much for sharing... I'm trying to "relearn" ASL after a long hiatus. Great stuff, looking forward to each new video.
When the crew fired the hmg, he cannot add his inherent FP. Unless I've been playing it wrong...
In the Canadian's adv fire phase, you would have halved the FP, but doubled it for PBF, so your original calc was correct.
Yes you are correct. Thanks!
Please keep doing ASL vids!
23.423 - "Mortar fire...not allowed from non-rooftop building Location"
20:50 the answer is 'no'. It's all there in the rules.
I don't know what to say really. You took a break to read the rule and still misread it.
CC is sequential when there is an ambush so the Germans have no chance to attack back.
Double 1 in CC is Leader Creation.
I think you put 3 squads into a capacity 2 pillbox.
FWIW some of the Canadians could have 'withdrawn' into the pillbox since they ambushed and eliminated all the occupants.
Ambushed units that are killer do not get to fight back
Yeah - when ambushed, CC is sequential, so the ambusher does their attack first, then the defender CC's with whoever survives. This makes ambushing absolutely deadly
I knew I read that somewhere but then couldn't find it so figured I was thinking of another game. Darn it! Thanks for the correction!
I dont believe the leader can modify the half-squads roll after he is pinned.
+2Cavalry, Vehicle, or in Pillbox on ambush roll
Isn't a pillbox a separate location? So you do not advance INTO one from an adjacent location
It is. I believe I catch this later at the start of the German player turn. Thanks!
when rolling double original 1s in a CC doesnt that create a new SMC for that squad?
Why couldn't the Canadian squad that surrendered low crawl to I6 instead? 20.21 does not apply as units in the Pillbox are not in an ADJACENT location to the Canadian squad as pillboxes are a separate location within their own hex. And Conscript German squad would also suffer 1 drm penalty to CCV in close combat, though it wouldn't have made any difference with the roll you had. Conscipt and Green are "Inexperienced" on CCV modifiers on CC table
David Coutts ccv is vs a vehicle.
Wondering which module supplied with the Canadian (Allied) counters. I have SKs 1, 2 and 3, plus a 3rd Edition of Beyond Valor. I would like to play this scenario.
They are from Module 5a "For King and Country" (2nd Edition) which is out of print. I had to pay double the production price to acquire it, but I consider it a "bottleneck" module - so many scenarios depend on it.
Counter Attack Are you finished doing playthroughs? Still playing ASL? I am using your videos to help my students - and I - learn ASL! Thank you for assisting us.
Cool. I am not finished - I've just been very busy with traveling for work, home renovations, and other things. I plan to get back in soon!
Don t the Germans have a broken mg to try to repair too?
16:50 the hs should have Pinned.
So much wrong with the British advancing fire.
Rout phase - ADJACENT and adjacent are not the same thing - see the index and chapter A. This is a fundamental concept in AEL.