From: aslml-aslml.net-bounces@lists.aslml.net on behalf of David Olie [daveolie@eastlink.ca] Sent: Saturday, March 19, 2005 8:39 PM To: ASL List Cc: Steve Webber; Steve Webber; Gordon Reid Subject: [Aslml] AAR: S5 "Clearing Colleville" Hey, all. I got my first use of my ASLSK last Wed. evening when I met up with Steve Webber for a game of S5, "Clearing Colleville". I wasn't taking notes, but I think what follows is a pretty accurate account of our game. Steve lives in Halifax, NS, (my hometown) where I was visiting for job-related meetings. Steve said he's really new to the game. He bought SL about 7 years ago, then learned it's been pretty much superseded by ASL. He now owns the ASLRB, a few modules, and ASLSK, but his only playing experience has been a few games of "Retaking Vierville" with his son. Steve wanted to try something with a few MGs, so we picked S5, and he took the Germans. His setup was pretty up-front. He had the HMG/4-6-7 in M4, LMG/4-6-7 in P6, 2 x 4-6-7 in P5, 8-1 in O6, 4-6-7 in N6, 4-6-7 in K6, and the 6+1 in N5 or M6. After the game he said he thought P1 might be a better spot for the HMG, which seems reasonable, although M4 wasn't bad. He also said he realized he shouldn't have been quite so far forward, and I'd be inclined to agree. My at-start setup placed 9-1, 3 x 6-6-6 in V6, with 3-4-6, MMG/6-6-6 in T5. My idea was to try to break the occupants of P5 and P6 with Prep, and run the 3-4-6 into Q6 for a foothold in the main part of the village. Offboard I got 3 x 3-4-6 on the dr, so I set up 3-4-6 off N10; 8-0, 2 x 3-4-6 off O10; 9-2, MMG/6-6-6, 2 x 6-6-6 off U10. My shot from V6 to P6 got a MC of some level, but he passed with a DR 3. I then noticed the shot from T5 at P5 would get an orchard hindrance in addition to the +3 for buildings. Hmm. We set this up and got playing very quickly, but still. Anyway, NE. I tried running the 3-4-6 to Q6 regardless, but they were gunned down. The 3-4-6 off N10 used CX to reach K9, zipping easily through Steve's shot from N6 into L9. (I think this was the first of many boxcars Steve rolled during the game.) I moved a 3-4-6 into each of N9 and O9, leaving the 8-0 in O10. The big stack moved through the grain to S8. Defensive Fire got no results; I managed to avoid grief from the HMG when it fired at T5. In the AFPh the big stack went to R7, an very nice position. The MMG/6-6-6 in T5 fell back to U6 (discretion...) The three 3-4-6s advanced directly south. Hmm. This defense looked a bit tougher to crack than I thought. Steve, however, was unaware of the fine art of skulking. He Prep Fired nearly everything, which did me no damage, and I think it was now he also malfed his HMG. My DF from R7 to P6 rolled snakeeyes for a KIA, and the LMG clattered to the floor. He made a few advances, including a 4-6-7 from P5 into O6, the other (I think) to O5. Evacuating P5 was probably Steve's big mistake, but I think he was realizing at this point he was too far forward. At the top of Turn 2, I totally spaced on my reinforcements. I realized this about halfway through the turn, but Steve was gracious enough to let me bring them on the next turn. I don't think I did any Prep Fire; it was time to move. The MMG/6-6-6 in U6 moved to Q5 and drew fire from P5, to no effect. The stack in V6 made the big move to Q6. SFF from P5 had no effect, but Steve's shot from O6 got a 1MC. The leader passed, but all 3 squads failed, one failing ELR. The R7 stack moved to P6 and survived SFF from O6. One of the problems for an experienced ASLer playing with the ASLSK is remembering which rules are *not* in play. I had read quickly through the rules again before the game, and clued in that Spraying Fire was NA. What I didn't notice was that Assault Fire *is* allowed. So my return fire was not quite what it could have been. Steve was good enough to bring this to my attention later in the game. In my APh, the stack in P6 with the 9-2 leader advanced into O6. I had -2 drm on the Ambush, got the Ambush, and totally blew the 3-1 (-3 DRM) CC attack with boxcars. Unfortunately for Steve, there's no Ambush Withdrawal in the ASLSK rules. His return attack was NE, so we ended in Melee. Steve's Turn 2 reinforcements set up to enter off H0-I1-J0. He was also able to repair his HMG. About my only GO units on board at this point were the MMG/6-6-6 which had advanced from Q5 to P5, as none of my brokies in Q6 were able to rally. Steve might have been well advised to be more aggressive with his reinforcements. But the VCs being what they are, I can see the merit in a more conservative approach as well. Steve's Prep Fire had no effect. He then tried a move to get back his LMG in P6 by moving a 4-6-7 in N5 via N6 and O7. I was able to break this unit in O7 with squad fire from P5. That was a bit of a freebee. That squad routed to M6 and was eliminated for FTR later on. Steve's reinforcing MMG, with 2 x 4-6-7 and the 8-0 advanced into I4; the other 2 squads were in the same vicinity. In O6 the Melee went in my favour. At the top of Turn 3 I got the maximum 5 x 3-4-6 as part of my (delayed) reinforcements. I set up 2 x 3-4-6 off J10; 8-1, MMG/6-6-6, 6-6-6 off L10; 3-4-6 off Q10; and the other 2 I can't remember where. All 3 brokies in Q6 rallied, as did a couple of broken HS in O10. At this point I was in pretty good shape. By the end of the turn I had formed 3 stacks of MMG/6-6-6, 6-6-6, with either -1 or -2 leadership, dealing out 16FP each. Not even +3 Buildings are proof against that, and I was able to push Steve back to the area around I4 during my Turn 5. Steve exacted his last measure of revenge (his MMG position whacked 2 x 3-4-6 in G7 on Turn 4) but I broke that last position in my Turn 5 AFPh, and that was all she wrote. For all you grognards out there, ASLSK is FUN! It took me back to the basics of SL, which was probably when I got the most consistent enjoyment out of this game system. Sure, the chrome that's been added since then makes the game more interesting on a certain level, but there is something to be said for getting back to the basics and just having at it, without a lot of complications. Having said that, it's not a seamless transition from ASL to ASLSK. You do have to "forget" a lot, and also try to remember what you should be forgetting and what you shouldn't. Or something like that. But I recommend it. As a grog, you *will* find yourself saying things like, "If we were playing with the full rules, such and such would have happened..." But the whole idea of this kit is to be a learning tool, so I see no problem with this. Not only that, but we played this scenario (granted, only 5 turns long) in about 3 hours, including setup. And bear in mind Steve is a pretty inexperienced player. Steve was also a good competitor and a pleasure to play with. I hope he sticks with it, and I look forward to playing him again. His luck was a lot worse than mine, but he never said die. Overall this game had a surprising number of high dice rolls, including a whack of boxcars. There were a lot of ELR failures. In the end, Steve had a GO 4-3-6 manning his HMG, which had started as a 4-6-7. How often do you see that in a 5-turn game? Steve says he's looking forward to ASLSK #2. After this game, so am I. If anyone would like to post this AAR to the Forums or anywhere else where ASLSK is discussed, be my guest. David "another satisfied customer" Olie