Over the past few weeks, my brother and I have played an ASL game via Skype. We each set up the board on our tables, relying on description to ensure that we kept up with each other, and it worked. We also rolled dice ourselves and just announced the result. This also worked for us. It would be nice to have a setup where you can see your opponent, their board and their dice rolls, but the whole thing was a bit ad hoc. Maybe next time. The only real issue we had was when his board appeared to deny a line of sight and mine allowed it. This is the difference between the original boards and the newer Start Kit style boards with updated artwork. All in all, it made for a pleasant, social game.
We could have played on VASL, the digital tabletop for ASL, but that would have meant staring at the computer for yet more hours. I don't want to do that, because I do that all week long at work and get really bad digital eye strain these days, to the point where it takes a solid half hour of staring at anything other than the computer screen before I stop seeing double. The other reason not to do it is that this hobby is tactile and aural for me. I want to feel the counters and hear the dice. If I wanted to play on the computer, I would play Cyberpunk 2077 or Parkasaurus or something, not ASL.
As we have both been out of the game for a while, we decided to follow Jim Stahler's "8 Steps to ASL" which was published in the ASL Annual 1990 to refresh our memories. This approach is based on the original Squad Leader rulebook that took a staged approach to learning the rules, and it uses the same scenarios but updated to ASL. These are now in the ASL Classic supplement that you can get digitally on WargameVault. The first scenario is "The Guards Counterattack". I have lost track of how many times I have played this scenario. It is just such a perfect introduction to the game with only infantry and machine guns, and no weird terrain rules.
The Scenario
The scene: Stalingrad, October 1942. Soviet assault troops are massing to try to retake part of the city. The Germans are digging in hard and resisting. They are outnumbered and their positions are flanked, but they have the advantage of defending. Their only goal is to hold on and not lose too many troops.
My brother took the Soviets, whose goal is to take ground in Stalingrad (measured by stone buildings captured) or to reduce the German forces. Failure to meet one of these goals means that the Germans win. Set-up is limited by the scenario description, which made the scenario more suitable for our purposes and we were able to use email to set-up ahead of time, so that we could just get on with the important business of rolling dice and talking shite.
My set-up in this game was based around using my machine guns to get interlocking fire lanes to stop the Soviet forces advancing. Naturally, this failed on the first turn as my machine gun teams were broken by Soviet fire. Only one team managed to lay down any fire. Fortunately, this was the one that inhibited the Soviet assault troops' advance. In the end, I feel like this was pivotal in the result of the game alongside my sniper who get busy from the outset. The assault troops failed to advance quickly enough. Being held up in the first building meant that the Soviets could not push on fast enough to take more buildings.
As with every play of this scenario that I have every played, the Soviets advanced counter-clockwise and the Germans did the same. As my sniper took several solid shots, the Soviet leadership suffered. Troops broke, the leaders rushed to rally them and were shot down by the sniper. Even the Soviet commissar was wounded. By the end of turn 3, only the Soviet commissar remained, and he was doing sterling work shooting his own troops, who kept cowering behind cover instead of rallying and returning to the fight.
As the game continued, a German squad managed to manoeuvre round the Soviet forces, and started taking buildings previously held by the Soviet forces. Lacking leadership, the Soviet troops stayed broken rather than returning to the front. Those who remained had no fire support and were only left with the option of charging the German positions and hoping that they survived. Dear reader, they did not.
Situation at the end of the game. So many broken Soviet troops! The Soviet MMG top centre is actually possessed by a German squad. The wound marker on the right shows the wounded Soviet Commissar. |
As the day closed, the Germans held on. The Soviet forces were in disarray with only a tiny number of squads still combat ready. All the rest were broken and hiding from the German firepower, unable to rally because their leaders had all been sniped. The Battle for Stalingrad would continue another day.
Thoughts
This is a great scenario and well-balanced. As was expected, the action moved in a circle with the Soviet assault troops taking their target building, while the Germans managed to circle round through the Commissar's building while he was broken and take Russian buildings at the top of the map.
The key things that won it for the Germans were the slow advance by the Soviet assault troops and the active German sniper, who killed two of the Soviet leaders by half-way through the third of five turns. With troops broken and no way to bring them back into the fray en masse, the Soviet advance stalled. My brother still heroically soldiered on and tried to get his troops into place. He did succeed in making small advances, but there was no way what remained of his forces was going to win the scenario without extremely lucky dice rolls that were not forthcoming.
Probably the most played SL/ASL scenario ever, and rightly so. A great intro scenario and well balanced. And I am with you - I like the tactility of pushing figures or counters around compared to playing virtually.
ReplyDelete