Advanced Squad Leader - The Guards Counterattack - Turn 2
This is turn 2, Scenario A, The Guards Counterattack from Advanced Squad Leader's Beyond Valor module. The Russian guards continue pushing through the German held building, but fail to get into another. The Germans rally all their troops and reinforce the central building.
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Bought SL in 1976 and this was the first scenario. Brings back wonderful memories. I discovered ASL in the late 80's. All my playing buddies moved away by 96' and that was that. Red Barricades is still my favorite game of all. I hope you do more scenarios.
Love this series. Blast of nostalgia for all the times I played this with original Squad Leader. Nicely filmed and narrated too.
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The self rally must be attempted as the first rally attempt of the PT, and a +1 applies to all self rally attempts-even leaders. A unit still gets a -1 for being in Rally Terrain so these often will cancel each other out for self rallies.
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Just one more comment - and I promise, I truly do enjoy the video! - is this: 8.223 SNAP SHOT: A Snap Shot does not leave Residual FP. . You really would have been better taking the regular shot, with the 4 fp and a -2, leaving a 2FP residual.
The broken German HS that routed from G6 could not route to I8 because when it was moved to G7 it now had become aware of the Russian units in M5 and possibly N5. Once these became known to it, it could no longer move in a way as to decrease the range to those known enemy units. The only legitimate path available to it from G7 to G8 and then to F8 or G9 as the now closest Building/Woods hexes. This applies even though the unit moved out of LOS from those Russian units in G8. The same might have applied for a route from G6 to H5 as the Russian units in J2 may have an LOS to G6. If not then H5 might be a legal route, although as you pointed out the Building can be ignored as per the rules.
Hey Counter,
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Very good and extremally helpfull video. I just jumped from the Starter Kits to the full ASL some time ago and found this movie very helpfull to find majore differences between both. I like how detailes it is, everything what's important is mentioned and described. I hope you'll continue, there some rules that weren't used here. Also, any chances you'll do something guns or tanks based? Anyway, thanks a lot.
It looks as though the in the rout phase the German squad that was in the street actually moved closer to one of the known Russians in the building that fired on him. I think he would have had to fall back to the building he came from. Geat replay. I haven't played ASL for 15 years now, but recorded 200+ scenarios in the day - it's amazing how much of the rules I can still remember - even being able to quote IFT resuld from the column and die roll without the chart!
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ELR failure is relevant for unbroken Personnel units only (A19.13). So I think a quality reduction never happen in RPh. Also do not forget there is a +1 DRM for self-rally (A10.63).
Sniper attacks cannot happen as a result of rolling the Sniper number in the Rally Phase, only during the PFPh, MPh, DFPh, or Original AFPh. TH, MC, TC, non OBA IFT, or Entrenching DRs are the only rolls that can possibly activate a Sniper attack by rolling the SAN.
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Great video. It's good to hear you work through the phases. I think my own play will be improved. But so far, you haven't use too many full-ASL specific rules. Next turn, will you demo Dash move and Fire Lanes? You could have the Russians dash across the L5-L4 road and have the German HMG in L6 set up a fire lane down that road. That would be good to see.
Also when the Russians rolled box cars in prep fire phase it was also cowering fire ( doubles), one column to the left of 24, no result anyway :)
H5 to I1 has clear LOS according to VASL.
Allow me to nit-pick, at
Are you taking into account the ability to attempt a self rally of one broken squad with no leader present as the very first rally attempt of the Player Turn?