tag:blogger.com,1999:blog-21646725.post829372188472695495..comments2023-06-06T11:20:09.179+10:00Comments on Playing With Myself: The Bitches Love ASLFriendlesshttp://www.blogger.com/profile/05302241085168424095noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-21646725.post-82689859257611926302008-08-19T09:56:00.000+10:002008-08-19T09:56:00.000+10:00I'll vaugly second Ken's comments and say.....It's...I'll vaugly second Ken's comments and say.....<BR/><BR/>It's funny that you're talking about ASLSK1 because I only ordered that last week (though chances are my opponent will be Simon, not myself)Dean P Thomashttps://www.blogger.com/profile/04791806536018639950noreply@blogger.comtag:blogger.com,1999:blog-21646725.post-54232318389140406172008-08-18T15:59:00.000+10:002008-08-18T15:59:00.000+10:00It's funny that you're talking about solitaire war...It's funny that you're talking about solitaire wargames, because I've been starting down that path myself. I just played Field Commander: Rommel myself over the weekend. <BR/><BR/>I put a session report on my blog.Ken Leehttps://www.blogger.com/profile/03449304344323434478noreply@blogger.comtag:blogger.com,1999:blog-21646725.post-3272818029176924292008-08-14T15:14:00.000+10:002008-08-14T15:14:00.000+10:00Occasionally, the Germans might be able to lay smo...Occasionally, the Germans might be able to lay smoke to cover their advance, but it is generally a losing proposition at that stage. :)<BR/><BR/>6 hours? Yeah, it takes a while to get used to everything. I can play one of the ASL SK scenarios now in about an hour to ninety minutes. They're of a managable size. <BR/><BR/>Some of the full ASL scenarios are huge - there's one with about 80 units on each side, and goes for 14 turns. I've a feeling that it'd take over 24 hours to play the entire thing. Most scenarios are shorter, thank goodness!Merrichttps://www.blogger.com/profile/17977952863903634899noreply@blogger.comtag:blogger.com,1999:blog-21646725.post-9876883188205320902008-08-14T15:03:00.000+10:002008-08-14T15:03:00.000+10:00It sounds like I didn't do as badly as you. The Am...It sounds like I didn't do as badly as you. The Americans moved their units in stacks to get the leader movement bonus and also because they had undisputed control of the roads. After 5 turns each (and 6 hours) the Germans conceded defeat - it was their turn, and their few good order units would have to cross the street in the face of overwhelming fire power at point blank range, which sounded like a recipe for disaster.Friendlesshttps://www.blogger.com/profile/05302241085168424095noreply@blogger.comtag:blogger.com,1999:blog-21646725.post-9917682913871048102008-08-14T14:45:00.000+10:002008-08-14T14:45:00.000+10:00My first game didn't actually get played to its co...My <A HREF="http://www.boardgamegeek.com/thread/166481" REL="nofollow">first game</A> didn't actually get played to its conclusion... I'd made way too many massive rules errors. Oh, and discovered why moving units in stacks was a bad idea. :)<BR/><BR/>If you haven't seen them yet, I advise reading Jay Richardson's <A HREF="http://www.boardgamegeek.com/file/info/24930" REL="nofollow">tutorials</A>.<BR/><BR/>Good luck, John! :)<BR/><BR/>Cheers,<BR/>MerricMerrichttps://www.blogger.com/profile/17977952863903634899noreply@blogger.com