Posted by Curt Shilling on the ASL Mailing List.
I think I
have offered it before, but there seems to be alot of newer players dropping in
and I hate to not give them this little caveat given to me by Russ Bunten along
time ago (Not that long actually but just prior to my crushing of his Chinese
forces in Jungle Citadel).
ALWAYS REMEMBER..NO MATTER WHERE YOU ARE IN THE RULEBOOK, NO MATTER WHAT RULE
YOU ARE TRYING TO LEARN....REMEMBER THIS!
The ASL Rulebook is made up of about 20 pages of rules on how you actually PLAY
the game. How to move, how to shoot. The other 1.8 million pages are filled with
the 'what ifs'.
Moving? EASY! An MMC has 4 MF, 6 if you want to run. An SMC has 6 MF, 8 if you
want to run. A board consisting of open ground hexes is easiest to work it out
on. Your MMC can move 4 hexes, exhausting itself it can move 6. SMC gets 6 and 8
respectively. NOW, combine the two and move them together and you begin to get
intagibles, more pages more rules. The foundation of the rules for move and
shoot are very very simple. Now put terrain into the mix, more pages. Now put
Smoke, more pages. Now a wounded SMC, more pages. The rules beyond simple
movement either add another dimension to the basic movement capabilty (i.e.,
smoke adding MF) or take away (wounded SMC gets 3MF no matter what). You want
that MMC to 'exhaust' itself? Cool you get 2 more movement factors, but there
are reprecussions on your next move as well as penalties if that MMC wants to
shoot after 'running', more pages.
This is how I learned ordnance and armor. Had a hexgrid over an open ground
board, two tanks, with normal guns at 6 hexes. Fire them at each other CE. Fire
them at each other BU. Now to 7 hexes, same variables added. Got comfortable
quick. Now move them back to 6 hexes and place a 1 hex grain or orchard overlay
between them, now begin working and understanding hinderance/LOS at various
ranges. Now move them back t0 6 hexes and put smoke in the target hex. Then
start at 6 hexes with smoke in the firers hex, quickly I understood the effects
of smoke to both, in both hexes. Variables you can add throughout, * Gun, LL
Gun, Stun, ROF, ACQ, etc. Then read about point blank, which affects point blank
status? Target or Firer?
How many times you look at what appears to be a point blank shot and stupidly
realize in your fire phase that it really is not point blank? Simple rule but
misunderstood by beginning players 'cause of the variables. You're point blank
begining at 2 hexes right? Sure you are! Chart says so. Rule should be a half a
line right? Yep, but add movement by either and things begin to change, rules
added, pages added.
Now you can work out MP mechanics by taking one of each type of vehicle
(Wheeled/Halftrack/Fully Tracked) and moving them in the open ground and
understand MP expenditure of different types. Add a road, move them on the road.
Add a hill (available overlays in AP#2:) and move them up the hill, one at a
time understanding how MP expenditures change according to the type of vehicle
moving. You can actually (in a real short time) do manhandling and
hooking/unhooking this way. I did this to iron out the Nimbus rules to myself.
It's a very elementary process, probably too simple for most of you, but it's
how I teach new players and how I taught myself. You can spice it up, but the
bottom line is when it's laid out this way it's pretty easy for the newbie to
replicate alone and easily remembered.
Curt