ASL Weekly Poll #17

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What's the hardest core (not optional) ruleset to fully grasp? If it's not on the list, post a comment.

To see a list of all past Advanced Squad Leader polls, just click this link.


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Neal Ulen
507 POSTS248 COMMENTS
Neal is a longtime gamer with experience in board games, pen-and-paper RPGs, collectible card games, and computer games. He first played Squad Leader in the late 1970s. After retiring, he returned to ASL and saw it as an opportunity to create tutorials and player aids to support new and returning players. His introduction to gaming began with Advanced Dungeons & Dragons alongside childhood friends, while his first wargame was Steve Jackson’s G.E.V.. He currently lives near Seattle, land of moss and rain.

4 COMMENTS

  1. Hard core rules. There is a good amount of cross referencing but more is needed to deal with the “I know there is a rule on this but I can’t find where I read it” effect.

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  2. I felt better after watching the “MMP Roundtable #2.” It not only clarified some of the routing rules but also made me feel better watching veterans of the game also needing clarification. It’s not easy folks, but it is fun!

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  3. I mean come on, it’s obviously the PTO stuff: caves, landing craft, amphibious assaults, etc. The design discipline at the old AH had totally broken down by then, and they were just throwing in rules left and right. If you compare the PTO rules to the core rules it’s just kind of nuts. Most nationalities in A get a couple lines of rules. The Japanese get like 5 pages of bonkers stuff including a bunch of stuff like Hara-Kiri that literally never comes up. I’ve been playing ASL for 35 years and I have *never* seen anyone use that rule.

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  4. Caves, Amphibious Landings and Panjis. It is not that they are that hard, it is more that they are that infrequently played, so working through those scenarios until you get to where you know what you are doing, can be laborious.

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