In
introducing my friend (who from here on we'll refer to by his club
nickname of "Mr Invisible") to Advanced Squad Leader (ASL) by comparing
it to Battlefront: World War Two (BFWW2), one of my first steps needs to
be highlighting the differences and similarities between the two games
and the two scenarios. So let's have a brief overview of the two games.
And here's one point I should make up front: my references to ASL will be to the "full" ASL game, not to the Starter Kit version of the game. I'm a big fan of ASL's Starter Kit (ASLSK--get used to the acronyms--they're everywhere!). I play it often, and I've taught a number of my friends to play using its simplified subset of the main rulebook. But I also know my target audience of one, and I judge that nothing would make Mr Invisible more testy than teaching him how to play a game and then saying, "OK, did you enjoy that? Good. But the actual game is quite different..." Best to throw him in at the deep end. After all, I suspect that, once we've played some Normandy scenarios, he'll want to get knee-deep in Guadalcanal goodness, and ASLSK does not extend to the Pacific Theater of Operations.
And here's one point I should make up front: my references to ASL will be to the "full" ASL game, not to the Starter Kit version of the game. I'm a big fan of ASL's Starter Kit (ASLSK--get used to the acronyms--they're everywhere!). I play it often, and I've taught a number of my friends to play using its simplified subset of the main rulebook. But I also know my target audience of one, and I judge that nothing would make Mr Invisible more testy than teaching him how to play a game and then saying, "OK, did you enjoy that? Good. But the actual game is quite different..." Best to throw him in at the deep end. After all, I suspect that, once we've played some Normandy scenarios, he'll want to get knee-deep in Guadalcanal goodness, and ASLSK does not extend to the Pacific Theater of Operations.
Two Games, Alike in Dignity
ASL and BFWW2 are both tactical games, set at almost the same level of play. They have similar units, similar action sequences,
similar underlying concepts, but some very different points of focus,
some different mechanics, and radically different execution.
BFWW2 has a slightly wider focus: each stand (the smallest unit) is a section or squad of 8-10 troops or 2-3 vehicles or guns. Starting players can easily handle a company of troops, and experienced players can command a battalion with little difficulty. Turns represent ten minutes or so; each inch of tabletop represents 40 yards. Some engagements are quite tiny, representing a portion of a company on each side; but some are quite large--one giant action from the Normandy campaign features a reinforced British infantry brigade trying to fight its way through several German kampfgruppen!
ASL's basic focus is just a bit lower; squads and individual vehicles are the basic units (squads can be broken down into half-squads, and there are a variety of counters that represent individuals--mostly leaders or heroes). Formations are referred to in the historical notes of scenario cards, and if one dabbles in campaign games the reinforcement groups one can purchase correspond to historical formations. but there is no attempt to replicate the command structure of platoons, companies, battalions, or higher formations during the play of the game.Turns represent about two minutes; each hex is roughly 40 meters. Some scenarios involve half a dozen squads per side; others feature OBs that could easily be entire battalions.
BFWW2 has a slightly wider focus: each stand (the smallest unit) is a section or squad of 8-10 troops or 2-3 vehicles or guns. Starting players can easily handle a company of troops, and experienced players can command a battalion with little difficulty. Turns represent ten minutes or so; each inch of tabletop represents 40 yards. Some engagements are quite tiny, representing a portion of a company on each side; but some are quite large--one giant action from the Normandy campaign features a reinforced British infantry brigade trying to fight its way through several German kampfgruppen!
ASL's basic focus is just a bit lower; squads and individual vehicles are the basic units (squads can be broken down into half-squads, and there are a variety of counters that represent individuals--mostly leaders or heroes). Formations are referred to in the historical notes of scenario cards, and if one dabbles in campaign games the reinforcement groups one can purchase correspond to historical formations. but there is no attempt to replicate the command structure of platoons, companies, battalions, or higher formations during the play of the game.Turns represent about two minutes; each hex is roughly 40 meters. Some scenarios involve half a dozen squads per side; others feature OBs that could easily be entire battalions.
German FJs with a handcart full of gear |
Both
games put a premium on the influence of morale. In BFWW2, the principal
factors determining a unit's performance are its training/morale class
(specified by scenario OB and fixed throughout) and current condition
(fluctuating based on contact with the enemy from good order to
suppressed to disordered). These govern how enthusiastically a unit
responds to the player's intentions (whether it maneuvers freely, holds
position, or retreats/routs) and how well it degrades the opponent's
units through fire and close action. Command units (which are combat
units in their own right) can influence the performance of nearby units
in their chain of command. Thus morale and training and command and
control (C2) all work together in an interrelated system.
In
ASL, troop units (groups or individual leaders) are rated for morale and
for quality. Units are generally in good order (able to operate freely)
or broken (unable to do anything but rout and try to rally), though
sometimes units are neither fully in Good order or broken (e.g., units
locked in melee, units pinned down by fire). Units can break and lose
good order at many times throughout the turn (e.g., being fired at,
trying to move through a minefield, randomly coming under sniper fire),
but they can regain it only once per player turn, during the Rally Phase
(RPh). Leaders (which do not so much represent TO&E command
elements as the "big men" who actually direct action on the battlefield)
can help troops they are directly stacked with to fire better, fight
better, and rally faster. Any broken unit with a good order leader in
its stack can try to rally in each RPh, but few broken units without a
leader are allowed to rally. Leaders are very personal, however. They
don't work through a chain of command, and they don't influence anyone
outside their immediate vicinity.
American paratroopers, also with a handcart full of gear |
In
BFWW2, units are rated for movement speed on roads and cross-country
and for close action and ranged fire (direct or indirect) against
vehicles and troops. Guns and vehicles are rated for size, and armored
vehicles are rated for protection. Each player turn, units fire,
maneuver (if they did not fire), and engage in close combat. The effect
of fire is based on the training/morale of both the firing unit and that
of the target (representing troops' ability to deploy to take best
advantage of terrain, keep their heads down, etc.) plus the condition of
the firing unit, relative cover, and other factors. The result is a
change (or no change) in the condition of the target. Each infantry
squad is usually assumed to have a single light machinegun; squads
equipped with other special weapons (additional MGs, mortars, anti-tank
guns, etc.) are rated as different types of units. A mortar squad, for
example, will always be a mortar squad, rather than being a generic
squad that happens to pick up a mortar.
In ASL, units
are rated for firepower, range, and morale: all foot troops have the
same speed (with a few exceptions). Generally speaking, each squad is
assumed to have one inherent light machinegun, while other special
weapons are represented by additional counters that can be assigned to
and carried about by specific squads, half-squads, or even single men
(depending on the weapon). Some heavy weapons are considered ordnance
and can be used to fullest effect only by specialized crew units (such
weapons include medium and heavy mortars, infantry guns, anti-tank guns,
artillery pieces, and so on). But light mortars, (additional)
machineguns, light anti-tank weapons and such like can (generally
speaking) be picked up and used by anyone.
To maneuver units in BFWW2, players make a test (again, based on a combination of training/morale and condition) for all troops of each maneuver element (roughly, company-sized groups) to see if they will act as desired, recover condition, hold position, or fall back/rout. In ASL, as long as units are not broken (or Pinned
Units in BFWW2 may be hidden (not placed on the table), concealed (represented on the table by an anonymous marker), or visible (represented by a model on the table). But even visible units are not always spotted--the ability to fire with full effect at an enemy unit is limited to those troops within spotting range, determined by the target's size, the terrain it occupies, and other factors, such as the spotter and target's respective movement. Additional rules handle terrain, indirect-fire artillery (both off-board and on), aircraft, engineering, and the like.
Going to Town
So,
having had a quick "one over the world" of the two games, let's look at
the scenarios. Both our scenarios (ASL's A59: Death At Carentan [DAC]
and BFWW2's The Battle for Ingouf Farm [BIF]) begin with Lt Col Cole's
bayonet charge through the smoke. BIF focuses just on the immediate area
of the farm and on the period of time from Cole's attack until
supporting forces came up to stabilize the position. DAC covers that time
and extends to include the German counterattacks (at least the initial
ones). BIF is eight turns (about an hour and a half). DAC is also eight
turns, nominally about 15 to 20 minutes. Since DAC actually covers a
longer portion of the historical action, I think this goes a long way to
demonstrating how unreliable the notional time scale of tactical games
can be.
BFWW2 map for 'The Battle for Ingouf Farm' |
ASL map for 'Death at Carentan' |
Right, that's my quick compare of the two games and scenarios. Next time: setting up Death at Carentan.
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