This will be a different kind of review for me. I usually write a structured review with sections on components, key rule mechanics, and a game play summary.
ASL, though, is a different creature, and as such requires a different approach. You won’t learn anything about ‘how’ to play ASL here. Hopefully, though, you will catch a glimpse of why so many folks are fanatical supporters of this game – and why I now count myself in that group.
This review will be somewhat conversational, sort of “touchy-feely,” since like no game I have ever played, video and role playing games included, ASL makes me feel something. What that something is, I can’t quite put my finger on, though I’ve tried for some months now. I’m hoping that as I write this, I can sort it all out. So this post starts out with a brief story about my path into an ASL addiction.
It all started, as most addictions do, with a pusher. In this case, it was BGG’s own <PERSON>. Sure, before I met <PERSON> I had already experimented with the lighter stuff, and even got into some pretty regular use. When <PERSON> and I first started gaming together, he was quite content to play the lighter stuff too, but he kept referring to back to this other mysterious game. When we played CC:E, he said it wasn’t good enough to unseat the reigning champ. When we played Conflict of Heroes, he said the same thing. His attitude was, if a game is not better than what came before, what’s the point?
Well, for me the point was that, unlike ASL, I could actually comprehend the friggin’ rulebooks of these other games. Still, ASL was there, with an obviously devoted fan base…and I was a bit envious. Those other guys could grok ASL, and I’m a pretty smart guy, shouldn’t I be able to? <PERSON>’s a smart guy too, and he knew it would be better to begin with something simple, something like the games we already played. Something like the starter kits. ASL SK#1 has only twelve pages of rules, after all, and he offered to teach me, so why not try it? And here is where it all began: I bought a copy. SK#1 costs only $20, and by purchasing a copy for myself, I could be a better gaming partner and read the rules ahead of time. 504
Well, anyway, that was all the rationalization I needed to add another game to my collection.
Learning ASL.
So we played... and I was really impressed. I could see the classic, almost old fashioned, heritage of the game. On the surface it employs a basic “I-go-you-go” turn sequence, using hexes and counters and a CRT. Play just one game, though, and you will see it is much more than that. It’s like a classic car. Somehow, it is so unique, and it got it so right, that it’s still beautiful and timeless. The turn structure is fairly complicated with lots of phases, and tons of opportunities for the ‘non active’ played to do stuff. You never feel like your just sitting there waiting for your turn. There is no downtime in ASL.
The game develops an amazing narrative too. The small squads of men charging ahead, machine pistols firing; the heavy weapons section carrying their machine guns – I’m glad that the MG’s are separate counters so I could see my men lugging them around. Its great how the guys break and run for cover, completely against orders, when it gets too hot. Then the stalwart leader rouses them, curses them, exhorts them to get back on their feet and back into the fight.
And the game plays great solo. As I played it more and got comfortable, I wanted more - I wanted tanks.
A Panther counter (top) and sniper marker (bottom)
So I picked up ASL SK#3, skipping right over SK#2. This alone should have tipped me off that I was in new territory, for I am an obsessive completist. Skipping a game in series? That was a first.
<PERSON> and I played a tanks scenario. It was cool, but something of a pain honestly. The SK’s don’t have an index, you see, and finding a rule in the dense verbiage was tough. Plus there was the element of confusion whether a vaguely remembered rule was in the SK or not. 52