Showing posts with label HASL. Show all posts
Showing posts with label HASL. Show all posts

Saturday, January 19, 2013

More ASL crack: Omaha

The latest ASL fix arrived on Wednesday from Fine Games (www.finegames.com) just 7 days after the order was processed. I had ordered (despite my misgivings at Critical Hit's record) three major HASL products: Kharkov, Kursk (Ponryi) and Tyrants Lair 2 (Berlin) as well as two older CH products: Red Christmas and Spanish Fury. Added to this that CH's Omaha West had arrived a couple of days prior and I was inundated with major HASL nirvana.

Sadly, Kharkov arrived without the mapsheet and Red Christmas was missing the Scenario card for 3b. My frustration was pretty intense at this pointg because mapsheets and overlays are almost impossible to do without. Edoardo (ASRomafan from Gamesquad) put me in touch with Ray Tapio from CH directly and this morning I have received a very gracious and prompt response sorting out the issue to my satisfaction. Can't ask more than that for resolution of a customer service issue.

I intend to write up a few initial impressions on the products that have arrived complete and will follow up on the others once I have all the replacement parts.

Omaha West (Final Countdown Edition)



Seriously this is one pretty major work. 3 standard HASL maps, 16 scenarios, a large amount of set up charts and a duplicated set of 2.5 fullsize countersheets plus a 12 page booklet of rules. Landed cost for me: approx AUD$91.





US Playaids, Naval Data ccard and the Omaha West rules

German Widernest Play Aid cards
Normally I find the inclusion of duplicate counter sheets a gimmick rather than a selling point but in the case of Omaha west, the inclusion is a definite plus as tehre will be a need for the additional landing craft and the HASL specific SW like banagalore torpedos and the like. The quality of the countersheets, while not up to the level of BFP or modern MMP in terms of diecutting, is certainly a vast improvement from that previously available. I don't particularly like the reduced size turrret speed notation as it does not easily meet the eye but that's a quibble.




The scenarios don't all focus on the beach assault itself, with five of the sixteen included focused on actions in the hinterland proper, while several use the whole map depth. Apart from the 39 turn monster Black Day for the 116 which effectively is the CG for this module, the scenarios cover a great range in overall size, with the first three scenarios serving nicely as introductions to the mapsheets.





The scenarios
 
The Big Scenario: 39 turns of Bloody Omaha


The map is the real star of this. CH got it absolutely right in printing the beach defensive works on the mapsheet as the amount of fortification counters required would have been obscene. It's a very impressive sight when laid out. It has meant that my Gaming table plans have been revised.


All in all very impressed. It's a module that were it not for Joe Balkoski's books and Saving Private Ryan, I would not have been interested in. I doubt I will be buying the companion Omaha East unless the price point reverts to sensible levels as $USD199.00 + P&H is obscene.


Thursday, July 17, 2008

Valor of the Guards is finally here!

Happy VotG day to me!
Happy VotG day to me!

Exquisite timing from Milsims sees Valor of the Guards arrive at my door on my birthday. Even though I was Pre-order #22 or so back in 2005 and knew then what VotG would contain, seeing the contents in reality still managed to impress me. There's a lot included in the box: 17 scenarios, 4 campaign games, 780 1/2" and 352 5/8" counters, two mapsheets and 36 pages of rules. When I showed Kirsty what the box included, even she was impressed! It helped that I trotted out the old saw, "ASL. It's not just a game, it's a lifestyle!" which brought a laugh. At $77 plus P&H, VotG is very much a bargain.

What strikes me after just a brief look at the package is how much more play value I'll be getting compared to Red Barricades. Don't get me wrong, I loved RB, but I've pretty much run the gamut of playing all four Campaign Games and all 11 or 12 scenarios that I know of that use the RB map and to be honest, RB can become a chore at times to get through.

Of the 17 scenarios in VotG, I'd hazard that I'll be able to get through 14 of them before the end of the year in Face to Face play without overdoing it, and the three remaining are the larger scenarios that will reward taking the extra time to get familiar with all the new rules and the various aspects of the terrain. Once I've finished playing through all the scenarios as both sides then I'll definitely be looking to play the various CGs and the extra scenarios that have been published already in Dispatches From the Bunker. This should take me right up until the end of 2009 and yet still leave me time for more casual ASL play.

Thankfully with regular attendance and availability of other ASL players at the Paddington Bears in Sydney, my days of solely playing ASL via VASL/ PBeM are history.

Not only is this a stellar day for me ASL wise, but it's kickstarted my interest in other things Kessel Stalingrad. I've picked up a few more books on Stalingrad from Jason Marks et al, and some generalist Eastern Front histories that piqued my interest.

Last but not really least, a quick perusal of the VotG chapter has allowed me to revisit the much-maligned Critical Hit Dzerhezinsky Tractor Works/Grain Elevator HASL modules. Just from this, I'm pretty sure I can come up with a much more workable version of the DTW and GE campaign games as well as sorting out the various scenarios. This is not something designed for the rigours of competitive play but is more along the lines of a historical study game - purely for the interest in seeing how the history plays out on the tabletop or the mapsheet.

Tuesday, July 8, 2008

ASL: Stalingrad once again

I originally pre-ordered Valor of the Guards back in 2005 as about #21 on the order list. The game wasn't finally published until 2008 and so I expected that my order would be processed, sent and delivered well before I left New Zealand for good in May.

Unfortunately it seems there was a problem with my credit card (probably not enough credit left - an issue that occurs when there's little or no notice given of charging starting) and so my order was put to the back of the queue. Unfortunately the first i knew about my new position was when I saw the charge for VotG on a recent statement after I'd  left NZ. So now there's a parcel from MMP that is at my previous residence and hasn't been collected. Arrgh! No Valor of the Guards!

The Situation Now
Thanks to my birthday gifts, I now am able to order a replacement copy via Milsims . With the asssistance of Kirsty, my copy of VOTG should reach me on my birthday rather nicely. This will also give me a chance to really look at getting back into ASL PBeM/Live VASL & Skype. The best thing about all of this is that VOTG really does look to be a superb module with so many scenarios to choose from outside of the campaign games. I've been squirrelling away as many AARs and assorted VOTG clarifications and answers in the meantime as well as getting some valuable input on exactly how to approach a playing/learning schedule.

This becomes very important as John Knowles is due to arrive for our annual ASL-fest in August which means we'll be very much in VOTG mode. Hopefully the ASL-fest will also see our first look at the new Normandy Bocage Action pack complete with the new pages.

The other big news is all my stuff from NZ is due to be delivered tomorrow after some 10 weeks in transit. This however means some real downtime again while I get things sorted once and for all.