Re: [SG] comparing SG
From: Jim Callahan <res03m1u@g...>
Date: Mon, 21 Jan 2002 16:54:02 -0600
Subject: Re: [SG] comparing SG
May I add that ASL is really complex AND impossible to learn from just
the rules themselves. (What's worse than complex? )
Allan Goodall wrote:
>On Sat, 19 Jan 2002 20:15:24 -0500, "Laserlight"
<laserlight@quixnet.net>
>wrote:
>
>>I have also just met some Advanced Squad Leader players. Are there
>>listers who can provide a (brief) compare&contrast between ASL and
>>SG2?
>>
>
>ASL is a squad level board game. Counters represent squads, half
squads,
>individual vehicles, individual leaders, and individual weapons. It's
>incredibly complex, with a rulebook well over 400 pages long (though
the core
>of the game is a lot smaller than that). Game scale is about 50 metres
per
>hex, if I remember correctly. You may find its lack of command and
control
>rules a big negative. Morale is a big part of the game, though, and
it's full
>of all sorts of little fiddly minutae that grognards seem to enjoy.
>
>Stargrunt II is at about the same scale. One figure represents one
person, but
>in almost all cases individual figures are used to denote a squad's
status. In
>reality, almost everything is done at the squad level. Ground scale is
10
>metres per inch. Command and control, as well as morale, are very
important to
>the game.
>
>ASL allows for larger games in the same time period as SG2, provided
you know
>the game rules. ASL is pretty complex, however. I can't overstate this.
>
>That's about as brief as I could put it.
>
>
>Allan Goodall agoodall@att.net
>Goodall's Grotto: http://www.vex.net/~agoodall
>
>"Now, see, if you combine different colours of light,
> you get white! Try that with Play-Doh and you get
> brown! How come?" - Alan Moore & Kevin Nolan,
> "Jack B. Quick, Boy Inventor"
>
--
jim@tablegamer.com
http://www.tablegamer.com
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