Advanced Squad Leader questions (Full Version)

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asl3d -> Advanced Squad Leader questions (11/28/2018 6:33:12 PM)

quote:

Do you have a method for mapping ASL units to HoS units? For example, if ASL uses a 467 what is the equivalent in HoS?

Gerry

Hello Gerry,
I'm following the "test and error" method, you know.
For example, I do not understand how it is possible that a unit of Heroes of Stalingrad (HoS) has a FP = 0. It is very strange, at least for me. Finally, I have decided to forget about the Power Factor of HoS because it does not follow the same pattern as that of ASL. The rest can work.
Specifically, your question about the unit USA 4-6-7 I think it does not exist in ASL. I guess you're asking about the German squad 4-6-7 (first line). The equivalent (in my opinion, debatable, of course) is the German squad 2-6-4-6 (I have also called it first line).
Both have the same range and ability to move. Morale in HoS is somewhat lower for most units, so I think that 1 point of difference is reasonable. The FP, of course, has nothing to do with it.
I take this opportunity to invite you to publish a scenario that you have created yourself. For example, in Barrikady you already have all the material available. If you have any questions, I can help you.
Courage!!!.
Regards,




Gerry4321 -> RE: Advanced Squad Leader questions (11/29/2018 2:22:45 AM)


quote:

ORIGINAL: asl3d

quote:

Do you have a method for mapping ASL units to HoS units? For example, if ASL uses a 467 what is the equivalent in HoS?

Gerry

Hello Gerry,
I'm following the "test and error" method, you know.
For example, I do not understand how it is possible that a unit of Heroes of Stalingrad (HoS) has a FP = 0. It is very strange, at least for me. Finally, I have decided to forget about the Power Factor of HoS because it does not follow the same pattern as that of ASL. The rest can work.
Specifically, your question about the unit USA 4-6-7 I think it does not exist in ASL. I guess you're asking about the German squad 4-6-7 (first line). The equivalent (in my opinion, debatable, of course) is the German squad 2-6-4-6 (I have also called it first line).
Both have the same range and ability to move. Morale in HoS is somewhat lower for most units, so I think that 1 point of difference is reasonable. The FP, of course, has nothing to do with it.
I take this opportunity to invite you to publish a scenario that you have created yourself. For example, in Barrikady you already have all the material available. If you have any questions, I can help you.
Courage!!!.
Regards,


Hi:

I may get the courage to dapple in some ASL conversions if I can get the maps. But don't hold your breath! I have never created a scenario in my life other than a little test in HoS.

Yes, I meant the German 467 in ASL. I just found a Tactical System Nationality Capabilities chart over at Lock 'n Load.
Most German Wehrmacht units have a firepower of 1 (with one exception) - examples are 1-6-4, 1-4-4 with either 5 or 6 Morale. Only ones that had a firepower of 2 were Waffen SS, Fallschirmjager, and Pioneers.

Just fyi. Take care.




asl3d -> RE: Advanced Squad Leader questions (11/29/2018 6:16:16 PM)

Hello,
I enclose the table that I am currently using to compare the German units characteristics of the Heroes and Leaders mod and ASL squads.
I say "characteristics of H&L mod" and not Heroes of Stalingrad because I have modified some values of certain units provided by the original game and, of course, all the new units that do not exist in HoS.
Regards,


[image]local://upfiles/56084/D532C3DEFF394EB289F36A48CD66B44B.gif[/image]




Gerry4321 -> RE: Advanced Squad Leader questions (11/30/2018 5:25:33 AM)

Thanks very much for sharing this!




asl3d -> RE: Advanced Squad Leader questions (11/30/2018 6:58:34 PM)

Gerry, this is the table of equivalences, between H & L mod and ASL, which I used for the Soviet Army.
There are also the paratrooper units of the United States Army (used in the first historical module on Carentan).
In the next historical module (Omaha), a large part of the units of the United States Army will be available, although not all. The units of the PTO (Marines and early North American Army) will remain pending to introduce for the Pacific scenarios, together with the units of the Japanese Army.




[image]local://upfiles/56084/1DEA4CCBBCBD4EF6893C4A730DAAC447.gif[/image]




Gerry4321 -> RE: Advanced Squad Leader questions (12/1/2018 1:32:53 PM)

Thanks again!




CHINCHIN -> RE: Advanced Squad Leader questions (6/18/2019 9:36:56 AM)

Hello,
Other things that hit me from LnL with respect to ASL, is that the support weapons never break down, and the ease of eliminating units shaken in melee combat.

In ASL I remember that the flamethrowers were quickly unusable, it is logical, they run out of fuel, they explode, or they break down. And the broken units always had the option to retire.

Another thing that I do not like about LnL is how bad the AI ​​uses the leaders, they just move them in search of shaken units, and many times they leave them immobile at the mercy of the enemy.

It has occurred to me to simulate these ASL rules the following. Integrate in the units the support arms and the leaders. So that a squad when taking casualties loses the support weapon, also the support weapons can be integrated into a hero, so that when wounded, he loses that weapon, and if he is healed, he recovers it, this would be closer to ASL.

On the other hand, not having leaders all the units would have Self-Rally. And all shaken units would maintain the same movement points as if they were healthy. There will only be medical personnel. In this way the AI ​​would be more effective.

I am evaluating these rules for my new mod, and I would like to know your opinion about:

1) Support weapons integrated in units.
2) Weapons of support integrated in heroes or squad
3) All Self-Rally units.
4) Same movement for shaken and healthy units.


[image]local://upfiles/42962/97137A7BE17A493C8462EB467C95F12B.jpg[/image]




asl3d -> RE: Advanced Squad Leader questions (6/18/2019 7:28:28 PM)

Hello,

In LnL the SW never break or run out of ammunition or gas, and this also happens with vehicles and Teams. Obviously, LnL is a simplified version of ASL, and I do not like it either.

In ASL, the broken units had the "obligation" to retreat to a terrain of concealment (woods, buildings). There were many cases in which the broken unit was automatically eliminated if it could not be removed. If we think in terms of real combat, this is not too logical either. I think the SL/ASL designers were thinking of "cleaning" the terrain to facilitate the advance of the units they were attacking. In ASL, broken units are also eliminated in a Close Combat.

In LnL, the rules for the removal of broken units are simplified and left where they were. Well, it does not make much sense from the point of view of real combat, but it does not make the situation worse with regard to ASL.

AI: absolutely agree. It is not too "intelligent." I have to balance all scenarios of Heroes and Leader mod so that in each scenario the AI has real options to win.

Leaders: I have my doubts about what you say. The existence of Leaders is one of the characteristics that distinguishes ASL from other wargames. His qualities are well highlighted and forces players to count on them if he wants to win the scenario. Rally to broken units, direct the shots of the squads/HS stacked with them, and increase their ability to move. In terms of real combat, Leaders make the difference between defeat and victory. The history of the Second World War is full of examples.

Another issue is how the AI uses the Leaders. There are times when I would not do what the AI does with the Leaders, but it does not make catastrophic mistakes either. I also use frequently my Leaders to rally my broken units. There are many opinions on this, and all are reasonable. It's a matter of game style. For example, when I play at attack to get control of victory hexes, frequently I do not even waste time rally my broken units. On many occasions I keep my Leaders with the vanguard of my attack. The limitation of turns forces you to make painful decisions.

However, the ideas have to be tested and verified if they work correctly or if they do what you want them to do .....




CHINCHIN -> RE: Advanced Squad Leader questions (6/19/2019 8:59:17 AM)

The leaders will continue to exist but with fire factors, so they will fight in melee combat. The leaders remained important.

Yes, I do the same, the leaders are often more important because of the extra movement they give, to be able to take victory hexes in time, than recovering units.




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