September 5, 2008
ASL Extra #1
And now for something completely different! A scenario analysis of AP18 “Village of the Damned” from Action Pack Three. This very unique podcast is not for everyone as Dave and Jeff talk aloud as the game is set up, revealing why you should never fear them if you meet them at a tournament. They also give an after action report. This one is a little rough as it is Dave’s first effort at producing a show on his own (Jeff is the true techie). It is recommended that you get out the scenario, set up your boards and follow along. Designed as the 2nd in a series, it becomes the 1st, due to technical problems with the other bonus episode. Fate has seemed to smile upon this scenario analysis.
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trebormills said,
September 8, 2008 @ 11:27 am
Just starting to pound my way through this one…finally listened to all the other casts. Have them on cd for car so able to listen to them in traffic jams.
PS Keep the history intro if you love it and pretend I never said anything
trebormills said,
September 9, 2008 @ 6:49 am
Ok finished listened quiet nice…got a vasl file with your initial setup and maybe one with final postions??
I sort of tried to set up as I listened but I think i got a few in wrong locations or missing
the2halfsquads said,
September 9, 2008 @ 7:16 am
Glad to hear from you! My wife listened to me edit the next show and said that it was so boring nobody would listen to it. I know it is not for everybody. Thanks for commenting. Maybe next time I should pre set up and then just list what I placed where and why rather than, “think aloud”. But I also think there is some value in hearing someone else think things through “live”. It is choppy and maybe a few placements were lost in the editing process. After you hear it through several times while editing, it gets difficult for me not to get confused. Another will be posted soon. I’ll try to be more careful on the 3rd bonus episode. Should probably do a starter kit scenario. Dave (of Dave and Jeff)
trebormills said,
September 10, 2008 @ 6:48 pm
I liked your thinking out loud…do I go here, will he see that will he do this, will this fake him out etc. I liked it as a cast but the usual show is more fun and more intresting. These bonus casts however would be good to keep up…just not 1 a week
Downloading Frontal assulat right now!!
Jason said,
September 16, 2008 @ 7:40 am
I listened to and enjoyed the show. It was fine not knowing where each counter was set up. I enjoyed hearing the general strategies. With 4 - 1/2 turns in the game, the gully is just too slow to move through, as Dave guessed at the beginning. Great use of the AFV–to vehicular bypass. It is pretty safe doing that since there’s no panzerfausts for the Germans in 1942.
Kevin A said,
October 1, 2008 @ 3:37 am
Hey guys, nice episode again. Just got a chance to listen. Haven’t looked at the scenario card, but seems running the AFV down the NW-SE road taking shots at units as you go trying to strip concealment is the way to go. That AFV is pretty immune to anything when buttoned up, no PFs, and just a 4(+2) or 8(+2) if CE. Strip as much concealment as possible while getting to the south end of the village, and then set up a fire lane down the road with the BMG. Just a thought.
the2halfsquads said,
October 1, 2008 @ 6:32 am
Great advice Kevin. I was worried about the firelane but I don’t think vehicle MG’s can do fire lanes. They could do a good job stripping concealment. Couldn’t they also be effective using vehicle bypass to freeze/reveal enemy squads? Dave (of Dave and Jeff)
Kevin A said,
October 2, 2008 @ 6:08 pm
You’re right. No Fire Lane for AFVs. You learn something every day. I suppose you could use the AFV to freeze one end of the village, while you bring your troops in behind to clear out the hex. Attack the village from an axis where only a few troops can shoot at you without moving to a new position. Move the AFV up, freeze the near end of the village along that axis, move troops in and overwhelm. Do this for 4 or 5 turns and see what you get. One of the things I learned early on, don’t try and attack everywhere at once. Pick a spot, beat it up and then move on. Also, if you can get the defender to move out of a well planned position, because you ignore it, they hate that. Throws off their game plan.
the2halfsquads said,
October 3, 2008 @ 6:36 am
Attacking one spot is an excellent suggestion, I always keep a small force to “threaten” the other end to try to pin down units. Dave (and Jeff)
Dave Reenstra said,
March 5, 2009 @ 10:59 am
Commenting on this one really late, but a piece of info for Jeff for future games regarding the game you talked about against Joe… barring an SSR, Heroes generally count for 0VP. Check out A26.211″A Hero is worth one VP, but only for exit VP purposes in a Seaborne Evacuation”. Just FYI there.
Dave
Dave (and Jeff)