This
isn't a review, formally speaking, at least not in my usual style –
I'm not looking to come to a conclusion on ASL SK #1, yet, I'm not
going to give a system overview, and I don't have a thesis statement
about what is worth talking about in the game. But I've played SK1
three times – S1 Retaking Vierville, S2 War of the Rats, S3 Simple
Equation – with all its core mechanical components and a slight
variety of victory conditions, and am moving on to SK2 for now. It
seems a fit time to offer some thoughts about SK1. Those thoughts
are: frustrated, engaged, disaffected.
What's
wrong with it, then? Well, there's a raft of complaints about ASL
(and therefore the SK series) that are best second order items: Are
the squad stats historically sound (maybe not but that's not the
point of tension)? Is the art style outdated and alienating (maybe
and no, respectively)? Is even the SK series too full of exceptions
and possibilities (not...necessarily)?
There's
an aesthetic experience – in the broadest sense of the word
aesthetic – involved in ASL which trades on certain design
decisions and the art style, and that aesthetic experience is
something people buy.
I mean they buy it morally as much as physically: the delicate,
antiquated, compelling line art on the old-colour counters, the
lacklustre firepower and stubborn morale of the British compared to
the torrent of American guns backed by indifferent spine, the
existence of MMGs. It's a movie and it's a paean to a different era
in wargaming. To attempt to ground objective
judgements on these issues is to miss the real discussion, I think.
The art style is well-rendered and the counter iconography, though
imperfect, is perfectly functional; if you don't like it, it's a
matter of taste, not beauty. If you want better simulation of weapon
kitlists, you want a different game, not a “better” one.
But
there is a discussion to have about ASL SK – do the bones support
the torso, or not? Is it a good
movie
and paean? After a little experience with Infantry+SWs (so avowedly
not the WHOLE experience), I think this isn't self-evident.
I'll
offer two examples of cinematic gameplay that seem to me, finally, to
be anti-cinematic, anti-dramatic; I cite them because they are often
mentioned in (exciting, enjoyable) AARs.
EXAMPLE
ONE: ELR. Field Promotions have a similar effect to this, but a more
transparent mechanic, so I'll exclude them. ELR is a pretty central
feature of units in ASL SK, because it means every failed MC must be
checked against it for the breakdown effect, which itself requires
access to hypothetically the whole collection of SMC/MMC for that
nationality in this box. As the ELR rating is applied to the modified
MC DR, you can't readily eyeball a roll before applying modifiers; if
you do, the ELR check is one step later again. Given the relatively
high failure rate on MCs (i.e. a 2d6 roll against a usual range of
5-8, modified by IFT results and terrain, often trending to negative
modifiers once an MC is actually rolled), this is stuff you have to
do a lot.
The
upside is this: troops break down in combat, some troops turn out to
be more resilient than others, and so forth (and Field Promotion
accomplishes the reverse). This is fun. But the mechanic is
distancing for me; fiddly, time-consuming, and requiring a larger
table footprint (for the various counters potentially needed).
EXAMPLE
TWO: Cowering. Simpler than ELR, certainly; if an MMC rolls doubles
when firing without Leader Direction, its attack is resolved on the
next-left column on the IFT. Great. This represents a unit failing to
put its heart into the attack when unsupervised. But this struggles
to make sense as a flat effect (thus requiring SSRs to let the stoic
British 1st
Liners off!), is mechanically flavourless (that is, its flavour
effect is nominal at the strictly mechanical level; arbitrary doubles
turn into a column shift; no decisions, no special tables, just a
flat and arbitrary effect), and is easy to forget in the moment
unless one is a very seasoned ASL SK player.
Example
One offers us emotionally distancing fiddle, whilst Example Two is
weakly-flavoured chrome (to use a mixed metaphor). I'm not against
fiddly games; try running through fire combat in Civil War Brigade
Series or unit states in Musket and Pike, both of which I love, and
you'll see what I mean! Nor am I against chrome. My point is that
these examples seem to me to be examples of ASL SK utilising the
wrong tools to accomplish its objective as a game. These examples of
“cinematic mechanics” tend, for me, to make the game less
cinematic
and to be somewhat frustrating mechanics, too.
Now
I can only assume that to some degree these concerns of mine will
multiply with playing SK2-4 (all of which I own). Why torture myself?
There are some secondary reasons: it's gaming history repackaged, I
already own the games, and it's a cheapish and interesting way to get
a wide variety of WW2 squad tactical (including PTO, looking at you
Band
of Brothers,
including tanks, looking at you Combat
Commander).
But what's the main reason? Well, there's just very plainly something
else going on here. It is undoubtedly the case that there is a game
underneath the fiddle.
ASL
SK is not simply a dirge-like calculation of factors, placement of
confusing counters, and forgetting of obscure rules (though at a low
point it can feel like that!). It's actually fascinating. The
differing unit capabilities, the array of decisions/options (I still
need to learn to use Smoke properly), the range of scenario designs
within the SK series – all these speak strongly for the series. And
it looks and feels good moving the counters, guessing LOS, applying
the best of the chrome. It is an often-compelling experience.
It's
not my favourite squad tactical, but its mighty pedigree is justified
– there is a reason that ASL is a game which has justified five
boxed games in a specialist starter series.