LnL Carentan - ASL conversion AAR

Started by GJK, April 19, 2013, 07:01:16 PM

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GJK

You make an interesting post and it's one that has been debated to death on other forums.  You have two camps on this one; the old school ASL players that have been playing ASL for 20+ years who say it is sacrelige to change the graphics for the game and the new school players that see games like Band of Heroes and think that "wow, I wish ASL looked like that!". 

Personally, I'm inbetween on it.  I think that the ASL graphics are very clean and functional but not flashy by any means.  I know the artist that did the graphics for ASL (Charlie Kibler), he's been over to my house and we pbem games every now and then.  I admire his work and frankly I wouldn't change what he did all those years ago.  It would be an interesting question to ask of him: would HE change the graphics if he had it to do over again?  Maybe I'll run that by him.
Clip your freaking corners!
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Blood Bowl on VASSAL - Ask me about it! http://garykrockover.com/BB/
----------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer

JudgeDredd

I don't think they're ugly - but they do lack a certain something compared to the BoH ones. Kind of bland. But functional and interesting.

I am a graphics whore though in computer games and board games...so I only like lovely things  :D

I've only looked at the pics of your AAR so far but I most definitely will come back to read it when I've finished mine (which takes forever, what with all the rule checking and pictures!

Thanks for posting.
Alba gu' brath

GJK

A tough half turn for the Americans - this is the action through the Germans portion of Turn 4:


* New: Axis Turn 4 - RPh *
* Axis Turn moves offboard -> offboard *
<GJK> - Begin Turn 4
<GJK> - The Germans have some rallying to do.  I'll move from North to South
<GJK> - J1 leader needs a "4" to rally
*** DR = 5,4 *** <GJK>
<GJK> - Nope
* DM deleted from J0/J1 *
<GJK> - They'll take their free rally in J6.  Needs a miracle - a 2 or 3
*** DR = 4,1 *** <GJK>
<GJK> - close but not there
* DM deleted from J5/J6 *
<GJK> - Americans are all good
* New: Axis Turn 4 - PFPh *
<GJK> - As predicted, the Germans will unload the MMG into G2. Yes, that's right, I made a prediction on myself.  :)
* Prep Fire created in I3/I4 *
<GJK> - 8+2 on the shot unless they want to firegroup and add the 447 in I2 and lose the -1 DRM.  Nah, I'll go 8-2 on the shot
*** DR = 3,1 *** <GJK>
<GJK> - Just what the Ami's didn't want to have happen.  A "1" morale check.  The 8-1 leader to check first
*** DR = 4,1 *** <GJK>
<GJK> - whew!  Passes and can now apply his leadership DRM
<GJK> - rolling top to bottom for the rest
*** DR = 3,1 *** <GJK>
*** DR = 1,2 *** <GJK> Axis SAN
*** DR = 2,6 *** <GJK>
<GJK> - Wow, the dice are hot today but the HS did break
* G2/G3: broken 3-3-7 Ehs *
<GJK> - The Germans just missed Rate on that MMG too so what could of been a crippling shot was just off target.
<GJK> - The 447 in I2 will take a low odds 4+3 shot at the same target
*** DR = 1,3 *** <GJK>
<GJK> - That's the roll that the MMG needed!  Here it's just a pin check however
<GJK> - leader first
*** DR = 3,3 *** <GJK>
<GJK> - ok and applies leadership DRM
*** DR = 5,3 *** <GJK>
<GJK> - ok
*** DR = 4,6 *** <GJK>
<GJK> - pins the LMG squad
* 7-4-7 Esq Pin in G2/G3 *
* Pin moves G2/G3 -> G2/G3 *
* Pin moves G2/G3 -> G2/G3 *
* Prep Fire created in I2/I3 *
<GJK> - Got some damage in there
<GJK> - LMG in K7 will take a 4+2 shot at the 9-2 leader/squad in D8
*** DR = 1,3 *** <GJK>
<GJK> - Man, dice roller is stuck on that "1" and "3" combo.  Six on the four column is a normal morale check
<GJK> - Leader first
*** DR = 6,6 *** <GJK>
<GJK> - Oh snap!  Lt. Winters is wounded and also gets reduced on his experience level.
* 9-2 moves D7/D8 -> offboard *
* 9-1 created in D7/D8 *
* D7/D8: broken 9-1 *
* D7/D8: Wnd broken 9-1 *
<GJK> - now the 747
*** DR = 3,4 *** <GJK>
<GJK> - pins but must take another MC since Winters broke
*** DR = 3,5 *** <GJK>
<GJK> - and yeah, they break
* D7/D8: broken 7-4-7 Esq *
<GJK> - Some good shooting with that MG34!
* Prep Fire created in K7/K8 *
* New: Axis Turn 4 - MPh *
<GJK> - Germans need to man that unmanned MMG.  Here they go
* CX created in L4/L5 *
* 2-4-7 1hs, CX moves L4/L5 -> L5/L6 *
* CX, 2-4-7 1hs moves L5/L6 -> K6/K7 *
* 2-4-7 1hs, CX moves K6/K7 -> J5/J6 *
<GJK> - That route was completely protected with the breaking of the 9-2 and squad.  Perfectly timed shot!  They'll advance into the MMG's hex in the advance phase.
<GJK> - I'm going to move that 447 up there as well since it's a safe move.  If the broken squad in J6 comes back, I'll move him back into reserve in the L5 building
* 4-4-7 2sq moves L4/L5 -> L5/L6 *
* 4-4-7 2sq moves L5/L6 -> K7/L6 *
* 4-4-7 2sq moves K7/L6 -> J5/J6 *
* New: Axis Turn 4 - DFPh *
<GJK> - Let's get some payback!  F1 to fire to J1 for nothing more than to DM the already broken units.  I'll take more if I can get it!  8+4 on the shot with the hindrance
*** DR = 4,2 *** <GJK>
<GJK> - It does as intended, DM's them.  Miss otherwise
* J0/J1: 8-1 *
* J0/J1: broken 8-1 *
* Final Fire created in F1/F2 *
<GJK> - G2 to that damn MMG in I3 @ 8+2
*** DR = 4,3 *** <GJK>
<GJK> - Just a pin check, no rate
*** DR = 6,6 *** <GJK>
<GJK> - Too bad it wasn't a morale check!  Just a pin on the leader
*** DR = 1,5 *** <GJK>
<GJK> - and the squad is ok.  Go figure
* 9-1 Pin in I3/I4 *
<GJK> - F3 to I3 @ 6+3
*** DR = 4,3 *** <GJK>
<GJK> - miss
* Final Fire created in F2/F3 *
<GJK> - E5 to I3 @ 16+4
*** DR = 6,6 *** <GJK>
<GJK> - ***TOSSES DICE ACROSS THE ROOM****
<GJK> - boxcars again??? really???  Man, breaks the medium.  Not good!!!
* E5/E6: malf MMG *
<GJK> - For risk of breaking the other MMG, C7 to K7 @ 6+2
*** DR = 2,2 *** <GJK>
<GJK> - There we go, a 1MC plus rate
<GJK> - leader to check and then squad
*** DR = 1,6 *** <GJK>
<GJK> - leader ok, applies DRM
<GJK> - wait, leader pins, so no DRM.  Still a 1 morale check
*** DR = 4,1 *** <GJK>
<GJK> - squad ok
* 8-1 Pin in K7/K8 *
<GJK> - MMG only now @ 4+2
*** DR = 5,2 *** <GJK>
<GJK> - miss and lost rate
* Final Fire created in C7/C8 *
<GJK> - That's all that the Ami's can do for now
* New: Axis Turn 4 - AFPh *
<GJK> - Nothing for the Germans to shoot at
* New: Axis Turn 4 - RtPh *
<GJK> - J1 will move back deeper into cover
* DM, broken 8-1, broken 4-4-7 2sq moves J0/J1 -> K1/K2 *
<GJK> - The Ami's will take the risk and leave the broken HS where it is (and with the leader)
<GJK> - I have some reservations about doing this, but I'll move Winters and broken squad back to the hex the other leader
* broken 7-4-7 Esq, Wnd broken 9-1, DM moves D7/D8 -> C7/C8 *
* New: Axis Turn 4 - APh *
<GJK> - The Germans take up their new defensive positions
* 4-6-7 1sq, LMG moves K7/K8 -> J7/J8 *
* 2-4-7 1hs, 4-4-7 2sq, CX moves J5/J6 -> I6/I7 *
* 4-4-7 2sq moves I2/I3 -> I3/I4 *
<GJK> - And pins come off
* New: Axis Turn 4 - CCPh *
<GJK> - No close combat.
<GJK> - Well, the American's had a big setback that half-turn!!!
Clip your freaking corners!
----------------------
Blood Bowl on VASSAL - Ask me about it! http://garykrockover.com/BB/
----------------------
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer

Barthheart

Ouch! Hope the Amis have something up their sleeve.....  :o