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    SASL is not ASL
    Many think SASL is not as good as ASL since it's
    different. The difference is the point.
    This article was published in the ASL Journal #2. 
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    Table of Contents [top]
    Introduction 
    Solitaire Game Mechanics 
    Changes in Strategy 
    Conclusion
       
    Introduction [top]
    By some measures it seems Solitaire Advance Squad Leader (SASL) needs no
    introduction. Since its 1995 debut, everyone “knows” this is a solitaire
    version of our beloved game and that it does not need any explanation. This
    quick dismissal of the module allows players to make too causal of
    assumptions. In fact, so many assumptions are made it polarizes the ASL
    community. While not the hotly contested issue that the IFT/IIFT debate or
    various so-called sleazes are, it still manages to create rifts among
    players. SASL may be the most overlooked and underplayed module in the
    series. 
     
    The rift is not completely understandable. No other module is excused as
    readily. We accept desert or PTO scenarios, for instances, even though we do
    not all play them. No one forces PTO on others and likewise, no one
    advocates SASL replacing face-to-face (FtF) play. Yet, many players do not
    like SASL, perhaps seeing a series of clunky, automated formulas as not
    providing any fun. Many look at it only superficially and see it sharing
    rules, counters, and map boards and give no further thought. True, it can be
    played like ASL but to do so overlooks the beauty of the game. Nevertheless
    many have formed opinions while not having even tried the game. To
    complicate matters, their assumptions have been bolstered by several
    attempts at solitaire games in general. The best-known solitaire ASL version
    was by Mike O’Leary. He published guidelines attempting to translate FtF
    scenarios. It was an excellent idea but while it never caught on, many
    players read it. That article formed a lasting impression about what
    solitaire play is supposed to be and is the basis of many popularly held
    assumptions. 
     
    And therein are the misconceptions. In truth, SASL is really its own game,
    different and distinct from ASL. The introduction to SASL’s Chapter S
    attempts to point this out: SASL is a unique gaming experience. If a player
    tries SASL as if it were ASL, or expects it to be the same as an FtF game,
    he will certainly be disappointed. A good analogy focuses on the differences
    between Japanese infantry and more conventional ones such as the British.
    You could play Japanese infantry the same way as British units and you might
    even win too. However, you would be completely missing the point. Most
    likely you would lose and walk away feeling the Japanese are pretty
    disappointing. The trick is you have to think and play differently as the
    Japanese. This is hard for some people, at least at first, since all their
    experience had been with conventional infantry tactics. The same holds true
    here. With SASL, we are faced with new scenarios and a new kind of opponent.
    Both require a new style of play. This article will examine some of the
    unique aspects of the SASL system and differences of playing styles. It is
    hoped you will gain a new insight for the game and maybe try it, or try it
    again. 
     
    Solitaire Game Mechanics
    [top]
    Of course, the challenge with solitaire games is producing a useable
    artificial intelligence (AI). Too simple of one does not produce a good
    opponent and too burdensome of one become unplayable. SASL accomplishes the
    AI with four main game mechanisms: Suspect Counters, Activation Tables,
    Action Tables, and Hierarchy Lists. Regardless of the AI, the solitaire
    system must compromise. Players trade knowledge of the AI’s behavior with
    the uncertainty of the opposing forces. Because of these, solitaire play is
    not same as FtF. Fortunately, the designers did not intend for it to be.
    This fact does not make the game better or worst, only different than ASL.
    Players are encouraged to see SASL in this new light. 
    Suspect Counters
    To introduce an uncertainty, opposing forces are marked initially only by
    Suspect counters, represented by S? markers. In practice they are similar to
    cloaking counters: you know where they are but not how many units they
    represent, if any at all, or even if they are 5/8” or 1/2” counters.
    Their actual composition will not be revealed until an attempt is made to
    activate them. The scenario describes their initial placement and combat
    attitude. Hold attitude, as the name implies, represents a holding or
    defensive posture while Advance attitude has the opponent moving and
    attacking. A side may have Suspect counters in either attitude at the same
    time. 
    Activation Tables
    Activation is the way Suspect counters are turned into actual units. It
    is a two-step process. First, an Activation attempt is made in response to
    friendly units moving or firing. This is dependent on the range, the DRM of
    the moving unit, and the solitaire enemy’s nationality. The scenario
    defines the Activation number and a dr is made. An unsuccessful activation
    removes the Suspect counter, in essence a dummy stack. Otherwise, the exact
    contents of the stack are then generated. Generation Tables are provided for
    each solitaire nationality. SASL includes German, American, Russian and
    partisan tables. Additional tables will be available in subsequent SASL
    releases. These tables cover the range of possible units for the
    scenario’s time and theater. They are weighted so that historically rare
    vehicles remain uncommon. The tables appearing in the SASL module are the
    most comprehensive and the most general while tables for solitaire HASL
    (S/HASL) are much more restrictive and represent only units present for that
    battle. 
    Action Tables
    Every PFPh, active enemy units roll for their activity. This determines
    if they fire, move or panic. By rolling against their current combat
    attitude their action is determined. Panic is unique to SASL. The effects of
    panic are the same as being TI (may not move, advance, fire, etc.). The unit
    is also considered to have Final Fired but must use FPF whenever possible. A
    panicked vehicle stops. Enemy units may also panic during DF. 
    Hierarchy Lists
    These lay at the heart SASL’s artificial intelligence (AI). After
    deciding which action the units takes, these lists determine the actual
    target or destination of the unit. For either movement or fire, the unit
    rolls on the appropriate chart and is presented a set of options in a
    hierarchical form. The unit must attempt to follow this sequence in the
    order listed. If no target meets that criterion or if multiple targets are
    available then the next condition is used. For example, in Prep Fire an
    enemy infantry unit with LOS to some of your units is ordered to fire. It
    rolls a five on the appropriate table (Enemy Attack Table A3a): Fire all FP
    at closest target in VPO (Victory Point Objective) hex; at closest Known
    target; etc. Among the potential targets in a VPO hex, it would fire at the
    closest one. If there were more than one eligible target or if none were
    available, then it would fire at the closest Known unit regardless of VPO
    proximity. Again, if this did not produce a single target, the next command
    is used as a tiebreaker, and so on. A similar procedure occurs with movement
    but with destinations. 
     
    For combat alone, there are four charts: IFT vs. Infantry, LATW vs. Vehicle,
    Ordnance vs. Infantry and Ordnance vs. Vehicle. Taken as a whole, an
    impressive array of options develops. First, it is not possible to
    second-guess the AI. While it could be narrowed down to a few generalities
    (the closest, the most units or the least TEM), even within a given type
    there are just too many variations. There are several kinds of “closest”
    target. They may be closest in simple range, closest in VPO hex, closest PRC;
    closest Known, and the list goes on. In the end, this is still pretty close
    to an FtF game anyhow. You suspect your opponent is going to fire at either
    the closest, the most, the highest FP, or the lowest TEM, for instance.
    Second, because the tables are well considered and designed, it reduces the
    apparent randomness. Assuming a unit is going to fire, for example, it
    selects targets logically; certainly not finding them the same way snipers
    do. 
    Command Control
    Just as the solitaire opponent rolls for panic, your troops too have the
    ability to panic. For units to function properly they must be in Command
    Control. A simplified version of the rule is that the unit must be within
    two hexes and LOS of a superior leader who has passed a TC, also called a
    Command (CMD) DR. For example, if a 10-3 leader passes a CMD DR, all units
    and other leaders within two are considered in command; that is, they may
    move and fire normally. In the same manner this might put a subordinate
    leader in command and he, in turn, provides command to all units within two
    and so on. If the original 10-3 leader fails his check, the next highest
    leader attempts a CMD DR. Last in the sequence would be units outside of any
    command whether because its leader fails the CMD DR or outside any
    leader’s range. Naturally, you expect a CMD DR of 12 to be automatic
    panic. 
     
    Many players, including those not partial to SASL, like this rule and have
    tried informally to use it in their own games. Occasionally this topic even
    shows up on the ASL mailing list. However, the implications are tricky and
    it forces three new considerations for the players. 
     
    First, leaders get a new role. ASL leaders already have too much to do
    during battle. The good ones lead fire groups, the bad ones are relegated to
    radio operations or assisting with movement, and mediocre ones usually up
    near the front rallying. Rarely does a side ever have enough leaders.
    However, this rule effectively requires leaders to be the center of battle
    group. This role will be more important than their regular functions. Taken
    to an extreme, if you only have one leader, it is going to be in command
    role. Second, since the leaders will not be directing fire as often, players
    will have to develop new fire philosophies. The effectiveness of the fire is
    going to decrease. Leaders are going to be up front but not on the front.
    They are less likely to stay back unless forming an outstanding kill stack.
    Third, forces are not going to be spread out as much. It is common in FtF
    games to have a line across map, maybe with units in flanking positions.
    Players may still attempt do so, but it actually becomes problematic now
    because of panic. In-depth defenses are also at risk. Players will find
    themselves with a stronger up-front position and will have less ability to
    fall back in an organized manner. For this reason command control has to be
    a consideration. If a player has keeps too many leaders from the front, many
    troops will panic each turn. Attackers will discover they have no troops
    moving forward. Likewise, unprepared Defenders will get quickly overrun. 
    Random Events
    SASL also introduces random events into play. The scenario will set each
    side’s random event (RE) as two consecutive numbers, from a low of 2/3 to
    a maximum of 6/7. During the ATTACKER’s Rally Phase, the Wind Change roll
    doubles as the RE check. If the DR is either one of the numbers, a random
    event occurs. Another DR is then made on the nationalities’ corresponding
    RE table. 
     
    Random events range from the innocuous to the drastic although like other
    tables in SASL, it is weighted, making the more influential affects less
    probable. Some events may not even be applicable and will have no effect.
    These events may be categorized in three ways. First, it may be the
    appearance of new troops, including partisans, assault engineers, or elite
    troops. It may also bring on various 5/8” counters such as a platoon of
    field guns, assault guns, tanks or half-tracks loaded with infantry. Second,
    it may be a limited event or one time occurrence such as certain squads
    going berserk, a new round of ammo shortage, an immediate activation check
    of select Suspect counters, or a change for the RE values for better or
    worst. Lastly, it may be an event changing the scenario itself. This
    includes a change of the victory point schedule or having the solitaire
    opponent suddenly go on the attack. The most drastic one forces an immediate
    withdrawal of friendly units and changes the victory condition. 
     
    In terms of play, there is not much that can be done to anticipate these.
    They occur randomly and the severity, while varied, is likewise difficult to
    predicate. However, you always have to be aware that enemy units could enter
    at any moment. The concern is similar to a sniper picking off your best
    leader. You cannot guard against it really but players generally protect
    them by stacking them with other units, having others nearby, and rarely
    having the leader on the outside of his security circle. 
     
    While some players do not use RE, it is strongly recommended with solitaire
    S/HASL. The difference is S/HASL becomes more specialized and the scope of
    the fighting is usually much more restrictive so that friendly units need
    the additional reinforcements. For example, in solitaire RB, attackers
    require assault guns which generally are not available, or available in
    sufficient numbers, by OB alone. 
    Fog of War
    As a result of all these changes, there is a definite fog of war. You no
    longer can count on the knowing the opposing forces or when new ones, enemy
    or friendly, will enter. While this seemingly erratic behavior may appear
    too much of a wild card, many players make the case it actually enhances the
    game. For example, most HASL campaign games have variable scenario lengths.
    When that concept was first introduced, player’s reactions varied. Some
    viewed it with apprehension since they were familiar with fixed length
    scenarios. It is now a proven mechanism that players have come to like, if
    not expect. Few make any criticisms of it even though it clearly introduces
    uncertainty or usually favors one side or the other. By using variable
    length scenarios, players voluntarily and willing accept new challenges.
    They change their strategy and tactics, altering them for this new feature.
    For example, do you risk an attack on KGP’s sanitarium late in the
    scenario knowing failure would put you in a very bad position for the next
    scenario? Obviously, introducing uncertainty can make the game better. 
     
    If the variable scenario length creates one set of challenges, then not
    knowing the other side's forces creates an additional set. However, to view
    unit activation as completely random sleights the game unfairly. The
    opposing side is not pulling units out a bucket containing all the counters.
    The activation charts are well designed. While it may be possible to
    activate an unstoppable behemoth, it is probable the Suspect counter is a
    squad or two. It also addresses the problem of scenarios presenting fair
    challenges; that is, both sides have the means to win. In truth, not all
    engagements were this even handed. Tasked with your victory conditions, you
    will be equipped with what you need but not much more. It is likely you will
    encounter a stronger force. Part of the strategy is utilizing your forces in
    ways you might not have thought of before. In some instances, you may meet a
    force you cannot defeat. Another part of the strategy is knowing when to
    withdraw. This is something rarely encountered in standalone scenarios. It
    becomes more important during SASL CGs, where you risk losing a sizable
    portion of your experienced troops. One philosophy states “play balance is
    for wimps.” 
     
    By the same token, SASL has a high replay value. Given Suspect counters
    activate differently and the terrain is generated anew for each scenario, it
    is easy to see how each playing is different. In addition, changing the
    opposing nationality will introduce even more challenges. Just as with FtF
    games, fighting SASL’s Germans is dissimilar than fighting Russians in
    otherwise the same situation. 
    Changes in Strategy
    [top]
    After accepting new tactics, there are additional changes players should
    make. Generalities are hard to make in ASL and the same is true for SASL.
    Naturally each situation is different. However, SASL tends to make more use
    of sacrificial HSs. On the attack, someone is going to have to risk
    activating Suspect counters. Afterwards, there needs be a firebase nearby to
    respond to newly appearing units. Also, the attack tends to be more
    localized, so Suspect counters are activated in smaller, manageable numbers.
    The terrain does not always accommodate this approach but in general while
    attacking, the fewer Suspect counters activated at a time is better. On the
    defense the opposite is true. You want to activate as many as possible so
    you can better deal with the forces. Again, the sacrificial HS is important.
    This unit needs to be placed with the best LOS to the most areas. Several
    might be needed to cover the battlefield. 
     
    It is likely you will stack more in SASL. This is needed to form more
    effective FGs, especially if a good leader is available, or to move quickly
    to a new position. In some ways stacking is less risky too. The solitaire
    opponent is more predicable in DFF. As long as the stack does not meet the
    movement-based activation requirements, they can actually move around the
    battlefield more freely than FtF play. Except by RE, there are no HIP units
    to suddenly appear. 
     
    You also have more leisurely pace. Since there is no opponent to prod you
    on, and since games do not have to over by the end of the evening, players
    can take more time to think about the moves. They are free to better
    evaluate each move and option. It is this feature many players enjoy. This
    comes closest to practice for ASL since new options may be explored, even
    retracted afterwards. It is similar to learning chess by replaying old games
    and, more instructively, playing alternatives the author proposes. 
     
    In the same way, the lack of opponent may distract players. The situation is
    no longer truly adversarial. Even though players have more time to look up
    rules, they are not required to and lose the motivation. In this sense SASL
    falls short as a training tool. Some of the rules need the interaction of
    other players to learn it correctly. 
    Conclusion
    [top]
    For the reasons outline above, it becomes difficult to categorize SASL.
    Clearly, it is ASL. It uses the same maps, counters and rules. Players
    already familiar with ASL should be comfortable with SASL. The new material
    it introduces is only for the AI. That material is well designed, as you
    would expect, and please give it that assumption. It gives the solitaire
    opponent reasonable behavior and just random enough to keep you from getting
    complacent. Players can do well for themselves by following the AI in their
    own games. It sets up rules of engagement in a consistent and logical
    manner. 
     
    However, it was never intended for SASL to be a replacement for a live
    opponent. It may not even be good practice for playing ASL. It brings up
    common rules questions, which allows players to better learn some
    situations. On the other hand, those situations may not be representative a
    live game. The designers were aware of these differences and made it a
    distinctively new game. Many players go one step further and will change the
    enemy’s actions to make it better or more logical. Since the goal of the
    game is have one that is fun and challenging, there is nothing wrong with
    viewing the AI as only a framework from which play may be deviated. If the
    enemy does something obviously illogical, change it. You may find you are
    doing this a lot less often, however, than you expected.
       
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