![]() ![]() ![]() Also, the scope to vary the number of models per base, and the relatively large infantry base size for squads/fire-teams means that mini-dioramas can be modelled if that is to your taste. One of the reasons for having generic army templates is that, within a given theme, the gamer has a wide range of choice in interpreting how that army looks. The range of commercially available 15mm science fiction models has increased at a phenomenal rate since ASQL was published by Alternative Armies through its brand .uk in 2009. There is no official miniatures range for ASQL, and that’s how I like it. My fellow ASQL play testers actually find it quite amusing to imagine how say, a group of alien reptilian warriors armed only with spears have managed to defeat a heavily armoured main battle tank in close assault, or why an unscathed unit of elite space commandos on the periphery of a desperate firefight have refused to obey orders to engage the enemy for the third turn running (“it’s the Ort radios sir – the cheap trash isn’t working!”), but that is the kind of luck that can play out. not alot! But that should not deter your enjoyment of the game. Incidentally, ASQL aspires to a similar level of credibility to that of your average science fiction movie – ie. ![]() Consequently, strange and inexplicable things can happen, which may not be to the taste of every wargamer, depending upon the level of credibility that you require in your games. The game mechanics of ASQL represent a level of abstraction that does not intend to provide a plausible reason for every combat outcome (you could put this down to the “fog of war”). The scenarios have different objectives that have the effect of levelling out the relative capabilities of the armies, and there are terrain placement rules that favour the defender, while allowing the attacker to deploy after seeing where the defender’s army is positioned. Generally speaking, most armies will trade-off between durability/firepower and manoeuvrability/quantity, although some of the armies (non-humanoid aliens especially) are intentionally limited in choice. There are no “super-units” in ASQL, but most army templates will force players to make hard choices between a variety of effective unit types. We acknowledge that some armies are more straightforward to use effectively than others, but we strive to ensure that all of them are capable of winning, especially if the army composition is determined before randomly generating the game scenario. ASQL’s play testers try hard to ensure that all the available armies possess not only a unique character, but that they all have a fair chance of winning the game, if played well. ![]() ASQL provides many such opportunities which units do you attempt to activate first when your command phase could end (via a failed command test) at any moment? Should you move your units as a group (easier to move, but making a good target) or individually? Should a unit stand and fire at the enemy or seek to out-manoeuvre them (at double speed)? Should your command stands take part in the fighting or keep out of harm’s way? Should you seek to degrade the effectiveness of enemy units or attempt to destroy each enemy unit outright?Īlso important in competitive gaming is the perceived fairness of the game, opportunities for optimising army builds, and clear win conditions. A random factor is required to represent the element of chance, and to provide the excitement of risk, but, on the whole, the choices made available to a player in the game must provide them with the opportunity to win the game by exercising their skill in decision-making, which are, in turn, based on sizing up priorities and probabilities. I have read that a good game allows the players to make many meaningful decisions that give them a chance to influence the outcome of the game by the choices they make. ![]()
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