From gr27134 at charter.net Mon Mar 1 10:53:09 2004 From: gr27134 at charter.net (Tate Rogers) Date: Sun Feb 29 11:02:47 2004 Subject: [ASLML] Fanzines In-Reply-To: <52168D0FD8A1DE4992D964CAB485576EC6886A@nymail.adl.org> Message-ID: > -----Original Message----- > From: Aslml-bounces@asl-forums.net > [mailto:Aslml-bounces@asl-forums.net]On Behalf Of Pitcavage, Mark > Sent: Saturday, February 28, 2004 5:53 PM > To: 'Aslml@asl-forums.net' > Subject: [ASLML] Fanzines > > > Tate sez: > "There is a massive difference between Fanzines and modules. Real Fanzines > don't include counters, maps, and new rules (i.e., modules)." > > Sez who? Who appointed you the King of Fanzines? What are you in the fifth grade?!?! OK, for your benefit, seeing as how you are unable to understand the objective of an open forum...let me rephrase. "IN MY OPINION, a real fanzine doesn't publish maps, counters, and new rules (i.e., modules)." There, was your juvenile mind able to grasp that I was expressing an opinion and not issuing a comandment? Later- Tater (One Mean Spud!) From gr27134 at charter.net Mon Mar 1 16:50:26 2004 From: gr27134 at charter.net (Tate Rogers) Date: Sun Feb 29 17:01:58 2004 Subject: [ASLML] Lits, thoughts In-Reply-To: <5A75A637377A4249B83ACA0BC0510B5D3D85CD@sesob03.sobernet.net> Message-ID: > -----Original Message----- > From: Aslml-bounces@asl-forums.net > [mailto:Aslml-bounces@asl-forums.net]On Behalf Of Janusz Maxe > Sent: Sunday, February 29, 2004 6:14 PM > To: ASLML (E-mail) > Subject: [ASLML] Lits, thoughts > > > Played parts 1 and 2 of Line in the sand, from Journal 5. > > I do not agree with earlier writers that J79 is pro-British. Yes, > the light vehicles are vulnerable, but they can be protected by > the heavier vehicles and dust. Add smoke from mortars and tanks, > plus the power of 75L guns, and the Germans in my opinion possess > the power needed to exit 45 EVP. A nice shwerpunkt will give them > that needed edge, too. But mostly, the Germans are more fun to > play. The Britts just blast away with the 5-6 assets they have, > and hope BOG and AT-mines will do the rest. If you are protecting the thin skins with vehicle dust that would require your tanks to probably keep moving and/or stay in motion. So how exactly do you ever threaten the Brit with you MA's? Also, the Brit will have taken one of the air options...by thin skins. I thought the Germs were fun to play...then I realized that even though I had lost only 1 tank I had no real mathematical chance to win. The J79 VC needs to be about 35-40EVP to make this more reasonable. > J80. Let me paint you a picture. > Turn 1: I lose my (British) OBA permanently. Two Grants are > burned, the 9-2 wounded and the MMG squad halved. > Turn 2-3: British lose both 57L guns and both 76mm mortars. So > far the Germans have lost 3 HTs to mortars and sniper. > Still, the Britts win. > How? Maybe I played better than my opponent. But the terrain, ah, > the terrain. Using the hellish slopes on board 25 to channel > tanks and infantry into mines and wire, adding some FP from > infantry, it took the Germans to just climb from the base of the > hill into attack position. Then they had to dig out the nearly > intact Britt infantry from entrenchments, while handling tanks > (HD matildas) plus FBs diving out of the sky. Ditto...I just don't see how the Germans pull this one off. The terrain alone makes it extremely difficult. > I'd like to recomend using Tates maps, and blow them up about > 50%. Not having to remember broken terrain helped a lot, and the > extra size is a must when both sides clash on the hill summit. > Thanks Tate! Uhm...I didn't do those maps. Someone else did them and sent the url to the ASLML. I don't remember who it was but it wasn't me. Later- Tater (One Mean Spud!) From mountainview at westelcom.com Mon Mar 1 03:47:57 2004 From: mountainview at westelcom.com (Mountain View Cottage) Date: Mon Mar 1 03:53:19 2004 Subject: [ASLML] Carrier C Mortar hit ? References: <001a01c3fce9$c85b44f0$6401a8c0@MOOSE> <010e01c3fdac$f3872b30$28926b0c@NewhpGeorge> Message-ID: <00f301c3ff83$0b63bbb0$bb8e6b0c@NewhpGeorge> ----- Original Message ----- From: "Bruce Probst" To: "Mountain View Cottage" ; Sent: Sunday, February 29, 2004 9:45 PM Subject: Re: [ASLML] Carrier C Mortar hit ? On Fri, 27 Feb 2004 22:42:53 -0500, "Mountain View Cottage" wrote: >The MTR attack would only treat the Carrier (like any other OT vehicle) as >being "unarmoured" if the MTR were attacking from a sufficient height >advantage to reduce the CE DRM. To do that, the MTR would have to have a >height advantage > range to the target. > >< Pretty sure Ordnance can't do this. Airbursts can apply, but only >< in conjunction with the CE DRM. A Japanese MTR @ Level 4 >< firing down at an adjacent Carrier @ Level 0 Woods will attack >< the Crew Collaterally (assuming the Vehicle is unaffected by the Hit) >< at net +1 DRM (+2 CE; -1 Airbursts). I'm quite sure they can, as per the actual rules (all emphasis from actual text): D6.61 "BU: As long as an armored halftrack's Passengers are not CE, they may not be attacked separately ... *unless* the firer has an elevation advantage the range to the half-track. In this event, the +2 CE DRM applies but is reduced by one for each full level elevation advantage > the range (to a minimum CE DRM of 0) as per 5.31 ...." D5.31 "CE DRM: .... An OT AFV's normal (usually +2) CE DRM can be reduced by Elevation Effects as per 6.61, and by Air Bursts (B13.3); see 5.311 ...." D5.311 "UNPROTECTED CREWS: The Inherent crew (as well as each Passenger) of a vehicle receiving fire ... through an unarmored Target Facing/Aspect (C3.9; including any OT AFV receiving either Air Bursts or fire from a higher elevation whose elevation advantage is > the range [5.31]) ... is Vulnerable even if BU, and receives no (or a reduced; 5.31) CE DRM .... If an OT AFV's crew would receive a CE DRM *reduced by Elevation-Effects/Air-Bursts* to < its normal CE DRM, that AFV is instead treated as unarmored and the attack vs it -- but not vs its PRC -- is resolved (with no Air Burst TEM) either as per A7.308 (for non-ordnance/Indirect-Fire-HE) or on the proper TK Table using the pertinent Unarmored Vehicle TK#." No restriction on ordnance in any of those rules that I can see. Am I missing something? << A MTR attack on a Carrier will only affect a Crew, using the << +2 CE DRM, via Collateral Attack. It's attack will first be << considered for potential Kill/Immobilize/Shock vs. the << Vehicle itself. For that, it gets the Indirect Fire DRMs on its << kill attempt (1- OT; -1 All AF <= 4). If the attack doesn't << attack doesn't Kill/Immobilize/Shock it, then you got to << the Collateral Attack, which would only be subject to << CE DRM / Airburst. << << Plus, it doens't make "sense". "Height Advantage" for a MTR << shot is a non-factor - it's not "direct" fire. If a MTR @ Level 0 << fires on a Carrier @ Level 4, it's rounds/ammunition are coming << in "from above". Why doesn't it get "height advantage" there? << << It does, but on the Indirect vs. AFV consideration. << << Not once it fails to affect the Carrier and attacks the Crew << Collaterally. << << Conveniently, the same applies to Level 4 at Level 0. The trajectory << and nature of Indirect Fire are not applicable to "direct fire" "height << "advantage" conditions that reduce a CE DRM. << << If Indirect Fire (on- and off-board) can reduce a CE DRM, presumably << *always* to +0 ["Height Advantage" = infinite], then the Carrier would << automatically be attacked as a non-armored vehicle very time (to kill << and vs. the Crew Collaterally. << << Gotta go to work, sorry, so no reference, but I will try to look it up << later - I do recall looking up the same rules you've referenced when I << replied last Friday [plus Collateral Attacks]. There's also a rule that << says Crews can't targeted separately by Ordnance...somewhere. << << I also think the "...Airbursts, or fire from a higher elevation..." section << of your quote of D5.31 & D5.311 serves to differentiate between << Indirect's, and Direct Fire's, separate application of "Height Advantage." ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From daveolie at eastlink.ca Mon Mar 1 06:57:51 2004 From: daveolie at eastlink.ca (David Olie) Date: Mon Mar 1 07:10:02 2004 Subject: [ASLML] Scenario Balance References: Message-ID: <003501c3ff9e$94dc7f60$40dede18@klis.com> JR wrote: > Also, several scenarios are > great and just need a tweak to make them competitive as well as fun. > Acts is one; Land of the Khan is another. I've always thought LotK looked interesting, although I haven't played it. I'm curious, JR, which side you think needs the help (I'd assume the Chinese) and, since this scenario has ABS, which level you'd recommend to even it out. David "tweaky clean" Olie From jtracy at bankofny.com Mon Mar 1 07:14:02 2004 From: jtracy at bankofny.com (jtracy@bankofny.com) Date: Mon Mar 1 07:42:22 2004 Subject: [ASLML] Scenario Balance Message-ID: David asks: > I've always thought [Land of the Khan] looked > interesting, although I haven't played it. > I'm curious, JR, which side you think needs the > help (I'd assume the Chinese) and, since this > scenario has ABS, which level you'd recommend to > even it out. Yep, the Chinese need the help. I think they need at least the mid-level balance, which includes raising their ELR plus one other change which I don't recall at the moment. Gotta love Chinese on the attack! JR ________________________________________________________________________ The information in this e-mail, and any attachment therein, is confidential and for use by the addressee only. If you are not the intended recipient, please return the e-mail to the sender and delete it from your computer. Although The Bank of New York attempts to sweep e-mail and attachments for viruses, it does not guarantee that either are virus-free and accepts no liability for any damage sustained as a result of viruses. From cardboard.killer at verizon.net Mon Mar 1 07:48:22 2004 From: cardboard.killer at verizon.net (Brian W) Date: Mon Mar 1 07:53:38 2004 Subject: [ASLML] Scenario Balance In-Reply-To: Message-ID: <000001c3ffa4$a0889190$6501a8c0@NewDell> >I think they need >at least the mid-level balance, which includes raising >their ELR plus one other change which I don't recall >at the moment. I would suggest level 3. I've played it twice and think there is a really good scenario hiding within it, but it needs more help than the balance gives it--meaning that granting balance may make it balanced, but does not make it more enjoyable. If I had a chance I would switch a bunch of the Japanese 447s for 347s. That makes it a more enjoyable scenario _and_ more balanced. >Gotta love Chinese on the attack! Yes, about as much as I love losing kidneys at aslok. From vaslplayer at triad.rr.com Mon Mar 1 07:52:52 2004 From: vaslplayer at triad.rr.com (David Reenstra) Date: Mon Mar 1 07:58:18 2004 Subject: [ASLML] CC question In-Reply-To: <40412984.8422.EBEF84B@localhost> Message-ID: <000301c3ffa5$41e63b00$2802a8c0@mba.wfu.edu> Hi Brian, You wrote: > >If you are in CC and have a leader who is pinned, what are the >effects of that pin >other than ambush dr? > >Does his Leader DRM still apply to the CC DR itself? >Is the Leader's inherent FP of 1 halved? > >Thanks! > By A7.8, the leader's inherent FP of 1 is halved for attacking, but not for defending. Also, by A7.831, the leader can't direct an attack nor can it aid other units' MC/TC. There are no EXC given for CC, so this would hold true in the situation you describe. Hope that helps, Dave Reenstra From keithdalton at verizon.net Mon Mar 1 09:25:12 2004 From: keithdalton at verizon.net (keithdalton@verizon.net) Date: Mon Mar 1 09:30:45 2004 Subject: [ASLML] ASLers in Richmond? Message-ID: <20040301172512.SHPL29216.out009.verizon.net@outgoing.verizon.net> Any ASLers in Richmond? If so, please contact me off list. Keith From wrongway at nowonline.net Mon Mar 1 09:27:39 2004 From: wrongway at nowonline.net (Pete Shelling) Date: Mon Mar 1 09:32:59 2004 Subject: [ASLML] Lits, thoughts In-Reply-To: Message-ID: Well there you go, Tate- that's five more right there (Mtr and crew) So, now we can conceivably have a SPW 251/1 score 11 EVP: 4 for the vehicle, 2 for the vehicle crew, 3 for the mortar, and two for the mortar crew. Add an 8-1leader for another two points, and you are more than 25% of the way there with only one vehicle! Or, while you opponent puts everything he's got into killing this monster, your Italian tanks will get through for the score! Pete "Now, would you STILL rather have the 88?" Shelling -----Original Message----- From: Bruce Probst [mailto:bprobst@netspace.net.au] Sent: Sunday, February 29, 2004 11:28 PM To: Pete Shelling; Aslml@asl-forums.net Subject: Re: [ASLML] Lits, thoughts On Sun, 29 Feb 2004 22:03:11 -0500, "Pete Shelling" wrote: >Rules Question: Do 81mm mortars score DVP if dismantled and hauled aboard an >exited halftrack? Yes. F.3: "... Gun: a Gun's DVP value equals 10% (FRU) of its printed BPV (even if dm/malfunctioned); ...." ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From gr27134 at charter.net Mon Mar 1 09:38:53 2004 From: gr27134 at charter.net (Tate Rogers) Date: Mon Mar 1 09:55:56 2004 Subject: [ASLML] Lits, thoughts Message-ID: <200403011738.i21Hcrir096866@mxsf22.cluster1.charter.net> > > From: "Pete Shelling" > Date: 2004/02/29 Sun PM 09:03:11 CST > To: "Janusz Maxe" , > "ASLML \(E-mail\)" > Subject: Re: [ASLML] Lits, thoughts > > Janusz jawed: > > >>Played parts 1 and 2 of Line in the sand, from Journal 5. > > I'm ecstatic. No, orgasmic. These are actually getting good play and > discussion!! > > >>I do not agree with earlier writers that J79 is pro-British. Yes, the > light vehicles are vulnerable, but they can be protected >>by the heavier > vehicles and dust. Add smoke from mortars and tanks, plus the power of 75L > guns, and the Germans in my >>opinion possess the power needed to exit 45 > EVP. > > I think German use of smoke/dust is going to be key. Remember, the German > player can get an aerial observer with smoke OBA, plus a Mortar (if chosen) > and MK IV F1s (if chosen). I used smoke and dust. The thin skins still get wacked. Smoke doesn't do much vs AT-Mines and Bog checks...Tracks and AC can't enter a trench location either. It is extremely hard to get enough smoke down to cover the thin skins when every single enemy weapon on the board has a decent chance to kill them. Not to mention the Brit infantry just moving up and entering CC...i.e., if all the German vehicles are shrouded in some form of dust/smoke then the Brit infantry will have a lot of freedom of movement. Let's not forget that the Brit will have some smoke ability as well...placing smoke becomes problematic when firing out/through smoke/dust. And, as we all know, if one must have smoke to have any chance to win one can count on the following: 1) You will get 1 round (or less) from each smoke capable weapon before rolling the depletion#. 2) There will be at least 2-3 12's rolled during wind change. 3) You opponent will still roll low enough to hit. The Brit can use his AT mines and trenches to pretty much funnel the Germans into a fairly wide and hard to protect kill zone. Basically just load up the board edges with the blocking fortifications. The German will have wasted 2-3 turns by the time he realizes he can't get the skins through. That is the other key...the German has to pick right (i.e., the right path) from the start. He doesn't have time to dick around. He can't spend 2-3 turns trying one rout only to find it is blocked by trenches/AT mines...then change direction. Also, the nature of the crags (rubble LOS effect) creats a lot of reverse slop situations. It is hard to get smoke on anyone when they are out of LOS. Besides, If the German tanks are stopping to fire smoke then they aren't heading for an exit...OK with me as the Brit. Lastly, there will be at least 2-3 tracks/AC taken out by the broken terrain...bogging is as good as dead in this environment. It is the same for a stun result...better stay BU...which just increase the vulnerability to CC. Bottom line, I would happily take the Brits against anyone! Later- Tater (One Mean Spud!) From brian.roundhill at epsiia.com Mon Mar 1 09:57:23 2004 From: brian.roundhill at epsiia.com (Brian Roundhill) Date: Mon Mar 1 10:01:28 2004 Subject: [ASLML] J86: what do you think? In-Reply-To: <000901c3f9af$267a7b20$71326644@yourus67pi6luv> References: <000901c3f9af$267a7b20$71326644@yourus67pi6luv> Message-ID: <40437983.9070104@epsiia.com> I also think this is very favourable for the British. Played this with Carl, and with one more turn, maybe he could have won. Our game was a little atypical perhaps - he had 4 MA malfunction during the game, I had 1 OBA mission because of constant loss of radio contact. My basic gameplan was concentrate on the infantry, because like .Roy said, the Panthers can't take buildings. I'd like to play this against some of the better players and see what they do with the Germans, and there is some finesse required by the British in trying to preserve the Fireflys. One big question is still what do you do with the first turn OBA? Go after the vehicles? Go after the point of attack? Go after the victory hex since 3 of 5 British leaders are huddled up in there? Roundhill Roy Connelly wrote: >Hello, > >Mike Rose and I played this last night. I usually like to give a scenario a >couple of chances before I judge, but this game looks very favorable to the >British. > >You guys who have played this. What do you think? > >The Panthers are cool, but can't take the building, and the SS have a >Looooooong way to go and can't afford too many casualties. > >In our game, after crossing open ground for almost three full turns, with >minimal damage to the SS due to my ineffectual firing, they would have had >to almost sprint to get to the building and take it away from what amounted >to 6-8 British squads. And they have to contend with OBA while they're >crossing the open. > >If my rolls vs. the infantry had been even a little better, we would have >quit because of the futility of it all for the Germans. > >ROAR (and yes, I know you can't make a judgement on three playings......but) >has it 3-0 British. Will it even out eventually? We couldn't see how. > >Thanks > >Roy >Southern Kansas ASL > > > > > > > From gr27134 at charter.net Mon Mar 1 10:09:54 2004 From: gr27134 at charter.net (Tate Rogers) Date: Mon Mar 1 10:25:18 2004 Subject: [ASLML] Lits, thoughts Message-ID: <200403011808.i21I8bir029621@mxsf22.cluster1.charter.net> > > From: "Pete Shelling" > Date: 2004/03/01 Mon AM 11:27:39 CST > To: , > Subject: RE: [ASLML] Lits, thoughts > > Well there you go, Tate- that's five more right there (Mtr and crew) > > So, now we can conceivably have a SPW 251/1 score 11 EVP: 4 for the > vehicle, 2 for the vehicle crew, 3 for the mortar, and two for the mortar > crew. Add an 8-1leader for another two points, and you are more than 25% of > the way there with only one vehicle! Yeah, it just has to run the gauntlet of Bog Checks, AT Mines, LMG, MMG, half dozen or so 40L's, and Brit infantry. IOW, sayin 'n doin are two totally different things... Also, you were talking about the Observation Plane (ObsP) and OBA... Radio Contact... Gotta do a sighting TC... Then regular Access...AR...SR...etc... IOW...the ficklness of OBA with a little salt on top. Not to mention this boy has got it tough when the Brit FB's show up. Please, don't get me wrong...I ain't say it is impossible...I ain't even sayin it isn't a fun scenario (it is fun...and interesting!). All I am sayin is that it is very tough on the Germs. If your playing the Germs you gotta bring the 'A' game because even little mistakes will cost lots. What I would really like to see is everyone play it and then tell me I am full of sh...uhm...stuff. ;-) Later- Tate From sambelcher at cablespeed.com Mon Mar 1 10:24:38 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Mon Mar 1 10:29:54 2004 Subject: [ASLML] J86: what do you think? In-Reply-To: <40437983.9070104@epsiia.com> Message-ID: <001001c3ffba$752ba3a0$647ba8c0@samb03> Regarding "Frontal Assault" (J86) Roy Connelly wrote: > >The Panthers are cool, but can't take the building, and the SS have a > >Looooooong way to go and can't afford too many casualties. > > > >In our game, after crossing open ground for almost three full turns, with > >minimal damage to the SS due to my ineffectual firing, they would have > had > >to almost sprint to get to the building and take it away from what > amounted > >to 6-8 British squads. And they have to contend with OBA while they're > >crossing the open. And Brian Roundhill also said: > I also think this is very favourable for the British. Played this with > Carl, and with one more turn, maybe he could have won. Our game was a > little atypical perhaps - he had 4 MA malfunction during the game, I had > 1 OBA mission because of constant loss of radio contact. My basic > gameplan was concentrate on the infantry, because like .Roy said, the > Panthers can't take buildings. > > I'd like to play this against some of the better players and see what > they do with the Germans, and there is some finesse required by the > British in trying to preserve the Fireflys. One big question is still > what do you do with the first turn OBA? Go after the vehicles? Go after > the point of attack? Go after the victory hex since 3 of 5 British > leaders are huddled up in there? This is a tough puzzle for the Germans. I tried this last night against Eric Henyey and I lost as the Germans... The problem isn't the -distance- you only have to average 3 hexes per turn to arrive at the VC building the turn before the game ends. The problem is that the ground is devoid of cover and you have no smoke to speak of... I brought the pregame "bombardment" down on 6 Brit Vehicles. I destroyed two trucks and immobilized a Sherman. With the same DR's in a different sequence I could have destroyed two Shermans, Two Trucks and immobilized a third tank. Oh, well... When I play this again, I'm think I'm going to try standing off with the Panthers on turn 1 and just firing at Brit Tanks. (Pretty much what I did the first time, but this time I'd leave most of my infantry off board on turn 1). On turn two, the rest of the Panthers enter and form a "firing line" out of Piat range. Infantry uses Armored assault to move on with the Panthers (the only cover you really have.) OR the infantry goes up the left flank through the wheat fields. Still, I'm not at all confident that this will secure a win. Any other ideas? The Brit has MORE infantry and OBA to play with. They are all in buildings or foxholes so have +2 TEM. You have higher morale and firepower but have to cross nothing but open ground. I'd be interested in hearing from playtesters and experts how the German Wins this w/o very lucky dice. Sam "not that lucky - or skilled" Belcher From gr27134 at charter.net Mon Mar 1 10:20:09 2004 From: gr27134 at charter.net (Tate Rogers) Date: Mon Mar 1 10:33:21 2004 Subject: [ASLML] G1.422 Message-ID: <200403011818.i21IIqir040585@mxsf22.cluster1.charter.net> > > From: Bruce Probst > Date: 2004/02/29 Sun PM 09:04:52 CST > To: lars thuring , Aslml@asl-forums.net > Subject: Re: [ASLML] G1.422 > > On Sun, 29 Feb 2004 19:38:25 +0100, lars thuring wrote: > > >However, one can give control of the DC to a T-H Hero if you bury it in > >the ground (G1.6121) > > True, but that don't make him a DC Hero, it just makes him a T-H Hero who > wields awesome destructive power . What if one buries the T-H along with the DC? Can the T-H dig his way out and then attack? Kind of like the "Night of The Living Dead T-H/DC Heroes". Later- Tater (One Mean...Slightly Ripe...Spud!) From gr27134 at charter.net Mon Mar 1 10:17:33 2004 From: gr27134 at charter.net (Tate Rogers) Date: Mon Mar 1 10:36:14 2004 Subject: [ASLML] Scenario Balance Message-ID: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> > > From: "Steven Pleva" > Date: 2004/02/29 Sun PM 08:55:00 CST > To: > CC: Aslml@asl-forums.net > Subject: RE: [ASLML] Scenario Balance > > > Without looking at the scenario, I believe that the Yank balance is > having the Japanese enter 1 GT later. I seem to remember that my toast > was done well before my reinforcements entered. > > That's my point, the scenario balance was so strong that it ended the > game before it started. We would have been better off agreeing to give > the Ami's an extra hs or so than blindly(?) accept the scenario balance. > This is a reason to use the "Agree and Dice" method... > > > Are you saying that players should add balance provisions outside of > those listed on the scenario card? > > I do it all the time. Do you think some home made balance provisions are > going to stop a guy that invented "Instant Berserkers"? > > > ABS comes to mind here, a balance > technique that I've always been a fan of BTW. > > I love ABS, but unfortunately it's only in relatively few scenarios. > Bidding for sides using balance merely gives the advantage to the guy who has experience with the scenario. I never use any balance. I prefer the agree and dice method. Bidding is for sharks... Later- Tater (One Mean Spud!) From gr27134 at charter.net Mon Mar 1 10:30:40 2004 From: gr27134 at charter.net (Tate Rogers) Date: Mon Mar 1 10:43:36 2004 Subject: [ASLML] Carrier C Mortar hit ? Message-ID: <200403011829.i21ITV2O028161@mxsf06.cluster1.charter.net> > From: Bruce Probst > > Am I missing something? Yes, but that is a different story having nothing to do with ASL at all. Later- Tater (One Mean Yet Wistfully Humorous Spud!) From StevenPleva at earthlink.net Mon Mar 1 10:55:48 2004 From: StevenPleva at earthlink.net (Steven Pleva) Date: Mon Mar 1 11:01:13 2004 Subject: [ASLML] Scenario Balance In-Reply-To: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> Message-ID: <003101c3ffbe$d0315930$6401a8c0@GorGorBig> > Bidding is for sharks... There are two types of sharks: honest sharks and sleazy sharks. An honest shark is someone who wants to test his skill at analyzing a scenario against his opponent's. An honest shark would be willing to take either side in a scenario if they had to give up the balance to get their favorite side or get the balance if not. I strongly suspect that Jim would fall into this category. A sleazy shark is someone who tries to dupe an unsuspecting player into taking a hosed side in a scenario especially if they conceal the fact that they've played the scenario before. Among honest sharks, bidding is a perfectly fair method... Steve --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.593 / Virus Database: 376 - Release Date: 2/20/2004 From snowm at ucsu.colorado.edu Mon Mar 1 11:37:54 2004 From: snowm at ucsu.colorado.edu (Martin Snow) Date: Mon Mar 1 11:43:13 2004 Subject: [ASLML] Scenario Balance In-Reply-To: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> References: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> Message-ID: On Mon, 1 Mar 2004, Tate Rogers wrote: > I never use any balance. I prefer the agree and dice method. > > Bidding is for sharks... > Sharking is saying "I'll take the Germans with the balance." Bidding is saying "Let's give the Germans an extra squad and then dice for sides." The two are not at all related. Martin Snow <*> snowm@ucsu.colorado.edu http://ucsu.colorado.edu/~snowm/Home.html From smcbee at midtnn.net Mon Mar 1 13:22:55 2004 From: smcbee at midtnn.net (Steve McBee) Date: Mon Mar 1 13:26:46 2004 Subject: [ASLML] NashCon ASL Tournament 2004 In-Reply-To: <01C3F99E.E4655120.gr27134@charter.net> Message-ID: <000901c3ffd3$5ea108a0$b000a8c0@SteveMcBee> Well, it's getting to be that time of the year again, tournament announcement season. I'll have more information within a couple of weeks, but here are the basics. HMGS-MidSouth's NashCon tournament will take place May 28-30, 2004 at the Cool Springs Marriot in Franklin, TN. The POC overall is Chris Edmondson at POB 44, Rockvale, TN 37153, 615/867-0229. echris66@comcast.net. Pre-registration cost is somewhere around $15 for HMGS members and $18 for non-members. That goes up to around $20/$25 for the weekend. I may be wrong, so ask Chris as to the actual price. There is no website presently to register online. I doubt there will be one before summer at the earliest. Format of the tournament is an Open one. Games start on the 28th and will run to the 30th. Unless we get more than 10 players, it will be single elimination. If more than 10, it will be a round robin style. Back in a couple of weeks with more. Hopefully this will get through. I haven't been able to post since two weeks ago when my email address changed. Take care, Steve From gr27134 at charter.net Mon Mar 1 13:38:30 2004 From: gr27134 at charter.net (Tate Rogers) Date: Mon Mar 1 13:50:57 2004 Subject: [ASLML] Scenario Balance Message-ID: <200403012137.i21LbDlV016113@mxsf14.cluster1.charter.net> > > From: "Steven Pleva" > Date: 2004/03/01 Mon PM 12:55:48 CST > To: > Subject: RE: RE: [ASLML] Scenario Balance > > > Bidding is for sharks... > > There are two types of sharks: honest sharks and sleazy sharks. > > An honest shark is someone who wants to test his skill at analyzing a > scenario against his opponent's. An honest shark would be willing to > take either side in a scenario if they had to give up the balance to get > their favorite side or get the balance if not. I strongly suspect that > Jim would fall into this category. > > A sleazy shark is someone who tries to dupe an unsuspecting player into > taking a hosed side in a scenario especially if they conceal the fact > that they've played the scenario before. > > Among honest sharks, bidding is a perfectly fair method... ...and Pleva jumps on the grenade... As one floats in a bright red cloud of churning water being savagely ripped into small easily swallowed chunks the status of the shark (i.e., honest vs sleazy) matters very little. Later- Tater (One Mean Spud!) From rockgheba at libero.it Mon Mar 1 14:54:28 2004 From: rockgheba at libero.it (Mario Nadalini) Date: Mon Mar 1 15:03:09 2004 Subject: [ASLML] For Carl Pfeiffer Message-ID: <016501c3ffe0$348cb660$63241997@tequila> Mr Pfeiffer, I have a question for you regarding the Nhpum Ga VASL map: could you please contact me? Many many thanks in advance! Mario Nadalini From janusz.maxe at unf.se Mon Mar 1 15:26:25 2004 From: janusz.maxe at unf.se (Janusz Maxe) Date: Mon Mar 1 15:33:01 2004 Subject: [ASLML] More LitS thoughts Message-ID: <5A75A637377A4249B83ACA0BC0510B5D3D85CF@sesob03.sobernet.net> The table C forces are quite powerful, I think. Hard to say exactly, but I belive: Commonwealth OBA is most effective on the crowded slopes of scen 2, J80, Egypt's last Hope. Their FBs without bombs can wreak havoc among the lightly armoured and passanger packed vehicles of scenario 1, J79. The two FBs with bombs should be used on the tanks in J81. German OBA is most effective on the narrow summit of scen 2, J80. Divebombers would work best against the tanks in J81, but they are maybe too valuable for that short a scenario and could be used to great effect in the long J79. But mostly, there is a rock-paper-scissors effect to this. FBs beat DBs or FBs with bombs. Everything beats a spotter plane, but it is also the most effective unit. This also very much increases the importance of airsupport arrival dr. If the planes arrive turn 4 instead of turn 3, you don't only miss a turn of support, but may also have to withstand an extra turn of enemy OBA or unrestricted bombings. This feels very random. A late arrival by your FBs could mean that the enemy OBA has exhausted itself already, and that there's only a turn or two left. The randomnes of table C feels a bit too much. I'd recomend some kind of house rule, making the apearance of airsupport a bit less random. Just my thoughts > Janusz Maxe > F?ltkonsulent UNF, G?teborg och Bohusl?n > Fj?rdel?ngg. 41 > 427 13 G?teborg > tel: 031-14 33 60 mobil: 0733-838310 > e-post: janusz@unf.se > From aslml at thuring.com Mon Mar 1 15:44:33 2004 From: aslml at thuring.com (lars thuring) Date: Mon Mar 1 15:49:37 2004 Subject: [ASLML] G1.422 In-Reply-To: <1u95409a30rh9lu9qa1j8d9cde77ku9m9e@4ax.com> References: <001e01c3fcf3$54915910$6401a8c0@MOOSE> <404231A1.8020207@thuring.com> <1u95409a30rh9lu9qa1j8d9cde77ku9m9e@4ax.com> Message-ID: <4043CAE1.2020806@thuring.com> Bruce Probst wrote: > On Sun, 29 Feb 2004 19:38:25 +0100, lars thuring wrote: > > >>However, one can give control of the DC to a T-H Hero if you bury it in >>the ground (G1.6121) > > > True, but that don't make him a DC Hero, it just makes him a T-H Hero who > wields awesome destructive power . Ok, so since this guy is not a DC Hero and detonating the A-T Set DC is *not* a "?" loss activity, this would mean we get to use the T-H Hero again in his normal role? That is deadly, or could be. Two tanks for the price of one HIP T-H Hero. > (For a minute I thought we would need rules for Random Badger/Gopher/Wombat > DC Destruction.) > Well, since we have Kangaroos in the game we might as well go the whole way! regards, Lars -- Linux rivendel 2.4 #1 Thu May 29 06:54:41 EDT 2003 i686 athlon i386 00:38:43 up 8 days, 14:48, 5 users, load average: 0.07, 0.09, 0.03 From peaberry at att.net Mon Mar 1 07:53:08 2004 From: peaberry at att.net (Michael) Date: Mon Mar 1 17:07:50 2004 Subject: [ASLML] Glider portage question References: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> Message-ID: <001001c3ffa5$4ba7a2f0$10504b0c@S0031771369> Hey, I have not used gliders in a long time. I seem to remember that a squad takes up 10 pp capacity, a half sqaud, and a SMC 1 pp worth of space. Is this correct? I cannot seem to locate this in the rules. Thanks! Michael From vaslplayer at triad.rr.com Mon Mar 1 07:55:23 2004 From: vaslplayer at triad.rr.com (David Reenstra) Date: Mon Mar 1 17:07:51 2004 Subject: [ASLML] VBM Sleaze, please? In-Reply-To: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> Message-ID: <000401c3ffa5$9b9ab540$2802a8c0@mba.wfu.edu> Hi c, You wrote: > >Gang > >Exactly which rule(s) allow VBM sleaze. > >We knew it existed but were too bloody tired (lazy?) last >night to look it up. > >thanks > >c > What, and you somehow think the rest of us are less lazy than you? ;) A7.212 Target Selection Limits is what you are looking for. Hope that helps, Dave Reenstra From sidirezegh at charter.net Mon Mar 1 07:58:16 2004 From: sidirezegh at charter.net (Chas Argent) Date: Mon Mar 1 17:07:52 2004 Subject: [ASLML] VBM Sleaze, please? In-Reply-To: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> Message-ID: <000601c3ffa6$02fe9a80$9bfebe42@argent> A7.212 Target Selection Limits -Chas +++++++++++++++++ Chas Argent sidirezegh@charter.net Medford, Oregon, USA "That's the kind of sugar papa likes!!" -Sgt. Joe Gunn > -----Original Message----- > From: Aslml-bounces@asl-forums.net [mailto:Aslml-bounces@asl-forums.net] On > Behalf Of ASL > Sent: Sunday, February 29, 2004 4:21 PM > To: advanced-sl@multimanpublishing.com > Subject: [ASLML] VBM Sleaze, please? > > Gang > > Exactly which rule(s) allow VBM sleaze. > > We knew it existed but were too bloody tired (lazy?) last night to look it up. > > thanks > > c > > > From rjmosher at pacbell.net Mon Mar 1 08:09:15 2004 From: rjmosher at pacbell.net (ron mosher) Date: Mon Mar 1 17:07:54 2004 Subject: [ASLML] VBM Sleaze, please? In-Reply-To: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> References: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> Message-ID: <6.0.0.22.0.20040301080831.01cf85a0@pop.pacbell.yahoo.com> At 04:21 PM 2/29/2004, ASL wrote: >Gang > >Exactly which rule(s) allow VBM sleaze. > >We knew it existed but were too bloody tired (lazy?) last night to look it up. From the Big Black Book of Sleaze: VBM sleaze The act of ending a vehicle's movement phase in VBM (usually staying in motion) to prevent the enemy units in that hex from firing out of the hex. Also called VBM freeze. A7.212 says that if an enemy unit [EXC: unarmored vehicles without PRC] is in the same Location as you are, you cannot fire at any enemy unit not in your Location. The VBM sleaze's usual aim is to place AFVs in bypass of defensive locations to prevent those locations from firing at units moving up behind the AFV. A vehicle ending its MPh in bypass also strips the concealment of any units in that location (A12.42). For the nonce, ron acerbic curmudgeon and lowly priest in the High Holy Church of ASL From sambelcher at cablespeed.com Mon Mar 1 08:23:51 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Mon Mar 1 17:07:55 2004 Subject: [ASLML] VBM Sleaze, please? In-Reply-To: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> Message-ID: <002201c3ffa9$95b77510$647ba8c0@samb03> > Exactly which rule(s) allow VBM sleaze. > > We knew it existed but were too bloody tired (lazy?) last night to look it > up. The answer you seek, Grasshopper, can be found in the FAQ. http://www.users.bigpond.net.au/mantis/ASLFAQ Sam From craig at craigcooper.com Mon Mar 1 08:40:25 2004 From: craig at craigcooper.com (Craig Cooper) Date: Mon Mar 1 17:07:57 2004 Subject: [ASLML] Thanks to all you sleazy Listers! Message-ID: <5.2.0.9.0.20040301113701.00bb5708@mail.craigcooper.com> A7.212 Target Selection Limits Ah, there's the rule for abusing. We looked in Stacking, we looked in Bypass, we looked in Defensive Fire Principles. We looked everywhere but A 7.212 Thanks to all who responded in our quest for the origin of VBM Sleaze. c craig http://howardhowardfine.com/asl/index.html From swfancher at mindspring.com Mon Mar 1 09:44:57 2004 From: swfancher at mindspring.com (Seth W Fancher) Date: Mon Mar 1 17:07:58 2004 Subject: [ASLML] VBM Sleaze, please? In-Reply-To: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> References: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> Message-ID: <6.0.1.1.2.20040301124350.01e91ff0@mindspring.com> A7.212 And the VBM rules which define the Bypass hexside as being part of the Location being bypassed. There is a nice example including an AFV in A7.212 also. Be well. Seth At 07:21 PM 2/29/2004, ASL wrote: >Gang > >Exactly which rule(s) allow VBM sleaze. > >We knew it existed but were too bloody tired (lazy?) last night to look it up. > >thanks > >c > > > > From btdtall at yahoo.com Mon Mar 1 10:14:23 2004 From: btdtall at yahoo.com (btdtall@yahoo.com) Date: Mon Mar 1 17:07:59 2004 Subject: [ASLML] Dominant Terrain Type Question Message-ID: <20040301181423.70946.qmail@web40913.mail.yahoo.com> Listers- I assume the hex center dot determines what type terrain a hex is listed as. Howver, what happens when you have a paved road that runs through a hex but not across the hex center dot (like 45EE6)? Is this still considered a paved road hex or an open ground hex with a road ? Can I then put an emplaced gun there ? Thanks in advance __________________________________ Do you Yahoo!? Yahoo! Finance: Get your refund fast by filing online. http://taxes.yahoo.com/filing.html From smcbee at midtnn.net Mon Mar 1 10:29:37 2004 From: smcbee at midtnn.net (Steve McBee) Date: Mon Mar 1 17:08:09 2004 Subject: [ASLML] VBM Sleaze, please? In-Reply-To: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> Message-ID: <000801c3ffbb$39682680$b000a8c0@SteveMcBee> Hoping that this message gets through, my emails to the list since my email address change haven't made it. A7.212 Target Selection Limits. -----Original Message----- From: Aslml-bounces@asl-forums.net [mailto:Aslml-bounces@asl-forums.net] On Behalf Of ASL Sent: Sunday, February 29, 2004 6:21 PM To: advanced-sl@multimanpublishing.com Subject: [ASLML] VBM Sleaze, please? Gang Exactly which rule(s) allow VBM sleaze. We knew it existed but were too bloody tired (lazy?) last night to look it up. thanks c From acann at pascack.k12.nj.us Mon Mar 1 11:27:16 2004 From: acann at pascack.k12.nj.us (Al Cann) Date: Mon Mar 1 17:08:09 2004 Subject: [ASLML] VASL glitch Message-ID: Gents, For some reason when I use VASL -- I cannot see pieces being moved on my board. My moves register on my opponent's board, but his do not register on mine. I also cannot see pieces moving when I synchronize into an existing game. Anyone have any ideas what I can do? Thanks, Al Cann From jtracy at bankofny.com Mon Mar 1 11:44:38 2004 From: jtracy at bankofny.com (jtracy@bankofny.com) Date: Mon Mar 1 17:08:10 2004 Subject: [ASLML] Scenario Balance Message-ID: Marty sez: > Bidding is saying "Let's give the Germans an > extra squad and then dice for sides." That's what I prefer, but I wouldn't call it bidding. To me, bidding is, "I'm willing to give up the balance to take the Germans". I sometimes do that if that's my opponent's preference, but otherwise, agreeing on an appropriate balance and dicing for sides works for me. JR ________________________________________________________________________ The information in this e-mail, and any attachment therein, is confidential and for use by the addressee only. If you are not the intended recipient, please return the e-mail to the sender and delete it from your computer. Although The Bank of New York attempts to sweep e-mail and attachments for viruses, it does not guarantee that either are virus-free and accepts no liability for any damage sustained as a result of viruses. From acann at pascack.k12.nj.us Mon Mar 1 11:48:13 2004 From: acann at pascack.k12.nj.us (Al Cann) Date: Mon Mar 1 17:08:10 2004 Subject: [ASLML] ASL Club NY/NJ Message-ID: Listers, I've been toying with the idea of attempting to start an ASL club in the Bergen/Passaic/Rockland/Orange/Westchester area. I inquired about existing clubs and discovered that currently there is a small club in Westwood, NJ that meets 4 times per year. There is also a club in Brooklyn, NY that plays a variety of games weekly -- but is located further away than I want to travel. I have been in contact with a few individuals who have showed interest -- and I want to see who else out there may be interested. Just a few things I see for this potential club: 1 -- Approximately 1 meeting per month, Saturday or Sunday. 2 -- The location of the meetings will depend on the number of interested players. 3 -- I envision playing predominately ASL. If you think you may be interested please contact me off list at acann@pascack.k12.nj.us as well as albcann@warwick.net Some final thoughts: 1 -- Because of my schedule, I do not see being able to get this club off the ground until May or June. That will give me time to thoroughly research meeting sights and speak to organizers of other clubs. But once it gets going, it will be monthly. 2 -- If you have any special suggestions or needs please let me know 3 -- I hope I am not stepping on any toes here. I put out a feeler on this list and there didn't seem to be anything except casual sporadic get-togethers for ASL in said area. I have no desire to dilute existing clubs. Al Cann From b.esender at server1.ergmkting.net Mon Mar 1 09:47:46 2004 From: b.esender at server1.ergmkting.net (Subscription Services) Date: Mon Mar 1 17:08:11 2004 Subject: [ASLML] Address Incorrect Message-ID: <200403011747.i21Hlklk079232@server1.ergmkting.net> We have received the message sent to email address: erraro@server1.ergmkting.net however, this address is not a valid subscription or removal address on this system. Please check the address and try sending your message again. Thank you. The original message sent was: > From aslml@asl-forums.net Mon Mar 1 09:47:46 2004 > Received: (from daemon@localhost) > by dash3.worldnets.com (8.12.5/8.12.5) id i21HlcAh079170 > for ; Mon, 1 Mar 2004 09:47:44 -0800 (PST) > Message-Id: <200403011747.i21HlcAh079170@dash3.worldnets.com> > From: aslml@asl-forums.net > To: erraro@server1.ergmkting.net > Subject: Re: Your document > Date: Mon, 1 Mar 2004 16:54:11 -0500 > MIME-Version: 1.0 > Content-Type: multipart/mixed; > boundary="----=_NextPart_000_0008_0000189B.0000136B" > X-Priority: 3 > X-MSMail-Priority: Normal > > This is a multi-part message in MIME format. > > ------=_NextPart_000_0008_0000189B.0000136B > Content-Type: text/plain; > charset="Windows-1252" > Content-Transfer-Encoding: 7bit > > Your file is attached. > > ------=_NextPart_000_0008_0000189B.0000136B > Content-Type: application/octet-stream; > name="your_document.pif" > Content-Transfer-Encoding: base64 > Content-Disposition: attachment; > filename="your_document.pif" 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[ASLML] (fwd) Perry Sez Re: Ch. H Russian Multi-Applicable Vehicle Note G Message-ID: As expected .... On Mon, 01 Mar 2004 22:29:09 +0000, perrycocke@comcast.net wrote: > Why does this Note state that the AAMG is a 12.7mm? Because it is. And its RF is 1.2 >The only vehicles that > it applies to are tanks, not halftracks, and hence Removal is not an option, > only Scrounging. > > Scrounged MGs are always LMGs (D10.52). > > As an AAMG, it's not the MA of the vehicle and thus can never be used to > make TH/TK attempts (D3.54). All true. ....Perry MMP ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From bprobst at netspace.net.au Mon Mar 1 17:35:51 2004 From: bprobst at netspace.net.au (Bruce Probst) Date: Mon Mar 1 17:41:15 2004 Subject: [ASLML] Scenario Balance In-Reply-To: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> References: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> Message-ID: On Mon, 1 Mar 2004 12:17:33 -0600, Tate Rogers wrote: >Bidding for sides using balance merely gives the advantage to the guy who has experience with the scenario. That might be true *if* one of the players has experience with the scenario and the other doesn't. But then, if one player has experience with the scenario and the other doesn't, he automatically has the advantage even when the scenario is played straight-up. If *neither* of the players has experience with the scenario, then bidding tests the abilities of both players to analyse a scenario card and determine whether they can win it even if they sacrifice something. The better player will probably bid higher (and thus give up more). If *both* players have experience with the scenario, again bidding will probably favour the "lesser" player (since the "better" player will probably be willing to give up more). (If the scenario is a complete howler, and both players know it, it's unlikely that it will be played at all.) >I never use any balance. I prefer the agree and dice method. So do I, but trashing the bidding system completely is nonsense. It *can* be used to shark, but there's no requirement that it *must* be so used (and the more balanced the scenario is to begin with the harder it is to use it to shark). More normally, it's used to test a player's abilities. (Note the difference between "bidding" and "balancing". "Balancing" says, one of the two sides needs help to make it a fair fight, assuming that both players have equal skills. Bidding says, I think I can give up this much and still win. Different viewpoints -- balancing is about the scenario, bidding is about the player's opinion of his own skills.) ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From bprobst at netspace.net.au Mon Mar 1 17:40:11 2004 From: bprobst at netspace.net.au (Bruce Probst) Date: Mon Mar 1 17:45:34 2004 Subject: [ASLML] CC question In-Reply-To: <40412984.8422.EBEF84B@localhost> References: <40412984.8422.EBEF84B@localhost> Message-ID: On Sat, 28 Feb 2004 23:51:32 -0600, "Brian Cunningham" wrote: >If you are in CC and have a leader who is pinned, what are the effects of that pin >other than ambush dr? The leader cannot use his leadership for any purpose, and his attack strength is halved. He also cannot withdraw if the opportunity presents itself. He can't use ATMM. >Does his Leader DRM still apply to the CC DR itself? No. >Is the Leader's inherent FP of 1 halved? Yes (for attack, not defence). ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From bprobst at netspace.net.au Mon Mar 1 17:45:17 2004 From: bprobst at netspace.net.au (Bruce Probst) Date: Mon Mar 1 17:50:43 2004 Subject: [ASLML] G1.422 In-Reply-To: <200403011818.i21IIqir040585@mxsf22.cluster1.charter.net> References: <200403011818.i21IIqir040585@mxsf22.cluster1.charter.net> Message-ID: On Mon, 1 Mar 2004 12:20:09 -0600, Tate Rogers wrote: >What if one buries the T-H along with the DC? Can the T-H dig his way out and then attack? Kind of like the "Night of The Living Dead T-H/DC Heroes". There's a scenario in there somewhere ... squads slowly advancing across an open field (or graveyard) at night ... suddenly berserk (but slow) enemy squads start appearing all around them -- immune to MC/TC, and mandatory HtH CC! "Now, your squad must pass its Sanity TC ...." ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From jmmcleod at mb.sympatico.ca Mon Mar 1 20:23:02 2004 From: jmmcleod at mb.sympatico.ca (Jim McLeod) Date: Mon Mar 1 18:04:02 2004 Subject: [ASLML] Scenario Balance References: <4.1.20040219205339.0093f100@postoffice.worldnet.att.net> Message-ID: <40440C26.5E03@mb.sympatico.ca> Listerz; I wrote; > "In a scenario that is known to be balanced, why and how can a player angle > for balance?" Mark P, missing my point, replied; > How can you even ask that? You yourself explained how, if you know the > balance of a scenario and the opponent does not, you can use the bid system > you described to get the balance for yourself. That's one reason why your > much-loved system sucks. Mark, if I feel that the scenario that I am about to play is balanced, and that I am happy with either side, I choose "no preference" thus eliminating any possibility ob balance entering the picture. If one were to try and deliberately get play balance, one would have to correctly guess which side his opponent wants, pick the same side and then roll higher than him when they dice for sides. ... uhhhh right, whatever. =Jim= From jmmcleod at mb.sympatico.ca Mon Mar 1 20:27:17 2004 From: jmmcleod at mb.sympatico.ca (Jim McLeod) Date: Mon Mar 1 18:04:07 2004 Subject: [ASLML] Scenario Balance References: <000001c3ffa4$a0889190$6501a8c0@NewDell> Message-ID: <40440D25.5FB4@mb.sympatico.ca> Listerz; Brian W wrote: > I've played it twice and think there is a > really good scenario hiding within it, but it needs more help than the > balance gives it--meaning that granting balance may make it balanced, > but does not make it more enjoyable. If I had a chance I would switch a > bunch of the Japanese 447s for 347s. That makes it a more enjoyable > scenario _and_ more balanced. In line with what Brian wrote above, I have long believed that an already published scenario that is kind of sucky but shows great promise should be erraticized and re-published in a v.2 form. =Jim= From jmmcleod at mb.sympatico.ca Mon Mar 1 21:05:36 2004 From: jmmcleod at mb.sympatico.ca (Jim McLeod) Date: Mon Mar 1 18:04:11 2004 Subject: [ASLML] Sharking References: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> Message-ID: <40441620.CF1@mb.sympatico.ca> Listerz; Martin Snow wrote: > Sharking is saying "I'll take the Germans with the balance." > > Bidding is saying "Let's give the Germans an extra squad and then dice for > sides." > > The two are not at all related. I believe that the art of "Sharking" is a bit more subtle than that, but I agree that there are various types of "Sharks" There is the "Predatory Shark". He is the worst type of menace in the tournament sea. He usually plays a great deal and has a stable of scenarios that are not widely known to be dogs but in fact are. Upon sighting his prey, the "PS" will casually ask his opponent what he thinks of scenario "x". Scenario "x" is a dog and the "PS" knows which side to take. The "PS" wants to know what side his prey likes before commiting further to playing this scenario. The "PS" may also decline knowing anything about this scenario. To lure his prey closer to his demise, the "PS" may offer up balance or some other addition to the wrong side in order to close the deal. If the prey takes the bait, the "PS" dines well unless the dice gods conduct an intervention. A survival tip to use against the "PS" include having prior knowledge of the scenario proferred and don't let yourself get talked into wading through uncharted scenario waters. And then there is the "Sporting Shark". This fellow will offer to play scenario "y". ROAR shows that scenario "y" favours the Germans at 80% and the "SS" will tell you this, however, the "SS" will also say that he believes that the Russians are really the favoured side and is willing to take the Reds. The "SS" may even give the German side balance if he feels really confident in his choice of sides. Against the "SS", experience in the game is your best defence as you may see what the "SS" sees in the scenario he is offering you. The "Lurking Shark" listens to which scenarios you have to offer. He becomes interested when he hears one that he knows is to his liking and will move in for the kill when his prey wants the Germans but the "LS" knows that the American side is the one you want. At the end of the day, scenario and game knowledge are your best defence against "Sharks". In picking scenarios at a tournament, you can ask if your opponent has played a particular scenario before. The other guy may or not not be be truthful in his answer and if you do tell the other guy you've played the scenario he wants to play, he may very well not want to play that pick because he has not played it. Renowned "Shark" R. S. Banozic once said that very often, the outcome of a scenario is decided with the chosing of sides. Whaddya' do? =Jim= From jmmcleod at mb.sympatico.ca Mon Mar 1 21:53:25 2004 From: jmmcleod at mb.sympatico.ca (Jim McLeod) Date: Mon Mar 1 18:04:26 2004 Subject: [ASLML] Scenario Balance References: <002101c3ff38$97214fa0$6401a8c0@GorGorBig> Message-ID: <40442155.457E@mb.sympatico.ca> Listerz; I wrote; > > Without looking at the scenario, I believe that the Yank balance is > having the Japanese enter 1 GT later. I seem to remember that my toast > was done well before my reinforcements entered. Steve replied; > That's my point, the scenario balance was so strong that it ended the > game before it started. We would have been better off agreeing to give > the Ami's an extra hs or so than blindly(?) accept the scenario balance. > This is a reason to use the "Agree and Dice" method... I've won LoTS with the Japanese giving the US the balance and was willing to give it a go against you. However, in our match, it soon became apparent that I took a knife to a gun fight. :) > > Are you saying that players should add balance provisions outside of > those listed on the scenario card? > > I do it all the time. Do you think some home made balance provisions are > going to stop a guy that invented "Instant Berserkers"? No way, and given your skill and experience with the game a "Steve Sez" regarding un-official balance adjustments should be given a ton of weight. BTW, I really like the "IB's" concept. > > ABS comes to mind here, a balance > technique that I've always been a fan of BTW. > > I love ABS, but unfortunately it's only in relatively few scenarios. Agreed. =Jim= From jmmcleod at mb.sympatico.ca Mon Mar 1 22:00:06 2004 From: jmmcleod at mb.sympatico.ca (Jim McLeod) Date: Mon Mar 1 18:04:31 2004 Subject: [ASLML] Scenario Balance References: <003101c3ffbe$d0315930$6401a8c0@GorGorBig> Message-ID: <404422E6.5542@mb.sympatico.ca> Listerz; Steven Pleva wrote: > There are two types of sharks: honest sharks and sleazy sharks. > > An honest shark is someone who wants to test his skill at analyzing a > scenario against his opponent's. An honest shark would be willing to > take either side in a scenario if they had to give up the balance to get > their favorite side or get the balance if not. I strongly suspect that > Jim would fall into this category. First, Jim would try and pick a scenario that is not a dog. Then, Jim would try and play the side he likes, usually the Attacker because attacking is fun. If there is a chance that balance can come into play, so be it, let the dice gods decide. > A sleazy shark is someone who tries to dupe an unsuspecting player into > taking a hosed side in a scenario especially if they conceal the fact > that they've played the scenario before. Agreed. > Among honest sharks, bidding is a perfectly fair method... Agreed. It is kind of like Poker in a way. How many of you guys play Poker and tell the other guy what cards you are holding. :) =Jim= From jmmcleod at mb.sympatico.ca Mon Mar 1 22:05:58 2004 From: jmmcleod at mb.sympatico.ca (Jim McLeod) Date: Mon Mar 1 18:04:34 2004 Subject: [ASLML] Scenario Balance References: <200403012137.i21LbDlV016113@mxsf14.cluster1.charter.net> Message-ID: <40442446.108F@mb.sympatico.ca> Listerz; Tate Rogers wrote: > ...and Pleva jumps on the grenade... Knowing Pleva's luck, the thing is a dud ... aaaand at the end of the picture he also will get the girl. ;) > As one floats in a bright red cloud of churning water being savagely ripped into small easily swallowed chunks the status of the shark (i.e., honest vs sleazy) matters very little. I disagree Tate. The "Shark" label is being used a little to freely here IMO. =Jim= From bprobst at netspace.net.au Mon Mar 1 18:08:25 2004 From: bprobst at netspace.net.au (Bruce Probst) Date: Mon Mar 1 18:13:54 2004 Subject: [ASLML] Carrier C Mortar hit ? In-Reply-To: <00f301c3ff83$0b63bbb0$bb8e6b0c@NewhpGeorge> References: <001a01c3fce9$c85b44f0$6401a8c0@MOOSE> <010e01c3fdac$f3872b30$28926b0c@NewhpGeorge> <00f301c3ff83$0b63bbb0$bb8e6b0c@NewhpGeorge> Message-ID: On Mon, 1 Mar 2004 06:47:57 -0500, "Mountain View Cottage" wrote: > A MTR attack on a Carrier will only affect a Crew, using the > +2 CE DRM, via Collateral Attack. I'm not the one talking about "Collateral Attacks", and it has *nothing* to do with the argument. (BTW, your e-mail text-quoting system *sucks*.) > It's attack will first be > considered for potential Kill/Immobilize/Shock vs. the > Vehicle itself. Yes, and if Air-Burst/Elevation Advantage applies, per the rules I have previously quoted extensively, the Carrier (like any other OT AFV) is treated as being unarmoured. This is very simple, the rules state it explicitly, and yet you seem to disagree. > Plus, it doens't make "sense". Here's how much, on a scale of 1-10, that the rules "make sense to Mr Fleury" are important: 0. Here's how much, on a scale of 1-10, what the rules *actually say* are important: 11. > Why doesn't it get "height advantage" there? Because that's not how the rules describe how you get elevation advantage to reduce CE DRM. Surely that's obvious? > If Indirect Fire (on- and off-board) can reduce a CE DRM What on earth are you talking about? The rules say nothing about OBA (other than possible Air Bursts), it talks about *range from firer to target and the elevation difference between them*. Obviously this won't apply to OBA. Please don't introduce red herrings, you are just confusing yourself. Onboard fire, *no matter what the type of onboard fire*, can reduce the CE DRM, given sufficient elevation advantage. That *is* what the rules say, after all. If you don't believe what the rules are telling you, why do you bother playing the game? > There's also a rule that says Crews can't targeted separately by Ordnance...somewhere. There certainly is (D.6, D5.32), and again, it has nothing to do with what I was talking about, which was the attack vs the vehicle. > I also think the "...Airbursts, or fire from a higher elevation..." section > of your quote of D5.31 & D5.311 serves to differentiate between > Indirect's, and Direct Fire's, separate application of "Height >Advantage." Now you're just making up rules to suit yourself. Whether an attack can get an Air Burst or not has nothing to do with what elevation the attack is coming from; it's entirely based on the terrain that the target inhabits and the type of fire directed at it (B13.3). As for fire from a "higher elevation", are you seriously claiming that MTRs cannot fire from an upper elevation to a lower one? Or are you claiming that MTRs don't use fire attacks? Either way you are sadly mistaken. ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From wrongway at nowonline.net Mon Mar 1 18:10:57 2004 From: wrongway at nowonline.net (Pete Shelling) Date: Mon Mar 1 18:16:28 2004 Subject: [ASLML] (fwd) Perry Sez Re: Ch. H Russian Multi-Applicable VehicleNote G References: Message-ID: <000c01c3fffb$9a953610$f78b8c41@yourxu5v9frokn> I bet there's an SSR somewhere in SOME scenario yet to be designed that will make this significant in game terms. Pete 'someday the prophecy shall be fulfilled' Shelling As expected .... On Mon, 01 Mar 2004 22:29:09 +0000, perrycocke@comcast.net wrote: > Why does this Note state that the AAMG is a 12.7mm? Because it is. And its RF is 1.2 >The only vehicles that > it applies to are tanks, not halftracks, and hence Removal is not an option, > only Scrounging. > > Scrounged MGs are always LMGs (D10.52). > > As an AAMG, it's not the MA of the vehicle and thus can never be used to > make TH/TK attempts (D3.54). All true. ....Perry MMP ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From bprobst at netspace.net.au Mon Mar 1 18:14:46 2004 From: bprobst at netspace.net.au (Bruce Probst) Date: Mon Mar 1 18:20:17 2004 Subject: [ASLML] Glider portage question In-Reply-To: <001001c3ffa5$4ba7a2f0$10504b0c@S0031771369> References: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> <001001c3ffa5$4ba7a2f0$10504b0c@S0031771369> Message-ID: On Mon, 1 Mar 2004 10:53:08 -0500, "Michael" wrote: >I have not used gliders in a long time. I seem to remember that a squad >takes up 10 pp capacity, a half sqaud, and a SMC 1 pp worth of space. Is >this correct? I cannot seem to locate this in the rules. No. A squad is 10 PP, a crew/HS is 5 PP, and 1-4 SMC are 0 PP. D6.1. ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From sambelcher at cablespeed.com Mon Mar 1 18:21:39 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Mon Mar 1 18:26:58 2004 Subject: [ASLML] VASL glitch In-Reply-To: Message-ID: <000201c3fffd$18a485f0$647ba8c0@samb03> > For some reason when I use VASL -- I cannot see pieces being moved > on my board. My moves register on my opponent's board, but his do not > register on mine. I also cannot see pieces moving when I synchronize > into an existing game. > > Anyone have any ideas what I can do? I'll answer publicly because these are general suggestions... 1. Make sure you are using the latest version of VASL. There were many of these problems on a version a couple of revisions ago. 2. Make sure you computer video adapter has the latest drivers (this is for a Windows machine - if you have a Mac then only one company supplies your hardware...) 3. Study ESP??? Sam From aslwynn at cogeco.ca Mon Mar 1 18:25:50 2004 From: aslwynn at cogeco.ca (Wynn) Date: Mon Mar 1 18:31:14 2004 Subject: [ASLML] Sharking References: <200403011816.i21IGG5L046485@mxsf09.cluster1.charter.net> <40441620.CF1@mb.sympatico.ca> Message-ID: <00a801c3fffd$adfccae0$ae56e218@D56LBC31> > Whaddya' do? > > > =Jim= > > > How about play for the sheer joy of rolling dice and playing ASL? One of my very few 'won't play again' characterstics is any sign of a lack of integrity in an opponent. It'll be a sad, sad day when I have to even think about being somehow sharked, or demand to see HIP placement records, or demand a chi-squared test of my opponent's dice, or ... One of the great things that I have found about ASL is the implicit trust that one must have in one's opponent, trust that is (almost?) invariably warranted. Wynn "Olympic ASL: No Performance Enhancing Drugs; Alcohol a Permissible Play Aid" Polnicky From sambelcher at cablespeed.com Mon Mar 1 18:33:57 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Mon Mar 1 18:39:16 2004 Subject: [ASLML] ASL Club NY/NJ In-Reply-To: Message-ID: <000501c3fffe$d08810a0$647ba8c0@samb03> > I've been toying with the idea of attempting to start an ASL club > in the Bergen/Passaic/Rockland/Orange/Westchester area. I inquired > about existing clubs and discovered that currently there is a small club > in Westwood, NJ that meets 4 times per year. There is also a club in > Brooklyn, NY that plays a variety of games weekly -- but is located > further away than I want to travel. I have been in contact with a few > individuals who have showed interest -- and I want to see who else out > there may be interested. > > Just a few things I see for this potential club: > > 1 -- Approximately 1 meeting per month, Saturday or Sunday. > > 2 -- The location of the meetings will depend on the number of > interested players. I'd suggest that you look hard for a game store that carries some ASL product(s) an see if you can arrange to meet and play there. If you can, then you'll find people walking in who will say "I used to play Squad Leader"... and you'll snag another member. The Puget Sound ASL group in Seattle has snagged several players this way. > 3 -- I envision playing predominately ASL. Envision Winning... :) From bprobst at netspace.net.au Mon Mar 1 18:34:48 2004 From: bprobst at netspace.net.au (Bruce Probst) Date: Mon Mar 1 18:40:11 2004 Subject: [ASLML] Dominant Terrain Type Question In-Reply-To: <20040301181423.70946.qmail@web40913.mail.yahoo.com> References: <20040301181423.70946.qmail@web40913.mail.yahoo.com> Message-ID: On Mon, 1 Mar 2004 10:14:23 -0800 (PST), btdtall@yahoo.com wrote: > I assume the hex center dot determines what type >terrain a hex is listed as. Not really. The dominant terrain determines it (B.1). B.1 says that "usually" the dominant terrain will contain the hex centre dot, but I think that's just blind optimism on the part of the rules. >Howver, what happens when >you have a paved road that runs through a hex but not >across the hex center dot (like 45EE6)? Is this still >considered a paved road hex or an open ground hex with >a road ? Can I then put an emplaced gun there ? That's kind of a different question, since roads are never really "dominant terrain" -- they either exist in the hex or they don't. Hex A5 of every non-river/non-desert/non-Deluxe geomorphic board is a road hex, even though the road only runs along the hexside. To answer the specific questions: Nothing special. Either or both (it doesn't matter). No. ---------------------------------------------------------------- Bruce Probst bprobst@netspace.net.au Melbourne, Australia MSTie #72759 "It's like a Warhol movie, only kind of weird." ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ From sambelcher at cablespeed.com Mon Mar 1 18:37:35 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Mon Mar 1 18:42:54 2004 Subject: [ASLML] Scenario Balance In-Reply-To: <40442446.108F@mb.sympatico.ca> Message-ID: <000601c3ffff$52d15620$647ba8c0@samb03> > Tate Rogers wrote: > > > ...and Pleva jumps on the grenade... Jim McLeod wrote: > Knowing Pleva's luck, the thing is a dud ... aaaand at the end of the > picture he also will get the girl. Pleva doesn't use luck. He uses tactics.... Beware the tactics.... ;) From ket74 at comcast.net Mon Mar 1 18:51:01 2004 From: ket74 at comcast.net (Keith Todd) Date: Mon Mar 1 18:56:33 2004 Subject: [ASLML] VASL glitch In-Reply-To: Message-ID: <002501c40001$350bf580$6401a8c0@MOOSE> Most of us have to close the game and resync, and it can happen quite a bit. And I maybe wrong but the more players synced with the game the more it happens. Keith -----Original Message----- From: Aslml-bounces@asl-forums.net [mailto:Aslml-bounces@asl-forums.net] On Behalf Of Al Cann Sent: Monday, March 01, 2004 11:27 AM To: aslml@asl-forums.net Subject: [ASLML] VASL glitch Gents, For some reason when I use VASL -- I cannot see pieces being moved on my board. My moves register on my opponent's board, but his do not register on mine. I also cannot see pieces moving when I synchronize into an existing game. Anyone have any ideas what I can do? Thanks, Al Cann From cardboard.killer at verizon.net Mon Mar 1 19:22:23 2004 From: cardboard.killer at verizon.net (Brian W) Date: Mon Mar 1 19:27:49 2004 Subject: [ASLML] (fwd) Perry Sez Re: Ch. H Russian Multi-ApplicableVehicleNote G In-Reply-To: <000c01c3fffb$9a953610$f78b8c41@yourxu5v9frokn> Message-ID: <000701c40005$955ea1e0$6501a8c0@NewDell> >I bet there's an SSR somewhere in SOME scenario yet to be >designed that will make this significant in game terms. I've always felt that the AAMG on those IS/ISU tanks were underrated. The mounts they used look a lot more stable than the US .50cal AAMG mounts. Anyone have any inside info? There are some really good pics of the DShk AAMG in action at: http://www.battlefield.ru/is2_2.html From sidirezegh at charter.net Mon Mar 1 19:40:06 2004 From: sidirezegh at charter.net (Chas Argent) Date: Mon Mar 1 19:50:02 2004 Subject: [ASLML] RE: Sharking In-Reply-To: <00a801c3fffd$adfccae0$ae56e218@D56LBC31> Message-ID: <000001c40008$0e5ef8e0$9bfebe42@argent> Wynn sayeth: > How about play for the sheer joy of rolling dice and playing ASL? > > One of my very few 'won't play again' characterstics is any sign of a lack > of integrity in an opponent. It'll be a sad, sad day when I have to even > think about being somehow sharked, or demand to see HIP placement records, > or demand a chi-squared test of my opponent's dice, or ... One of the > great things that I have found about ASL is the implicit trust that one must > have in one's opponent, trust that is (almost?) invariably warranted. Out of about 50 people I have ever played FTF (most of my playing is done VASL PBeM or "Live") there are exactly 3 I will never play again. Only one was, as far as I could tell, actually trying to cheat. But it may be that he just didn't know the rules well and was pretending he did. Regardless, he was a punk about it. The other two were just a**holes and had a particularly (at least this is what I would call it) "unfriendly" playing style. There is no need to ever play such people again. I like competitive, but I like fun-friendly competitive. We can get cranky over bad dice and intense over the ups & downs, or whatever. But I refuse to lose sight of that goal. I will always go into ever match with an unknown player with an open mind about them, because I simply don't have any desire to play any way other than what Wynn is describing, and I ain't gonna worry about being sharked. -Chas "Pushover" Argent +++++++++++++++++ Chas Argent sidirezegh@charter.net Medford, Oregon, USA From sambelcher at cablespeed.com Mon Mar 1 19:55:19 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Mon Mar 1 20:00:39 2004 Subject: [ASLML] VASL glitch In-Reply-To: <002501c40001$350bf580$6401a8c0@MOOSE> Message-ID: <000201c4000a$2e3429e0$647ba8c0@samb03> > Most of us have to close the game and resync, and it can happen quite a > bit. And I maybe wrong but the more players synced with the game the > more it happens. This problem was MUCH more frequent with a version one or two older than the current one. I think it can happen if one of the "watchers" syncs and doesn't have the latest version.... Please make sure you are running the latest version of VASL and VASSAL. Sam From bc61 at gwi.net Mon Mar 1 20:17:42 2004 From: bc61 at gwi.net (Bruce Childs) Date: Mon Mar 1 20:19:32 2004 Subject: [ASLML] VASL glitch References: <000201c4000a$2e3429e0$647ba8c0@samb03> Message-ID: <000d01c4000d$4fd12d20$5399c3d8@i0h9b0> >I think it can happen if one of the "watchers" syncs and doesn't have the latest version....< >Please make sure you are running the latest version of VASL and VASSAL< I highlighted these parts for my 'pure' motives..... If you enter a room in VASL, please be considerate and ask to sync. If you have a wrong version, or an older machine, yer syncing WILL cause troubles for those trying to play, and a large RB CG is tough enough without being locked up for the 2-4 minutes it takes some peeps to sync up. Some also believe that they have been knocked off the server by somebody syncing at a bad moment. Please observe proper etiquette and ask before syncing....always. thanks for the bw BC ----- Original Message ----- From: "Sam Belcher" To: "'Keith Todd'" ; "'Al Cann'" ; Sent: Monday, March 01, 2004 10:55 PM Subject: RE: [ASLML] VASL glitch > Most of us have to close the game and resync, and it can happen quite a > bit. And I maybe wrong but the more players synced with the game the > more it happens. This problem was MUCH more frequent with a version one or two older than the current one. I think it can happen if one of the "watchers" syncs and doesn't have the latest version.... Please make sure you are running the latest version of VASL and VASSAL. Sam From bpickeringasl at myrealbox.com Mon Mar 1 23:43:25 2004 From: bpickeringasl at myrealbox.com (Brian Pickering (ASL)) Date: Mon Mar 1 23:49:18 2004 Subject: [ASLML] Address Incorrect In-Reply-To: <200403011747.i21Hlklk079232@server1.ergmkting.net> Message-ID: OK, now, once again. Repeat after me: 1) I WILL NOT CLICK ON ATTACHMENTS UNLESS I DARNED TOOTIN' KNOW WHAT THEY ARE! 2) I WILL PRACTICE PROTECTED COMPUTING (i.e., please use a anti-virus program) Someone who has both the ASLML and this email address (erraro@server1.ergmkting.net) in their address book has gotten a virus. Please clean up your computer, before you start sending it on to the rest of us. Brian Pickering > -----Original Message----- > From: Aslml-bounces@asl-forums.net > [mailto:Aslml-bounces@asl-forums.net] On Behalf Of > Subscription Services > Sent: Monday, March 01, 2004 9:48 AM > To: aslml@asl-forums.net > Subject: [ASLML] Address Incorrect > > We have received the message sent to email address: > > erraro@server1.ergmkting.net > > however, this address is not a valid subscription or removal > address on this system. Please check the address and try > sending your message again. > > Thank you. > > > ------=_NextPart_000_0008_0000189B.0000136B > > Content-Type: text/plain; > > charset="Windows-1252" > > Content-Transfer-Encoding: 7bit > > > > Your file is attached. > > > > ------=_NextPart_000_0008_0000189B.0000136B > > Content-Type: application/octet-stream; > > name="your_document.pif" > > Content-Transfer-Encoding: base64 > > Content-Disposition: attachment; > > filename="your_document.pif" From ASL at Memmott.US Mon Mar 1 17:11:21 2004 From: ASL at Memmott.US (Larry L. Memmott) Date: Tue Mar 2 05:31:09 2004 Subject: [ASLML] Looking for a game Message-ID: <002301c3fff3$792b9120$ade53fc8@D5G57231> Finally back after three years away from The Game. Anybody want to play a small, short scenario by VASL email? I expect I can email at least every other day. I was on the ladder, but can't see that it is still operative. Willing to register somewhere else, if blood tests are not required. Willing to try any small scenario, including with out of the way rules (night, paratroop, etc.). Have most official product, and some unofficial. A quick look at scenario cards turned up these possibilities, but if you have something else you want to play, I'd be glad to. 51, 53, 67, 75, A1, A5, A27, A29, HS19, AP13, G35, HS24, HS28 Larry Memmott (no, the divorce isn't final yet, but she is finally gone) From swfancher at mindspring.com Mon Mar 1 17:23:42 2004 From: swfancher at mindspring.com (Seth W Fancher) Date: Tue Mar 2 05:31:10 2004 Subject: [ASLML] Glider portage question In-Reply-To: <001001c3ffa5$4ba7a2f0$10504b0c@S0031771369> References: <5.2.0.9.0.20040229191851.00bcdd68@mail.craigcooper.com> <001001c3ffa5$4ba7a2f0$10504b0c@S0031771369> Message-ID: <6.0.1.1.2.20040301202222.01eaaad8@mindspring.com> Hi Michael, D6.1 will break this down for you. Up to 4xSMC count as 0PP, but, other than that, you have it. These apply to "any vehicle." Remember that your SW will count towards the PP capacity also. Be well. Seth At 10:53 AM 3/1/2004, Michael wrote: >Hey, > >I have not used gliders in a long time. I seem to remember that a squad >takes up 10 pp capacity, a half sqaud, and a SMC 1 pp worth of space. Is >this correct? I cannot seem to locate this in the rules. > >Thanks! > >Michael From sambelcher at cablespeed.com Mon Mar 1 18:29:08 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Tue Mar 2 05:31:12 2004 Subject: [ASLML] Dominant Terrain Type Question In-Reply-To: <20040301181423.70946.qmail@web40913.mail.yahoo.com> Message-ID: <000301c3fffe$2429c880$647ba8c0@samb03> > Listers- > I assume the hex center dot determines what type > terrain a hex is listed as. Howver, what happens when > you have a paved road that runs through a hex but not > across the hex center dot (like 45EE6)? Is this still > considered a paved road hex or an open ground hex with > a road ? Can I then put an emplaced gun there ? Thanks > in advance I will now quote my favorite rule... "Common Sense Must Prevail" A hex with a paved road in it is a road hex. So you can't emplace a gun there. Sam From sambelcher at cablespeed.com Mon Mar 1 18:30:39 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Tue Mar 2 05:31:14 2004 Subject: [ASLML] Glider portage question In-Reply-To: <001001c3ffa5$4ba7a2f0$10504b0c@S0031771369> Message-ID: <000401c3fffe$5a73a410$647ba8c0@samb03> > I have not used gliders in a long time. I seem to remember that a squad > takes up 10 pp capacity, a half sqaud, and a SMC 1 pp worth of space. Is > this correct? I cannot seem to locate this in the rules. It doesn't matter what you are loading into, a squad is 10PP, a HS is 5PP and a SMC is 1PP. SW are all marked with their PP value. (These values are not different for gliders). Sam From pman5086 at bigpond.net.au Mon Mar 1 19:28:06 2004 From: pman5086 at bigpond.net.au (Peter Manger) Date: Tue Mar 2 05:31:18 2004 Subject: [ASLML] Technical Specifications for some Tanks Message-ID: <000001c40006$64b36a20$2e8afea9@peter3rcyybau2> Hi All, I'm after some technical specs for some WWII tanks. Don't really mind what tank, but I am after fairly detailed information - espically in sizes. How big a wheel was, how wide the turret was, that sort of thing. Any handy hints on some good sites? Ta, Peter Manger From john.slotwinski at nist.gov Tue Mar 2 05:54:36 2004 From: john.slotwinski at nist.gov (John Slotwinski) Date: Tue Mar 2 06:00:33 2004 Subject: [ASLML] Fwd: [Conscripts] Little Wars Picture Page Message-ID: <5.0.0.25.2.20040302085044.00ac7888@mailserver.nist.gov> Guys: For your viewing pleasure, courtesy of the DC Commissar himself Chris Baer, you will find links below that will take you to recent photos of club meetings and information on the status of the current DC Conscripts club tournament. thanks, js >Conscripts, > >Able Conscript Jason Cameron has been at it again, this time sending >us a dozen snaps from one of our last club meetings at Little Wars, >the April, 2003, mega-tourney day meeting. He managed to capture a >goodly number of the club members on film, and we've thrown them >together into a page replete with respectful captions: > > http://www.dcconscripts.org/lw03.html > >Our continued thanks to Jason for becoming the club's quasi-official >photographer. He indicated to me that he took some pictures from last >Saturday's meeting at Tyson-Pimmit, and once he takes a few more >pictures, we'll get those online as well. > >In Iron Conscript news, Jim Mehl has become our first four-game >player, with a 2-2 record putting him in very good stead, and Marc >Genberg has moved to 2-1, placing him in the top ranks along with John >Slotwinski (3-0), Doug Bush (2-1), and John Stadick (2-0). Remember, >it takes ten games to win (or even to place or show) -- going 1-9 is >better than going 8-0 -- so no one is out of the running yet. To see >the latest stats (or to sign up if you haven't yet) hit the tourney >page at: > > http://www.dcconscripts.org/tournament04.html > >And, of course, full club info available at: > > http://www.dcconscripts.org > >Most Correctly, > >Commissar Chris > >-- >Christopher H. Baer / From john.slotwinski at nist.gov Tue Mar 2 05:54:36 2004 From: john.slotwinski at nist.gov (John Slotwinski) Date: Tue Mar 2 06:00:39 2004 Subject: [ASLML] Fwd: [Conscripts] Little Wars Picture Page Message-ID: <5.0.0.25.2.20040302085044.00ac7888@mailserver.nist.gov> Guys: For your viewing pleasure, courtesy of the DC Commissar himself Chris Baer, you will find links below that will take you to recent photos of club meetings and information on the status of the current DC Conscripts club tournament. thanks, js >Conscripts, > >Able Conscript Jason Cameron has been at it again, this time sending >us a dozen snaps from one of our last club meetings at Little Wars, >the April, 2003, mega-tourney day meeting. He managed to capture a >goodly number of the club members on film, and we've thrown them >together into a page replete with respectful captions: > > http://www.dcconscripts.org/lw03.html > >Our continued thanks to Jason for becoming the club's quasi-official >photographer. He indicated to me that he took some pictures from last >Saturday's meeting at Tyson-Pimmit, and once he takes a few more >pictures, we'll get those online as well. > >In Iron Conscript news, Jim Mehl has become our first four-game >player, with a 2-2 record putting him in very good stead, and Marc >Genberg has moved to 2-1, placing him in the top ranks along with John >Slotwinski (3-0), Doug Bush (2-1), and John Stadick (2-0). Remember, >it takes ten games to win (or even to place or show) -- going 1-9 is >better than going 8-0 -- so no one is out of the running yet. To see >the latest stats (or to sign up if you haven't yet) hit the tourney >page at: > > http://www.dcconscripts.org/tournament04.html > >And, of course, full club info available at: > > http://www.dcconscripts.org > >Most Correctly, > >Commissar Chris > >-- >Christopher H. Baer / From wrongway at nowonline.net Tue Mar 2 09:13:53 2004 From: wrongway at nowonline.net (Pete Shelling) Date: Tue Mar 2 12:00:14 2004 Subject: [ASLML] G1.422 In-Reply-To: Message-ID: Can the 10-0 "Shinto Priest" SMC attempt to 'turn' them on a DR<=7 ? >On Mon, 1 Mar 2004 12:20:09 -0600, Tate Rogers wrote: >>What if one buries the T-H along with the DC? Can the T-H dig his way out and then attack? Kind of like the "Night of The Living >>Dead T-H/DC Heroes". >There's a scenario in there somewhere ... squads slowly advancing across an >open field (or graveyard) at night ... suddenly berserk (but slow) enemy >squads start appearing all around them -- immune to MC/TC, and mandatory HtH >CC! Pete " PTO Dungeon Master" Shelling From mountainview at westelcom.com Tue Mar 2 09:50:40 2004 From: mountainview at westelcom.com (Mountain View Cottage) Date: Tue Mar 2 12:00:19 2004 Subject: [ASLML] Carrier C Mortar hit ? References: <001a01c3fce9$c85b44f0$6401a8c0@MOOSE> <010e01c3fdac$f3872b30$28926b0c@NewhpGeorge> <00f301c3ff83$0b63bbb0$bb8e6b0c@NewhpGeorge> Message-ID: <00d601c4007e$e212d1e0$bb8e6b0c@NewhpGeorge> ----- Original Message ----- From: "Bruce Probst" Subject: Re: [ASLML] Carrier C Mortar hit ? > On Mon, 1 Mar 2004 06:47:57 -0500, "Mountain View Cottage" > wrote: >> A MTR attack on a Carrier will only affect a Crew, using the >> +2 CE DRM, via Collateral Attack. > I'm not the one talking about "Collateral Attacks", and it has > *nothing* to do with the argument. Actually it does - since the Crew, which receives CE DRM, will itself, only be attacked Collaterally. The "initial" attack will be vs. the Vehicle *only*, and it's "target status" is dependent upon whether or ot the attack could possibly reduce a potential CE DRM to < +2. For Indirect Fire Ordnance attacks, the CE DRM can only be reduced by Airburst. (See below.) Interestingly enough, this will only occur on a Collateral Attack once the vehicle itself is determined to be unaffected by the hit. > (BTW, your e-mail text-quoting system *sucks*.) Damn, there goes $100.00 per month in therapy I've spent on trying to come to grips with *your* problem with my mailer. I'm *glad* it sucks for you, if I could make it any worse, I would - maybe you'd stop replying. (See below.) >> It's attack will first be considered for potential >> Kill/Immobilize/Shock vs. the Vehicle itself. > Yes, and if Air-Burst/Elevation Advantage applies, per the > rules I have previously quoted extensively, the Carrier > (like any other OT AFV) is treated as being > unarmoured. This is very simple, the rules > state it explicitly, and yet you seem to > disagree. I need to amend my earlier statement only in that vs. Indirect Fire, a Carrier will only be treated as Unarmored for the attack vs. *it* (the Carrier) if it's otherwise subject to Airburst. Height Advantage, for Indirect Fire, does not qualify the Carrier as an Unarmored Target. (See below). I believe I earlier said a Carrier getting Airbursts from a MTR will get -1 OT; -1 All AF <= 4. It doesn't; it eats the attack vs *it* (not the Crew), as unarmored (and with *no* Airburst DRM!). *Then*, if *it* (the Vehicle) is otherwise unaffected the Collateral Attack will be net +1 (+2 CE; -1 Airbursts). >> Plus, it doesn't make "sense". > Here's how much, on a scale of 1-10, that the rules > "make sense" to Mr Fleury" are important: 0. > > Here's how much, on a scale of 1-10, what the rules > *actually say* are important: 11. For someone so bent on following the rules to a perfect "T", it amazes me that you can't even follow your own directions. When given (to yourself, no less) a rating parameter of 1-10, you instead use 0 and 11. >> Why doesn't it get "height advantage" there? > Because that's not how the rules describe how you get elevation > advantage to reduce CE DRM. Surely that's obvious? No, it ain't. >> If Indirect Fire (on- and off-board) can reduce a CE DRM... > What on earth are you talking about? An Indirect-Fire MTR shot at a Carrier. Stay on course, captain. > The rules say nothing about OBA > (other than possible Air Bursts),... There ya go. (I'll add Indirect-Fire "as a whole" here.) > ...it talks about *range from firer to target and > the elevation difference between them*. > Obviously this won't apply to OBA. Or any other form of Indirect Fire as far as I'm concerned. > Please don't introduce red herrings, you are just confusing yourself. *Please*...????!!! Put Bruce Probst back on the line, will ya? Who the hell is this? > Onboard fire, *no matter what the type of onboard fire*, can > reduce the CE DRM, given sufficient elevation advantage. No, it can't. > That *is* what the rules say, after all. It might, and I can see how you'd come to that conclusion, but I frimly believe it's wrong, and I've never seen it played that way - off the top of my head I think this has come up before, a *long* time ago - I can't recall the results of the discussion. > If you don't believe what the rules are telling you, why > do you bother playing the game? It's part of the enjoyment for me - that, and thinking on my own two feet instead of blindly following directions/instructions in a system that is historically, presently, and always will be in the need of constant review/adjustment/clarification. For most of us, that's the enjoyment. For most of us, it's *easy* to get screwed up, and even "forget" stuff we once "knew". For most of us, continued discussion and clarification is a *need*. For *most* of us, that can be accomplished in a civilized manner. >> There's also a rule that says Crews can't targeted separately >> by Ordnance...somewhere. > There certainly is (D.6, D5.32), and again, it has nothing to do > with what I was talking about, which was the attack vs the vehicle. As mentioned above, the *Vehicle's* target status for the question at hand is actually determined by the *Crew's* potential reduced CR DRM. Tough concept, I know, but try to follow along. >> I also think the "...Airbursts, or fire from a higher elevation..." section >> of your quote of D5.31 & D5.311 serves to differentiate between >> Indirect's, and Direct Fire's, separate application of "Height >> Advantage." > Now you're just making up rules to suit yourself. Yes, that's it Bruce, but it keeps my *other* therapist in BMWs. Boy, I had a hard time figuring I "made up" the rule that the white line around the outer edge of STOP signs here in the USA doesn't really mean stopping is "optional", but, my therapist got me through it. (And my ticket/fine.) ;-) > Whether an attack can get an Air Burst or not has nothing to do with > what elevation the attack is coming from; it's entirely based on the > terrain that the target inhabits and the type of fire directed at it > (B13.3). Well, there's a revelation that oughta warrant you "ASL-Prophet" status. Oooooooo, Ahhhhhhhhh. Gee thanks, I don't think I could have gotten Airbursts figured out without you... > As for fire from a "higher elevation", are you seriously claiming > that MTRs cannot fire from an upper elevation to a lower one? > Or are you claiming that MTRs don't use fire attacks? To both: No, you insidious twit. > Either way you are sadly mistaken. No, I am not mistaken; you are. >From Scott Romanowski's Perry Sez Collection: - D5.311: Is the Inherent Crew of a BU OT - AFV which is hit by (non-Air Burst) - Indirect Fire Vulnerable? - - No. OK, so what does this tell you? Let's look at the next-to-last sentence of D5.311: "If an OT AFV's crew would receive a CE DRM *reduced by Elevation-Effects/Air-Bursts* to < its normal CE DRM, that AFV is instead treated as unarmored and the attack vs. it - but not vs. its PRC - is resolved (with no Air Burst TEM) either as per A7.308 (for non-ordnance/Indirect-Fire-HE) or on the proper TK Table using the pertinent Unarmored Vehicle TK#." Hmm, looks like the above quoted Perry Sez sets non- Airburst Indirect-Fire (that's our MTR in this one, Bruce) as a non-factor for reducing CE DRM. I don't see any exception for HA, and for on-board MTR, using Indirect Fire that's the only way it can otherwise reduce a CE DRM. Hmm, can't treat it as Unarmored if ya can't reduce it's CR DRM, now can ya? Hmmm. A BU Crew can't be vulnerable (or have it's CE DRM reduced) unless affected by HA/Airburst/(TPBF), and the Perry-Sez limits Indirect's effect on CE DRM-reduction to Airbursts. (TPBF being also NA.) I know it's a leap for you on this one, Bruce - I know Carriers can't be BU, but if an OT Halftrack with BU Crew can't have it's CE DRM Reduced by Indirect-Fire non-Airburst attacks (that means, and includes Height-Advantage, Bruce), it's safe to say it can't have it thusly reduced even if CE, and so the tenet would also apply to a Carrier. And, yes, ONE MORE TIME, if ya can't reduce a potential CE DRM, ya can't treat the Vehicle itself as Unarmored. The only way a Carrier will be treated as Unarmored for the attack (vs. it) is if it's subject to Airbursts, and Airbursts alone. Height Advantage doesn't do it. I will admit that this is the "hard way" to come around on this, but it's all I could find. I'm pretty sure I've had this come before, for the non-Airburst HA application, and it's safe to say I've never had it done to me (or done it to someone else) where an on-board Level 4 MTR got to try to Kill a Level 0 HT/Carrier/OT Vehicle at Range = 1 or 2 or 3 as Unarmored. The Airburst issue *has* come up before, and it definitely gets Unarmored treatment for the TK (interestingly *without* the -1 AB vs. *it*!) - I simply forgot about it in my earlier post when I was trying to example the situation (interesting note/warning: this is even the case if in Bypass of the Woods!). Back to the "reality" and "sense" of it all: Consider the trajectory of a MTR shot. No matter what the postion is of the firer/target, the shot is coming (effectively) straight down - there's not much difference (in the angle of attack of the rounds) if the MTR is above or below the target. Assuming non-proximity rounds, they go off on contact. Ergo, not matter what, non-direct-hit rounds will off on the ground, and their shot will spread horizontaly and upward, from the ground. Either way, the shot "hits" the sides of the vehicle, for the most part. The Indirect-Fire DRMs offered in C1.55 (AF & OT) serve to accentuate the chance for a "direct-hit" or very "near-miss" to outright blow the vehicle to smithereens, due to it's nature of being very succeptible to *rounds* coming in from "directly" above. Thus, *direct* fire attacks, be they small arms or ordnance, automatically get the advantage - if hit, the hit(s) are coming in from above. With Indirect-Fire this is not necessarily a "given", and even close-falling rounds will not necessarily have their lethal doses coming in "from above". Airbursts would automatically qualify Indirect-Fire for the bonus, since the rounds are "going off" from above, and their dose is coming straight down. Until the possible use of proximity-rounds is accounted for in the system (or SSRed by a designer) Indirect-Fire does not get the advantage solely due to being fired from "above" the target. *** "Damn the torpedoes and...follow the directions!": Bruce and Chris get a couple of new pistols, head to the range, and try 'em out. Directions for 1st use: Bruce follows along blindly, step by step, to a "T", *sure* that, since it's in black and white, it's gotta be *right*! Chris reads ahead a bit, and thinks about it, before he does anything. 1) Chamber a round. 2) Disengage safety. 2) Make sure barrel is clear by looking down muzzle, and squeezing the trigger. "Bruce, I think something's wrong with these directions, check this out...." BANG! Bruce? Bruce? Oh my... ...well isn't *that* interesting - there's no brains running out of that hole in his head! Bruce, this is the 2nd time I've had an unnecessarily rude engagement with you. It will be the last. I gave you the benefit of doubt, but now it's over. You will be relegated to my very short, but deserving, list of ASLMLers to which I will no longer give the time of day. (I won't "block" you, because I don't block anyone - nay, the entertainment value alone is worth the auto-deletes.) I'm sure this won't bother you at all becuase it's so difficult for you to reply to mails anyway... I second the recent dig on you from Tate, and in short, you can go scratch. Christopher "the STOP sign deal was 'made up'!" Fleury Sgt. Meikle's Bunker Mountain View Cottage Lewis, NY USS Iowa; BB-61 Camp Dudley #12557 From roland.pirard at skynet.be Tue Mar 2 11:11:17 2004 From: roland.pirard at skynet.be (Roland Pirard) Date: Tue Mar 2 12:00:24 2004 Subject: [ASLML] Looking for a game References: <002301c3fff3$792b9120$ade53fc8@D5G57231> Message-ID: <002501c4008a$24d3be80$be1ff051@Roland> How is it possible to play with VASL ? Roland ----- Original Message ----- From: "Larry L. Memmott" To: Sent: Tuesday, March 02, 2004 2:11 AM Subject: [ASLML] Looking for a game > Finally back after three years away from The Game. Anybody want to play a > small, short scenario by VASL email? > > I expect I can email at least every other day. > > I was on the ladder, but can't see that it is still operative. Willing to > register somewhere else, if blood tests are not required. > > Willing to try any small scenario, including with out of the way rules > (night, paratroop, etc.). Have most official product, and some unofficial. > A quick look at scenario cards turned up these possibilities, but if you > have something else you want to play, I'd be glad to. > > 51, 53, 67, 75, A1, A5, A27, A29, HS19, AP13, G35, HS24, HS28 > > Larry Memmott > (no, the divorce isn't final yet, but she is finally gone) > > > > From mail at cspringer.de Tue Mar 2 11:45:18 2004 From: mail at cspringer.de (Christian Springer) Date: Tue Mar 2 12:00:25 2004 Subject: [ASLML] Q: Hand to hand combat Message-ID: <4044E44E.5080600@cspringer.de> Hi guys, following situation: Japanese (ATTACKER) advances into CC agianst amrican unit (DEFENDER) - no ambush. Do both sides use red CC kill numbers from now on (even if CC results to melee and Defender and attacker sides change in next turn) ? Thanks in advance Christian From smcbee at midtnn.net Tue Mar 2 12:39:14 2004 From: smcbee at midtnn.net (Steve McBee) Date: Tue Mar 2 12:43:10 2004 Subject: [ASLML] Q: Hand to hand combat In-Reply-To: <4044E44E.5080600@cspringer.de> Message-ID: <000001c40096$6e73e540$b000a8c0@SteveMcBee> Yes, once HTH is declared, it continues until there is only one side left (or no one left). See J2.31 1st sentence: "Hand-to-Hand CC can be declared only by the ATTACKER and only if his involved unit(s) has not been Ambushed (A11.4) this turn, but once declared affects all units of both sides as long as that Melee exists in that Location." Take care, Steve Christian asked: Do both sides use red CC kill numbers from now on (even if CC results to melee and Defender and attacker sides change in next turn) ? From sambelcher at cablespeed.com Tue Mar 2 13:54:57 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Tue Mar 2 14:00:42 2004 Subject: [ASLML] Looking for a game In-Reply-To: <002501c4008a$24d3be80$be1ff051@Roland> Message-ID: <003b01c400a1$0153cba0$647ba8c0@samb03> > How is it possible to play with VASL ? > > Roland Roland, Take a look at http://vasl.org. There is an "engine" called VASSAL and a "module" for ASL (or VASL "Virtual ASL"). Follow the instructions on the vasl.org website. You install the latest version of Java desktop. You install VASSAL. You download VASL Download the Maps Download the Scenarios The run VASSAL and load the VASL module. You will be able to setup geomorphic or campaign maps on your computer screen. You and an opponent can move counters on the map and you will both see the moving counters. There is a text window to type messages in to "talk" to your opponent, or you can use one of the internet voice programs. Its almost like playing face to face - the interface is a little "quirky", but once you get used to it you can play people from all over the world. Any time of the night or day. You can also play by "email". You record your moves using VASL and send the log file to your opponent. Sam From sambelcher at cablespeed.com Tue Mar 2 13:55:49 2004 From: sambelcher at cablespeed.com (Sam Belcher) Date: Tue Mar 2 14:01:19 2004 Subject: [ASLML] Q: Hand to hand combat In-Reply-To: <4044E44E.5080600@cspringer.de> Message-ID: <003c01c400a1$1fc69860$647ba8c0@samb03> > following situation: > > Japanese (ATTACKER) advances into CC agianst amrican unit (DEFENDER) - > no ambush. > Do both sides use red CC kill numbers from now on > (even if CC results to melee and Defender and attacker sides change in > next turn) ? Yes, once a melee is "Hand to Hand" it stays that way until its resolved. Sam From hastrup at image.dk Tue Mar 2 14:38:33 2004 From: hastrup at image.dk (Michael) Date: Tue Mar 2 14:44:13 2004 Subject: [ASLML] Results Scandinavian Open In-Reply-To: <5A75A637377A4249B83ACA0BC0510B5D3D85CF@sesob03.sobernet.net> Message-ID: <00be01c400a7$183a0310$e84c36d4@MICHAELHL> Winner of the 7th ASL Scandinavian Open was ( for the second time a Dane ) ; Bjarne Marell , who beat Toby Pilling in the final. Patrik Manlig finished third and Claes-Erik Rydberg fourth. Christopher Liewendahl won the Boxcar Trophy. ( he was the defending Boxcar champ from last year ) Clas-Erik Rydberg took the Snakeeyes Trophy And Carl Alex Friis Nielsen the CC Trophy. I would like to thank all 43 attending players for the good and friendly atmosphere. A special thanks to MMP and Trojan Games for prices to the winners. Michael Hastrup-Leth, Denmark From jmmcleod at mb.sympatico.ca Tue Mar 2 20:24:00 2004 From: jmmcleod at mb.sympatico.ca (Jim McLeod) Date: Tue Mar 2 16:23:29 2004 Subject: [ASLML] Scenario List Format Message-ID: <40455DE0.5139@mb.sympatico.ca> Listerz; Anyone out there ever run a tournament with a tournament list (lets say 20 scenarios) from which players can chose but they may choose any scenario they wish in any round they wish but they can't play the same scenario twice? I'm curious as to how such a format would work. =Jim=