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Introduccin
Bienvenido al excitante mundo de Advanced
Squad Leader. ASL es un sistema detallado de
simulacin blica que puede representar
cualquier accin terrestre a nivel de compaa
en cualquier teatro de operaciones de la
Segunda Guerra Mundial. Las fichas
representan pelotones, escuadras, jefes,
dotaciones y vehculos de cada uno de los
pases involucrados en la Segunda Guerra
Mundial. Los campos de batalla se representan
mediante tableros geomrficos sobre los
cuales maniobran las fichas. Los Starter Kits
(Equipos de Iniciacin) proporcionan a los
nuevos jugadores un mtodo sencillo para
familiarizarse con las bases del sistema ASL
utilizando escenarios sencillos, las fichas, los
tableros y las reglas.
Las fichas de pelotn representan
aproximadamente entre 9 y 15 hombres,
dependiendo de la nacionalidad y del tipo. Las
fichas de jefes individuales representan jefes
de combate histricamente presentes en la
batalla y tambin ayudan a representar la total
independencia en combate de la unidad a la
que estn agregados. Cada pelotn y cada jefe
posee un nivel de moral indicado en su ficha;
cuanto ms alto sea el nivel de moral, ms
resistirn firmes en el combate y antes se
recuperarn de los reveses. Las fichas de
armas de apoyo representan otras armas
individuales adems de las armas cortas
orgnicas o de dotacin que ya estn incluidas
en los valores de potencia de fuego dados a
cada ficha de pelotn y de escuadra. Los
grupos de fuego para atacar unidades enemigas
se forman a partir de la potencia de fuego
combinada de unidades y armas individuales.
Bosque Carretera:
Una unidad movindose en un hexgono
de bosque carretera
como en yE4, no tiene
derecho al TEM +1
por Bosques durante el
Primer
Fuego
Defensivo (y es objeto del FFMO o de
interdiccin) si la LOS no cruza un smbolo
verde de bosque y la unidad en movimiento
entr en el hexgono utilizando la tasa de
movimiento por carretera. En otro caso, el
TEM normal de bosque entrar en efecto; una
unidad puede elegir siempre utilizar la tasa de
movimiento por bosques y recibir los
beneficios consiguientes TEM. La porcin de
carretera no obstruye la LOS.
Arboledas:
Una
arboleda representa un
rea
escasamente
poblada de rboles
desprovista de monte
bajo como yK5. Una
arboleda representa un
estorbo a la LOS y por
tanto aade un DRM +1 por cada hexgono de
arboleda entre quien dispara y su objetivo. A
la Infantera le cuesta 1 MF entrar en una
arboleda. Una arboleda no tiene TEM, pero
dado que no es Campo Abierto el FFMO no se
aplica, y la interdiccin no se produce.
Trigal: Cuando est
en temporada, un
trigal representa un
campo cultivado de
una variedad de cereal
como yU9. Un trigal
es un estorbo a la LOS
y aade un DRM +1
por cada hexgono de terreno de trigal entre
quien dispara y su objetivo. Los trigales estn
en temporada durante los meses de junio a
septiembre (ambos inclusive). Cuando no
estn en temporada los hexgonos de trigal son
tratados, en su lugar, como Campo Abierto. A
la Infantera le cuesta 15 MF entrar en un
hexgono de trigal. No hay TEM por trigal,
pero dado que no es Campo Abierto (a menos
que no est en temporada), el FFMO no se
aplica.
1.2 Fichas: Hay tres tipos de fichas en uso en
este juego: fichas informativas, fichas de tropa
y Armas de Apoyo (SW). Las fichas
informativas
se
utilizan
con
fines
memorsticos. Incluyen fichas como las de
Prep Fire, First Fire, Pin y DM. Todas ellas
sern desarrolladas en profundidad durante la
explicacin de la secuencia del juego. Las
fichas de tropa son de dos tipos principales:
Fichas de Individuo y Fichas de Grupo.
1.2.1 Fichas de Individuo (SMC): Las fichas
SMC (o jefes) son unidades de elite, que
portan una nica silueta y representan
nicamente un hombre. Los jefes tienen un
factor de fuerza compuesto de dos nmeros,
que indican la moral del jefe (parte inferior) y
su DRM por mando (parte superior). Este
ltimo se expresa por un nmero negativo o un
cero, o bien ocasionalmente por un +1. Un jefe
no desmoralizado ni paralizado puede utilizar
su DRM por mando para afectar el
comportamiento de otras tropas en su
localizacin. Los modificadores por mando no
son acumulables. Un jefe puede intentar una
2.0 Definiciones:
AFPh: Fase Avanzada de Fuego (3.5).
APh: Fase de Avance (3.7).
ATACANTE: El jugador cuyo turno de juego
se est jugando actualmente.
Auto-Reagrupamiento: La capacidad de una
unidad de reagruparse ella misma sin la
presencia de un jefe en Buen Orden se
representa con la moral del lado
desmoralizado encasillada en un
cuadrado (3.1).
B#: Nmero de Rotura de un Arma de Apoyo
(el arma es reparable) (4.0).
Buen Orden: Una unidad de tropa que no est
ni desmoralizada ni marcada con una
ficha de Mele.
CC: Combate Prximo (3.8).
CCPh: Fase de Combate Prximo (3.8).
Control: Una MMC de Infantera en Buen
Orden gana el control del hexgono o
del edificio que ocupa sin la presencia
de una unidad enemiga. A menudo se
requiere dicho Control a efectos de
determinar la victoria.
CX: Ficha Exhausta (3.3)
DC: Cargas de Demolicin (4.3).
DEFENSOR: El jugador cuyo turno de
jugador no est siendo jugado
actualmente.
DFPh: Fase de Fuego Defensivo (3.4).
DM: Moral de Desesperacin (DRM +4 en
intentos de reagruparse) (3.1, 3.2.1 y
3.6).
dr: Tirada de un nico dado (1.4).
DR: Tirada de dos dados (1.4).
drm/DRM: Modificador de tirada de un dado
(o de dos dados); un ajuste matemtico
bien positivo o negativo de la tirada de
dado o dados.
Equivalente a Pelotn: Dos HS equivalen en
tamao a un pelotn (1.2.2).
Estorbo: Algunos tipos de terreno (arboleda,
trigal) no son lo suficientemente
compactos
como
para
bloquear
completamente la Lnea de Tiro (LOS).
Se dice que estorban la LOS y cada uno
de ellos estorbar el fuego trazado a su
travs
pero
no
lo
bloquear
completamente. Todo hexgono de
estorbo aade un modificador +1 al
fuego trazado a travs de l (3.2).
Exponente de Humo: Un exponente en la FP
de una unidad indica la capacidad de
intentar lanzar granadas fumgenas
(3.3).
FFMO: Primer Fuego contra Movimiento en
Campo Abierto; un DRM 1 contra
Infantera movindose en Campo
Abierto; no se aplica si existe un estorbo
a la LOS (3.3.1).
FFNAM: Primer Fuego por Movimiento no de
Asalto; un DRM 1 contra Infantera
movindose siempre y cuando el
objetivo no est utilizando Movimiento
de Asalto (3.3.1).
FG: Grupo de Tiro; dos o ms unidades y/o
SW se unen para realizar un ataque
combinado de fuego (3.2).
Fila de Hexgonos: Una cadena contigua de
hexgonos a travs de los cuales una
LOS trazada entre los puntos centrales
del primero y del ltimo tambin cruzan
los puntos centrales de todos los
hexgonos entre ellos (1.1).
FP: Potencia de Fuego; la fuerza con la que
una unidad (o FG) ataca (1.2.2).
FPF: Fuego Protector Final (3.3.1).
FT: Lanzallamas (4.2).
Fuego Disperso: La Potencia de Fuego de una
unidad atacante se divide a la mitad por
cada caso concurrente de Fuego
Disperso (3.2).
HS: Escuadra.
Inexpertos: Las MMC Novatas (G) no
apiladas con un jefe en Buen Orden y
las
MMC
Conscriptas
sufren
penalizaciones por ser Inexpertas: 3MF,
B# o X# reducidos en uno, cobarda dos
columnas, drm de emboscada +1.
IFT: Tabla de Fuego de Infantera.
Infantera: Todas las SMC y MMC.
IPC: Capacidad Inherente de Acarreo (4.0).
Lado de Hexgono: Una de las seis lneas que
se combinan para formar un hexgono.
Cada lado de hexgono tiene o forma
dos vrtices (1.1).
Lmites de Apilado: Cada bando puede tener
hasta tres MMC equivalentes a pelotn
por hexgono y adems hasta cuatro
jefes (3.3).
LLMC: Chequeo Moral por Prdida de un
Jefe; un MC adicional provocado por la
prdida de un jefe con un nivel de moral
superior al de la unidad(es) con la que
estaba apilado (3.2.1).
LLTC: Chequeo de Actividad por Prdida de
un Jefe; causado por la desmoralizacin
de un jefe con un nivel de moral
superior al de la unidad(es) con la que
estuviera apilado (3.2.1).
LOS: Lnea de Tiro (3.2).
Mele: Una condicin en la que quedan
involucradas unidades opuestas en la
misma localizacin despus de haber
atacado en Combate Prximo (3.8).
MF: Factor de Movimiento; medida de la
capacidad de movimiento para unidades
de Infantera (3.3).
MG: Ametralladora; un tipo de Arma de
Apoyo (SW), designada normalmente
como ligera (LMG), media (MMG) o
pesada (HMG) (4.1).
MF
Bsico
4
3
6
MF
con Jefe
6
5
6
Paso Ligero
sin Jefe
6
5
8
Paso Ligero
con Jefe
8
7
8
2. Fuego Final:
Ocurre durante la DFPh; no se aplica
FFNAM ni FFMO; afecta a todas las
unidades en la localizacin objetivo; no
disponible para unidades ya marcadas con
una ficha de Fuego Final (Final Fire) ni para
unidades marcadas con una ficha de Primer
Fuego (First Fire) a menos que estn
disparando a un hexgono adyacente; colocar
(o girar hacia ese lado) ficha de Fuego Final
(Final Fire)
Introduccin ................................................1
1.0 Componentes del juego.........................2
1.1 Tablero de Juego..................................2
1.1.1 Tipos de terreno
1.2 Fichas ..................................................4
1.2.1 Ficha de individuo (SMC)
1.2.2 Ficha de Grupo (MMC)
1.2.3 Lado desmoralizado
1.2.4 Armas de apoyo (SW)
1.2.4.1 Cadencia de tiro (ROF)
1.2.5 Humo
1.2.6 Caones
1.2.7 Vehculos
1.3 Tarjetas de escenario ...........................5
1.4 Dados...................................................5
2.0 Definiciones............................................5
3.0 Secuencia de Juego................................7
3.1 Fase de reagrupamiento (RPh) ............7
3.2 Fase de fuego preparatorio (PFPh) .....8
y Ataques con Fuego
3.2.1 Lnea de visin (LOS)
3.2.2 Ataques con fuego
3.2.2.1Fuego de proximidad (TPBF)
3.2.3 Efectos
3.2.4 Proceso para impactar [To Hit - TH]
3.2.5 Fase de fuego preparatorio (PFPh)
3.3 Fase de Movimiento (MPh) ................12
3.3.1 Movimiento de Infantera
3.3.2 Movimiento de vehculos
3.3.2.1 Intento de estado en marcha
Introduccin:
Bienvenido a la tercera entrega de la serie de
Equipos de Iniciacin de Advanced Squad Leader, ASLSK#3Tanques le introducir en el material esencial necesario para aadir vehculos a
la experiencia de ASLSK. Advanced Squad Leader (ASL) es un sistema de juego de guerra detallado que puede simular cualquier accin a
nivel de compaa en cualquier teatro de la Segunda Guerra Mundial. Las piezas de juego representan pelotones, escuadras, mandos,
tripulaciones, Caones, y Vehculos de todos los
mayores y menores combatientes de la segunda
guerra mundial, los campos de batalla estn representados por tableros geomrficos sobre los
que las fichas maniobrarn. Los Equipos de Iniciacin proveen al nuevo jugador con un mtodo
sencillo para familiarizarse con las bases del sistema ASL usando escenarios a nivel inicio, fichas, tableros, y reglas. Las abreviaturas se usan
en muchos trminos presentes en las reglas.
Mientras te familiarizas con ellas con el uso, la
seccin de Definiciones puede ser una referencia de ayuda en esta terminologa especial.
Las fichas de pelotn representan aproximadamente entre 9 y 15 hombres, dependiendo de
la nacionalidad y del tipo. Las fichas de jefes individuales representan jefes de combate histricamente presentes en la batalla y tambin
ayudan a representar la total independencia en
combate de la unidad a la que aqullos estn
agregados. Cada pelotn y cada jefe poseen un
nivel de moral indicado en su ficha; cuanto ms
alto sea el nivel de moral, ms resistirn firmesen el combate y antes se recuperarn de los reveses.
Las fichas de armas de apoyo y de Caones representan otras armas individuales adems de
las armas cortas orgnicas o de dotacin que ya
Indice de Presentacin
2
estn incluidas en los valores de potencia de
fuego dados a cada ficha de pelotn y de escuadra. Los grupos de fuego para atacar unidades
enemigas se forman a partir de la potencia de
fuego combinada de unidades y armas individuales. Despus de totalizar la potencia de fuego
de un ataque, se tiran dos dados de seis caras y
el resultado (modificado por varios factores) se
cruza con la columna apropiada de potencia de
fuego de la Infantry Fire Table (Tabla de Fuego
de Infantera) para determinar los resultados del
ataque. Dichos resultados oscilan entre no tener
efecto, provocar que el enemigo compruebe su
nivel de moral para ver si se desmoraliza, y la
completa eliminacin de una o ms unidades
enemigas. Las unidades tambin utilizan su potencia de fuego en Combate Cercano, normalmente en lucha a todo o nada hasta la muerte.
Cada escenario de ASLSK simula una batalla
histrica proporcionando tanto al atacante como
al defensor un orden de batalla con unidades especficas y armamento con el que debern maniobrar en un esfuerzo por conseguir las
condiciones de victoria especificadas. Los tableros geomrficos pueden colocarse en varias
combinaciones diferentes para representar los
variados campos de batalla de Europa.
El ASLSK n 3Tanques es un juego completo
que introduce al jugador en las reglas de vehculos e incluye pelotones, escuadras, jefes, armas
de apoyo, dotaciones, piezas de artillera servidas por dotaciones, y vehculos as como reglas
simplificadas y terreno para usar con todo ello.
Se puede utilizar este material para expandir las
opciones de ASLSK o puede tentarle a entrar en
el fantsticamente detallado mundo de la simulacin blica que es ASL. En cualquiera de los
casos, el material aqu incluido reglas, tableros
y fichas han sido diseados para ser perfectamente compatibles tanto con la anterior entrega
de los Equipos de Iniciacin ASL (ASLSK)
como con ASL. No necesitar ningn otro producto para jugar, ya que es completamente autnomo; sin embargo, puede encontrar material
adicional para ASL y otros muchos buenos productos en www.multimanpublishing.com. Adems estn disponibles ms escenarios ASLSK
en la revista de MMP OPERATIONS.
Estas reglas contienen un cdigo de color para
indicar que han sido revisadas con relacin al
mdulo ASLSK n 2. Toda regla o palabra destacada en color salmn ha sido revisada bien
como regla aadida necesaria para utilizar los
Vehculos Blindados de Combate (AFV) bien
para corregir erratas observadas en el ASLSK n
2. Este reglamento tiene preferencia sobre los
reglamentos aparecido en ASLSK n 1 y n2.
Por ltimo indicar que el Equipo de Iniciacin n
3Tanques contiene todas las fichas necesarias
para jugar los ocho escenarios bajo circunstancias normales. No obstante, ASL es un juego de
posibilidades muy amplias, por lo que, debido a
circunstancias excepcionales, la cantidad de una
ficha en particular puede resultar escaso en una
partida concreta.
Ejemplo de Arboleda
tica al movimiento a lo largo de cualquier carretera. No se aplica ningn Estorbo por dichos hexgonos si la porcin de la LOS entre quien
dispara y el objetivo nunca abandona los confines del dibujo de la carretera independientemente de la diferencia de altura. En tales casos,
el DRM -1 por FFMO se aplica a la Infantera
que utilice la carretera para moverse. En caso
contrario, los hexgonos de arboleda-carretera
son idnticos a los de arboleda en todos los aspectos.
Trigal: Cuando est en
temporada, un Trigal representa un campo cultivado de una variedad de
cereal como tP6. Un Trigal es un estorbo a la
LOS entre unidades al
mismo nivel que este y
por tanto aade un DRM +1 por Estorbo por
cada hexgono de terreno de Trigal entre quien
dispara y su objetivo. Los Trigales estn en temporada durante los meses de junio a septiembre
(ambos inclusive). Cuando no estn en temporada los hexgonos de Trigal son tratados, en su
lugar, como Campo Abierto. A la Infantera le
cuesta 15 MF entrar en un hexgono de Trigal
en temporada, El coste para un coche blindado
es de 4 MP para entrar y 1MP para un vehculo
completamente de orugas. No hay TEM por Trigal, pero dado que no es Campo Abierto (a
menos que est fuera de temporada), el FFMO
no se aplica y se niega la Interdiccin.
Arbusto: Arbusto representa un area con arbolado disperso y denso
monte bajo como uCC8.
Los arbustos son un estorbo a la LOS entre unidades al mismo nivel que
el arbusto y por tanto
aaden un DRM +1 por cada hexgono de arbusto entre quien dispara y su objetivo en que la
LOS cruce el dibujo de arbusto. No hay TEM
por arbusto, pero dado que no es Campo Abierto
el FFMO no se aplica y se niega la Interdiccin.
A la infantera le cuesta 2 MF entrar, a un coche
blindado 4 MP y un vehculo completamente
con orugas 2 MP.
3
Colinas: Las colinas representan elevaciones
del terreno que se elevan
un nivel completo por
encima del nivel del
suelo, y cualquier tipo de
terreno en ellas normalmente asciende desde
ese nuevo nivel para formar nuevas alturas
equivalentes. Todas las colinas conforman un
obstculo a la LOS con relacin a una unidad
que no est en la colina. Todo hexgono de colina es tambin un hexgono de Campo Abierto,
salvo que exista dibujado otro tipo de terreno.
Ni el FFMO ni la Interdiccin se aplicarn si
una unidad que se mueve/retira reclama Ventaja
en Altura (ver ms abajo). Un obstculo de un
nivel (edificio/bosques/arboleda) situado en un
hexgono de colina de un nivel se convierte en
un obstculo de dos niveles de altura. Una masa
de colina se representa con un tono marrn
como en vK8; sin embargo, a efectos estticos
algunos hexgonos pueden contener tanto el
color de la colina como el color del nivel del
suelo. Los hexgonos (y todas las unidades en
su interior) siempre se considerarn en el nivel
de elevacin que contenga el punto central del
hexgono.
Dos unidades sobre hexgonos de colinas tendrn LOS entre ellas sin bloquear por cualquier
terreno que no sea una colina. Ni Trigal ni Arbusto a nivel del suelo estorban la LOS entre
una unidad sobre una colina y otra que no lo
este.
Una Lnea de Cresta se forma en cada hexgono en el que dos niveles completos de elevacin coincidan, como en vAA8. Las Lneas de
Cresta son importantes tanto para determinar los
costes al movimiento como para definir la ladera
de la colina a efectos de posibles obstrucciones
a la LOS. Cuando la Infantera cruza una Lnea
de Cresta para subir a un terreno ms alto, la
unidad gastar el doble del Coste del Terreno
(COT) del hexgono en el que entre. Los vehculos gastan el coste del terreno en el hexgonoms 4 MP adicionales para cruzar la lnea de
cresta hacia terreno superior 2 MP adicionales
si cruzan la lnea de cresta a travs de un lado
de carretera.
La 4-6-7 alemana en wE9 puede ver a la 6-6-6 americana en el hexgono wI7 sin estorbos por el trigal en wF8,
aunque un ataque de la 4-6-7 contra la 6-6-6 sera penalizado con el +1 TEM por Ventaja en Altura. A la 5-3-6
en wH7 le cuesta 2 MF moverse a wI7 (1 MF por campo abierto al doble por cruzar una lnea de cresta colina
arriba).La 5-3-6 no tendra derecho al TEM por Ventaja en Altura
en cuanto a ataques de la 4-6-7
durante la MPh porque la unidad
en movimiento cruza una lnea de
cresta cruzada por la LOS de quien
dispara. La 4-6-7 no tiene LOS a
la 3-3-7 en wI6 (y viceversa). Si la
3-3-7 se mueve desde wI6 a wI7
(1MF), entonces la 4-6-7 tendra
LOS, y la 3-3-7 recibira el TEM
por Ventaja en Altura contra un
ataque de la 4-6-7. Si la 5-3-6 en
wH7 fuera a moverse a wG7, el
coste sera de 4MF (COT de edificio = 2, al doble por cruzar una
lnea de cresta colina arriba lo que
obligara a la 5-3-6, Inexperta, a
tener que declarar primero Paso
Ligero, y la
5-3-6 recibira el
TEM del edificio en lugar del de la
Ventaja en Altura.
4
Una unidad que reciba fuego que no sea de Mortero desde una elevacin inferior tiene derecho
a un TEM +1 por Ventaja en Altura, siempre y
cuando esa unidad no tenga derecho a recibir
otros TEM positivos. Adems, una unidad con
derecho al TEM +1 por Ventaja en Altura no
podr ser objeto de Interdiccin o FFMO de un
ataque para el que el TEM +1 se aplique. Como
excepcin, una unidad no tendr derecho al
TEM por Ventaja en Altura durante la MPh o la
RtPh si la entrar en el hexgono objetivo cruza
una Lnea de Cresta a travs del mismo lado de
hexgono que cruza la LOS de quien dispara.
Lado desmoralizado
Lado desmoralizado
1.2.5 Humo:
Las fichas de Humo de
1/2 las coloca la Infantera durante la MPh
(3.3)y se retiran al final
de esa MPh. Las fichas de Humo de 5/8 se colocan por Artillera al comienzo de la PFPh o de
la DFPh siempre y cuando se consiga un impacto usando Tipo de Objetivo rea (ATT), y
duran mucho ms. Los vehculos pueden lanzar
humo durante la MPh (7.5). Si se hace en la
PFPh, se coloca una ficha de Humo +3 +2 si
es fsforo blanco (WP); si se hace en la MPh o
la DFPh, se coloca una ficha de Humo Disperso
+2 (+1 si es WP). Al inicio de la siguiente PFPh
del jugador que la haya colocado, retire todas las
fichas de Humo Disperso y gire todas las fichas
de Humo hacia su lado Disperso. El Humo representa un Estorbo a la LOS inherente; todo
disparo trazado a travs o hasta un hexgono
con Humo es objeto de un DRM por Estorbo por
hexgono (+3 si es Humo de 5/8; +2 si es
Humo de 1/2, Humo Disperso o WP; +1 si es
WP Disperso hasta un mximo de +3 por hexgono); los disparos trazados hacia fuera desde
un hexgono con Humo incurren en un DRM +1
adicional. Todo movimiento durante la
MPh/RtPh para entrar (no para salir) en un hexgono con humo, cuesta un MF/MP adicional.
1.2.6 Caones:
Toda Arma de Artillera no vehicular dibujada en una ficha de 5/8 se
denomina Can (6.0). Un Can
tiene que ser manejado por una
ficha de dotacin de Infantera para poder disparar sin la penalizacin +2 por Uso No Cualificado. Los Caones son posedos, transferidos,
recuperados y destruidos como las SW (4.0).
Hay cinco tipos de Caones. El tipo se indica
abreviado en la ficha. Son: MTR = Mortero, AT
= Can Antitanque, INF = Obs de Infantera,
ART = Artillera y AA = Can Antiareo.Esta
designacin no debe ser tomada literalmente.
Puede disparar un Can Antitanque contra Infantera, etc. En el frente de una ficha de Can
tambin indica su calibre (en mm), tamao
como objetivo (6.7), el nmero para poder moverlo a mano (6.5) y, si tiene, su ROF, su Equivalencia a Potencia de Fuego de Infantera (IFE;
6.8) y la posibilidad de giro de 360 (3.2.4). Algunos Caones se definen como de Emplazamiento Rpido (QSU al dorso de la ficha), y
pueden ser movidos a mano. Otros Caones nopueden moverse durante el transcurso de un escenario de ASL porque han de ser colocados en
un armn para moverse (se indica la dorso de la
ficha con la palabra Limbered). Slo los Caones pequeos como objetivo y los de los tipos
AT/INF que no sean objetivo grande pueden
ocupar un hexgono de edificio.
1.2.7 Vehculos:
Todos los vehculos (7.0) serepresentan por fichas de 5/8.
ASLSL#3 contiene dos tipos de
Vehculos Acorazados de Combate
(AFV).Un coche Blindado se reconoce por el
circulo blanco de fondo detrs del nmero MP.
Vehculos completamente con orugas (p.ej. Tanques, tanquetas, Caones de Asalto, etc). Se reconocen por el valo blanco detrs del nmero
MP. El frente de una ficha de vehculo tambin
indica su tipo de Armamento principal (MA),
presin al suelo, tamao como objetivo, ROF (si
hay), Factores de Blindaje (AF), Tipo de torreta
y Ametralladoras vehiculares.
2007 Multi-Man Publishing, LLC
2.0 Definiciones:
A#: Nmero de agotamiento de APCR (Perforador de Blindaje de Composicin Rgida).
AAMG: Ametralladora Anti aerea; ha de estar
CE para usarse, alcance 8 hexgonos.
AC: Coche Blindado; reconocible por el circulo
blanco detrs de su capacidad MP. AF: Factor
de Blindaje (7.1).
AF: Factor de Blindaje (7.1)
AFPh: Fase Avanzada de Fuego (3.5).
AFV: Vehculo Acorazado de Combate; cualquier vehculo que tenga factor de blindaje (AF).
AP: Municin Perforante (6.2).AP puede ser
usada en VTT o ITT (con efectividad reducida),
pero no puede ser usada en ATT.
APh: Fase de Avance (3.7). Arma: Un Arma de
Apoyo (1.2.4), un Can (1.2.6), o una MA de
AFV (7.2) o MG (7.8).
ATR: Rifle Anti-Tanque (4.4.4).
Arco Cubierto de la Torreta (TCA): Definido
por el frente del vehculo o por la direccin de la
ficha de torreta si es diferente al frente del vehculo.
Arco Cubierto del vehculo (VCA): Definido
por el frente del vehculo.
Arma: Un Arma de Apoyo (1.2.4) o un Can
(1.2.6) o un MA de AFV (7.2) o MG (7.8).
Artillera: Un Can o SW (Mortero o LATW)
o MA de vehculo que primero tiene que obtener
un impacto mediante el proceso Para Impactar
previamente a resolver un ataque en la IFT (6.0)
contra infantera o antes del proceso para destruir contra un vehculo (7.9).
ATACANTE: El jugador cuyo turno de juego
se est jugando actualmente.
Aturdimiento (Stun): Estado de un vehculo
despus de fallar un MC, o un TK DR Final de
MG igual al nmero Final TK.
ATURDIMIENTO (STUN): Estado de un vehculo despus de KIA, K, o un segundo resultado de Aturdimiento o sacar 12 en un MC
(7.10); provoca Retorno (Recall).
Auto-Reagrupamiento: La capacidad de una
unidad de reagruparse ella misma sin la presencia de un jefe en Buen Orden se representa con
5
DEFENSOR: El jugador cuyo turno de jugador
no est siendo jugado actualmente.
DFPh: Fase de Fuego Defensivo (3.4).
DM: Moral de Desesperacin (DRM +4 en intentos de reagruparse) (3.1, 3.2.3 y 3.6).
dr: Tirada de un nico dado (1.4).
DR: Tirada de dos dados (1.4).
drm/DRM: Modificador a la tirada de un dado
(o de dos dados); un ajuste matemtico bien positivo o negativo de la tirada de dado o dados.
Empantanamiento (BOG): Inmobilizacin
temporal de un vehculo debido a haber fallado
un chequeo de empantanamiento causado por
condiciones ambientales o del terreno (7.6).
Emplazamiento: Un Can que no haya sido
colocado al inicio del juego en una carretera pavimentada y que no se haya movido recibe un
TEM +2 por Emplazamiento (6.3).
Equivalencia a Pelotn: Dos HS o dotaciones
equivalen en tamao a un pelotn (1.2.2). Una
dotacin que maneja un Can es equivalente a
un pelotn.
Escudo de Can: Proteccin (normalmente un
DRM +2 en la IFT) de la que disponen algunas
veces las dotaciones que manejan un Can
AT/INF (6.6).
Estado en Marcha [Motion]: Un vehculo que
ha arrancado y no ha sido parado.
Estorbo: Algunos tipos de terreno (arboleda, trigal, arbustos) as como vehculos no en movimiento, wrecks y Humo que no son lo
suficientemente compactos como para bloquear
completamente la Lnea de Tiro (LOS). Se dice
que estorban la LOS y cada uno de ellos estorbar el fuego trazado en su mismo nivel a su travs (pero no el que se haga al propio hexgono)
aunque no lo bloquear completamente. Cada
hexgono de Estorbo aade un modificador +1
a toda DR de ataque al mismo nivel de IFT o
Para Impactar cuya LOS se trace atravesndolo.
Exponente de Humo: Un exponente en la FP
de una unidad que indica la capacidad de intentar lanzar granadas fumgenas (3.3.1).
Fallo Cercano: Cualquier impacto contra un
Can que no obtenga un resultado de KIA/K
previamente a aplicar el modificador por Escudo
de Can (6.7).
FFMO: Primer Fuego contra Movimiento en
Campo Abierto; un DRM 1 contra Infantera
movindose en Campo Abierto; no se aplica si
existe un estorbo a la LOS (3.3.1).
FFNAM: Primer Fuego por Movimiento no de
Asalto; un DRM 1 contra Infantera movindose siempre y cuando el objetivo no est utilizando Movimiento de Asalto (3.3.1).
FG: Grupo de Tiro; dos o ms unidades y/o MG
/ATR se unen para realizar un ataque combinado
de fuego (3.2). La artillera no puede combinarse. La MG/IFE de un vehculo no puede
combinarse con otras unidades.
FP: Potencia de Fuego; la fuerza con la que una
unidad (o FG) ataca (1.2.2).
FP Residual: Potencia de Fuego que queda en
un hexgono como resultado de un Primer
Fuego Defensivo (3.3.1).
FPF: Fuego Protector Final (3.3.1).
FT: Lanzallamas (4.2).
Fuego de Asalto: Un ataque en la AFPh disponible por las MMC que tienen su factor de
2007 Multi-Man Publishing, LLC
6
potencia
de
fuego
subrayado
(3.5).
moral de la unidad para evitar quedar desmoralizada. El modificador por Mando puede aplicarse (3.2.3).
No parado: Durante la MPh, un vehculo que
no ha gastado un MP de parada desde su ltimo
MP para arrancar.
NT: Arma Sin Torreta. Se incluyen en este tipo
todos los Caones excepto los montados en
afustes de 360 (3.2.4). Tambin se incluyen
MA de vehculos sin torreta.
Nmero de Agotamiento: Nmero en el dorso
de una ficha de Artillera o vehculo que representa la cantidad de una Municin Especial
(6.2).
Objetivo Adquirido: El Armamento Principal
de Vehculo, un Can o un Mortero ganan un
DRM Para Impactar de -1 -2 si disparan otra
vez al mismo objetivo. Si se usa Tipo de Objetivo Infantera y vehculo utilice una ficha de
Adquisicin de 1/2, y su usa Tipo de Objetivo
rea use una ficha de Adquisicin de 5/8 (6.10
y 6.11).
Objetivo Movindose: Un vehculo/resto que
se ha movido a un nuevo hexgono en este
turno de jugador, o que esta en marcha, o que ha
empezado la MPh en marcha.
PAATC: Chequeo de Actividad Previo al
Avance/Ataque a AFV (3.7).
Paso Ligero: Una unidad de Infantera puede
aadir 2 MF a su MPh quedando CX (3.3).
PBF: Fuego a Quemarropa; fuego a un objetivo
en un hexgono adyacente. La potencia de fuego
es el doble de la normal (3.2.2).
PF: Panzerfaust (4.4.2).
PFPh: Fase de Fuego de Preparacin (3.2).
PIAT: Lanzador Anti Tanque de Infantera
(4.4.5).
PP: Puntos de Acarreo; representan la dificultad
existente para transportar un arma, y se restan
del IPC de la unidad (4.0).
Presin al suelo: Un DRM para el chequeo de
empantanamiento (7.6).
Primer Fuego Defensivo: Disparos efectuados
a unidades movindose en la MPh (3.3.1).
Primer Fuego Mvil (Bounding First Fire):
Fuego de un vehculo durante su propia MPh
antes o despus de haber movido (3.3.2.2).
Primer Fuego Subsiguiente (SFF): Disparar
nuevamente en Primer Fuego Defensivo, pero
como Fuego de rea (3.3.1).
PSK: Panzerschreck: un arma ligera anti tanque alemana (4.4.1).
PTC: Chequeo de Paralizacin de Actividad
(3.2.1).
Punto Central del Hexgono: El punto blanco
existente en el centro de un hexgono desde el
que se determina la LOS (1.1).
QSU: Emplazamiento Rpido. Este Can
puede moverse durante el juego mediante el proceso de movimiento a mano (6.5).
Rfagas Areas: El fuego de Mortero contra Infantera o vehculo CE situada en un hexgono
de bosque recibe un TEM -1 (en lugar de un +1;
1.1.1).
Rebufo: Una condicin de disparar una LATW
desde dentro de un edificio (4.4.3).
Reduccin por Bajas: Un resultado de combate
que elimina una HS o dotacin, o hiere a una
SMC. Un pelotn queda reducido a una HS
(3.2.3).
2007 Multi-Man Publishing, LLC
Resto (wreck): Un vehculo que has sido destruido se gira a su lado de resto.
Retorno (Recall): La condicin de un AFV que
debe salir por un borde de tablero amigo lo ms
pronto posible (7.10) Puede ser causado por sufrir un resultado de ATURDIMIENTO (STUN),
un segundo resultado de Aturdimiento (Stun) (1
aturdimiento s es 1MT), o por estropear permanentemente su MA.
ROF: Cadencia de Tiro; una MG, Mortero,
Can o MA de vehculo puede atacar ms de
una vez en el mismo turno gracias al nmero de
su ROF, que aparece en un cuadrado (4.0).
RPh: Fase de Reagrupamiento (3.1).
RtPh: Fase de Retirada (3.6).
SMC: Ficha de Individuo (1.2.1).
SSR: Regla Especial del Escenario (1.3).
SW: Arma de Apoyo (4.0).
Tamao del Objetivo: El tamao de un Can
viene indicado en el color de su M# (6.7).
El tamao de un vehculo esta indicado por el
color de sus factores de blindaje (7.3).
TEM: Modificador por Efectos del Terreno; un
DRM que se aplica en la IFT o proceso TH provocado por el terreno en el que se encuentra la
unidad que est siendo atacada (3.2).
Terreno Inherente: Ciertas representaciones de
terreno (arboleda) y contenidos de fichas de un
hexgono (Humo) identifican al hexgono en su
totalidad, incluyendo los lados de hexgono,
como poseedor de las caractersticas de ese hexgono. Una LOS que penetre en dicho hexgono (incluso la trazada a lo largo de un lado de
hexgono) se ve afectada por el terreno inherente.
TH: Para Impactar; la Artillera tiene que conseguir un impacto (mediante el proceso Para Impactar) previamente a resolver un ataque sobre
una unidad en la IFT o tabla TK(3.2.4).
Tipo de Objetivo rea (ATT): Uno de los tres
tipos generales de objetivo utilizados por Caones. Se tiene que utilizar siempre que la Artillera dispare Humo. No puede ser utilizado por
LATW ni cuando se dispare algo que no sea HE
o Humo/WP (3.2.4).
Tipo de Objetivo Infantera (ITT): Uno de los
tres tipos generales de objetivo usados por Caones. No disponible a Morteros ni a LATW.
Pueden usarla todos los tipos de municiones excepto Humo/WP (3.2.4).
Tipo de Objetivo Vehcular (VTT): Uno de los
tres tipos generales de objetivo usados por Caones. No disponible para morteros o LATW.
Puede usar todos los tipos de municin excepto
Humo/WP (3.2.4).
TK: To Kill Destruir: Habiendo conseguido
un impacto con la tabla Tipo de Objetivo Vehculo (VTT), el nmero para destruir se usa para
determinar el efecto sobre el vehculo (7.9).
TPBF: Fuego a Quemarropa triple: disparar a
un objetivo en el hexgono del tirador; el FP
total es el triple de la potencia de fuego normal
(3.2.2.1).
Turno de Jugador: Las ocho fases consecutivas que conforman la mitad de un turno de
juego, durante las cuales el ATACANTE puede
mover sus fuerzas.
Unidad Enemiga Conocida (KEU): Toda unidad enemiga hasta la que la unidad propia en
cuestin tenga actualmente una LOS.
Uso No Cualificado: El uso de un Can por
unidades que no sean una dotacin (1.2.6);
7
d) Transferencia de Armas: Los apilamientos
pueden ser redistribuidos libremente para
cambiar la posesin de todas las Armas,
entre unidades en Buen Orden en la misma
localizacin (el ATACANTE primero).
e)
8
3.2 Fase de Fuego de Preparacin (PFPh) y
Ataques de Fuego:
Los ataques de fuego son el principal procedimiento mediante el cual una unidad ataca a unidades enemigas. Ninguna unidad puede disparar
a plena potencia ms de una vez por Turno de
Jugador, excepto con Armas que mantengan su
ROF. En otro caso un jugador puede disparar
todas, alguna o ninguna de sus unidades en cualquier fase de fuego aplicable. Los ataques de
fuego normalmente afectan a todas las unidades
en el hexgono objetivo, excepto durante la
MPh en la que el fuego de Primer Fuego Defensivo afecta slo a unidades movindose juntas.
3.2.1 Lnea de Tiro (LOS):
Una unidad slo puede disparar a una unidad
enemiga si tiene una Lnea de Tiro (LOS) hasta
ella. Unidades al mismo nivel pueden trazar una
LOS unas a otras excepto si existen obstculos
a la LOS interpuestos. Puede determinarse extendiendo un hilo entre el centro del hexgono
desde el que se dispara y el centro del hexgono
objetivo, y no puede aplicarse a unidades fuera
del tablero. Si el hilo no cruza el dibujo o representacin de un obstculo a la LOS (edificio,
bosques o colinas) con el obstculo visible a
ambos lados del hilo, hay una LOS entre los dos
hexgonos. Del mismo modo, si el hilo no cruza
un dibujo o representacin de un Estorbo a la
LOS (p.ej.: trigal) o cruza un hexgono de Estorbo inherente (p.ej.: arboleda o Humo), la LOS
no resultar estorbada. El terreno en el hexgono
de quien dispara o en el hexgono objetivo no
bloquean la LOS hasta el punto central del hexgono (aunque el Humo en el hexgono de quien
dispara o en el hexgono objetivo si estorban la
LOS). Los ataques pueden trazarse a travs de
unidades en hexgonos interpuestos sin que las
afecten. Ningn jugador puede realizar un chequeo de LOS hasta despus de que se haya declarado el ataque. Si un chequeo de LOS revela
que un obstculo a la LOS bloquea el fuego, el
ataque de fuego no se resuelve, pero se
La 4-6-7 puede ver a la 4-4-7a en F3 porque se puede tender una lnea desde el punto central en I2 hasta
el punto central en F3 sin que toque ninguna representacin de bosque (va directamente carretera abajo)
y puede ver a la 4-4-7b en J5 con un estorbo +1 debido a la arboleda en J4; no puede ver a la 4-4-7c en K4
debido al edificio interpuesto en J3.
Durante la PFPh americana una 7-4-7 en el hexgono N5 constituye un FG con la 6-6-6 en el hexgono O6
para disparar a las unidades alemanas del hexgono P5. La potencia de fuego total es de 19 (el doble de 6 FP
de la 6-6-6 en O6 por Fuego a Quemarropa ms 7 FP de la 7-4-7 en N5), y el ataque se produce en la columna
de 16 FP de la IFT. Los DRM incluyen un +3 por el TEM del edificio de piedra y un +1 del estorbo de la arboleda para un DRM total de +4. La DR original es 6; despus de aadir 4 la DR final es 10. Cruzando la referencia 10 en la columna 16 en la IFT resulta en un Chequeo Moral Normal (NMC). Por tanto, cada unidad
en el hexgono P5 ha de pasar un NMC. Una de las 4-6-7 obtiene un 9 original y la otra un 7; ninguna DR resulta modificada. La 4-6-7 que obtuvo un 9 es girada hacia su lado desmoralizado y se coloca una ficha DM
sobre ella. La 4-6-7 que sac un 7 tendr una ficha PIN sobre ella porque su tirada igual su nivel moral en el
chequeo. Finalmente, se coloca una ficha Prep Fire sobre las unidades americanas.
A continuacin la 7-4-7 americana restante y el 9-1 en N5 atacan a la 4-6-7 en P1 con 2 FP (7 FP por Fuego
a Larga Distancia se queda en 35 FP, por lo que se utiliza la columna de 2 FP) y un DRM +2 (+3 del edificio
de piedra, -1 de Modificador por Mando). La DR original es un 2 (ojos de serpiente!, lo cual es un dobles,
pero el ataque no se ve afectado por cobarda al ser dirigido por un jefe) y la DR final es un 4. Cruzando la referencia 4 en la columna 2 de la IFT se obtiene un Chequeo Moral +1 (1MC). La 4-6-7 saca una DR original
de 5, modificada a un 6, as que resulta no afectada. Las unidades americanas colocan una ficha de Prep Fire
sobre ellas.
El jugador americano elige entonces que la 5-3-6 en el hexgono N4 dispare al hexgono O5. La potencia
de fuego total es de 10, y el ataque se produce en la columna de 8 FP. El DRM es +0, dado que la arboleda
produce un estorbo de +1 pero tiene +0 como modificador por efectos del terreno. La DR original es un 4 (dos
doses, as que el ataque sufre cobarda y se produce dos columnas por debajo de lo que correspondera, ya que
la unidad es Inexperta) y la DR final es un 4. Cruzando la referencia 4 en la columna de 4 FP (dos columnas
a la izquierda de la de 8 FP) lo que resulta en 1MC. La 4-6-7 obtiene una DR original de 12 con una DR final
de 13. La 4-6-7 sufre Reduccin por Bajas por haber obtenido un 12 original y es reemplazada por una 2-4-7.
La 2-4-7 es reemplazada por una escuadra 2-3-7 ya que la DR final era ms alta que la moral de la unidad superando la ELR de la unidad, as que es sustituida. La 2-3-7 es girada a su lado desmoralizado y marcada con
una ficha DM. La 5-3-6 es marcada con una ficha Prep Fire.
9
desmoralizada que falle un MC sufrir Reduccin por Bajas; una unidad ya desmoralizada que saque una tirada original de
12 en un MC quedar eliminada. Una unidad no desmoralizada que falle un MC por
un resultado superior a su ELR (vase 5.1)
ser reemplazada por una unidad de inferior calidad.
Las unidades desmoralizadas utilizan en
nivel moral impreso en su lado desmoralizado para todos los MC e intentos de reagrupamiento hasta que sean reagrupadas y
sean giradas a su lado normal. Las unidades desmoralizadas slo pueden retirarse
e intentar ser reagrupadas. Un jefe en Buen
Orden y no paralizado aplicar su DRM
por mando a otras unidades (incluso a jefes
con moral inferior) en la localizacin objetivo si l mismo pasa previamente su MC
sin resultar afectado; pero no se lo podr
aplicar a s mismo.
Adems, si un jefe resulta eliminado, todas
las unidades con un nivel moral actual inferior y que estn apiladas con l, salvo en
CC, deben pasar un MC despus de resolverse el ataque inicial, sumando cualquier
DRM negativo por mando a la DR en
lugar de restarlo. A esto se le llama Chequeo de Moral por Prdida de un Jefe
(LLMC).
Si un jefe queda desmoralizado, todas las
unidades en Buen Orden con un nivel
moral actual inferior y apiladas con l,
deben pasar un PTC despus de resolverse
el ataque inicial, sumando cualquier DRM
negativo por mando a la DR en lugar de
restarlo. A esto se le llama Chequeo de Actividad por Prdida de un Jefe (LLTC).
Si una unidad supera el MC requerido obteniendo exactamente el nmero ms alto
con el que esa unidad pasara el MC (despus de todas las modificaciones), entonces esa unidad se considera paralizada, y
se coloca una ficha Pin sobre ella. Esa unidad no puede continuar movindose en ese
turno de jugador y dispara a la mitad de su
FP normal.
Si una dotacin de un CE AFV falla su
MC, La dotacin esta Aturdida (7.10) y
marcada con una ficha de Aturdida (Stun).
Si la dotacin CE AFV saca un 12 en un
MC entonces el AFV esta ATURDIDO
(7.10) y marcado con una ficha ATURDIDO (STUN).
#MC: El nmero por delante del MC es un
DRM positivo que tiene que aplicarse a la
DR del MC.
PTC: Chequeo de Paralizacin de Actividad;
cada unidad objetivo no desmoralizada y
no paralizada tiene que realizar una tirada
inferior o igual a su Nivel Moral actual o
quedar paralizada. El DRM por mando
puede aplicarse si el jefe que es parte del
grupo objetivo pasa primero su propio
PTC. Se colocar una ficha Pin a las unidades que fallen su PTC; durante ese turno
no podrn moverse, su FP quedar reducido a la mitad, perdern la ROF y un jefe
paralizado no podr utilizar su DRM por
mando. Las unidades no pueden quedar
paralizadas ms de una vez por turno de
jugador.
Un resultado de paralizacin (Pin) contra
una dotacin de CE AFV obliga a la dotacin a ponerse con Escotillas Cerradas
2007 Multi-Man Publishing, LLC
10
(BU) para el resto del turno de jugador. Un
vehculo en si nunca puede estar paralizado y por tanto puede mover an.
Una unidad desmoralizada que no est bajo
una ficha DM que quede adyacente a una Unidad Enemiga Conocida o sea atacada con suficiente FP (teniendo en cuenta la posibilidad de
cobarda) como para infligirle un NMC, recibir
una ficha DM.
3.2.4 Proceso Para Impactar:
La Artillera (Caones, Morteros SW y
LATW; 6.0) y MA de vehculo no-MG primero
tienen que asegurar un impacto; ya sea usando
Tipo de Objetivo Infantera (ITT), Tipo de Objetivo rea (ATT), Tipo de Objetivo Vehculo
(VTT) o (en el caso de LATW) su propia Tabla
Para Impactar, han de utilizar el proceso Para
Impactar (ver 4.1 para MG). Si se consigue un
impacto contra Infantera o Can, tirar para
efecto en la IFT o en las tablas para destruir
(TK) si el objetivo es un vehculo. No todos los
ocupantes de un hexgono siempre resultarn
impactados. Algunas unidades pueden no ser
impactadas porque no se movieron durante el
Primer Fuego Defensivo o porque posibles
DRM no afecten igual a distintos objetivos, o
porque se ha usado un Tipo de Objetivo no efectivo.
Tipo de Objetivo Infantera:
Los disparos que utilicen el Tipo de Objetivo
Infantera utilizan municin de Alto Explosivo
(HE) pero tambin pueden utilizar municin
HEAT o AP. Todos los objetivos enemigos en el
hexgono objetivo excepto BU AFV pueden resultar afectados por un Impacto incluso cualquier unidad de Dotacin Expuesta (7.7). El
TEM se aplica a la DR Para Impactar, no a la
DR en la IFT.
Tipo de Objetivo rea:
Este Tipo de Objetivo es el que siempre utilizan los Morteros y cuando la Artillera intenta
disparar Humo; en otro caso, puede ser seleccionada cuando se dispare municin HE, pero
no si se utiliza HEAT o AP. Cuando se utiliza
este Tipo de Objetivo por otra arma que no sea
un Mortero, se consume toda la ROF del Can
durante ese turno, de ah que las armas que no
sean Morteros no puedan disparar otra vez despus de utilizar el Tipo de Objetivo rea. Los
TEM no se aplican a la DR Para Impactar, sino
a la DR en la IFT.Un impacto potencialmente
puede afectar todas las unidades en el hexgono.
Tipo de Objetivo Vehcular:
El tipo de Objetivo Vehcular se usa cuando se
dispara a un vehculo especfico. Un impacto en
el tipo de Objetivo Vehcular no puede causar
dao a cualquier otra unidad en el hexgono objetivo.
Proceso Para Impactar:
La Artillera puede disparar durante las Fases
de Fuego de Preparacin, Primer Fuego Defensivo, Fuego Final o Fuego Avanzada de Fuego,
pero tienen que estar en posesin de una MMC
que la maneje o ser una MA vehicular. Una MA
tambin puede disparar durante la MPh del vehculo (3.3.2.2). El jugador que dispara tiene que
declarar tanto el objetivo como el tipo de objetivo. Determine la distancia hasta el objetivo y
busque el nmero Para Impactar (TH) en las Tablas Para Impactar que se encuentran en las Ayudas al Jugador cruzando el tipo de Artillera,
etipo de objetivo y la distancia. Ese nmero es el
mximo que se puede obtener con dos dados
para conseguir un impacto. Cada entrada TH
En su PFPh el Can AA alemn dispara a la 7-4-7 en xJ5 (dentro de su Arco Cubierto) utilizando Tipo de Objetivo Infantera. La distancia al objetivo es de 4 hexgonos, y el trigal est en temporada. Cruzando las referencias de Tipo de Objetivo, distancia y Tipo de Can en la Tabla Para Impactar nos da un nmero Para Impactar
igual a 8. Se trata de un nmero en negro TH. Ninguno de los casos para utilizar nmeros en rojo TH se aplica
a este disparo; es ms, a una distancia de 6 en Tipo de Objetivo Infantera slo hay nmeros en negro TH a considerar. La tirada de dados se modifica como sigue: TEM por Bosque, +1; Estorbo por un hexgono de trigal,
+1; con lo que el modificador (DRM) total TH es +2, para una DR Final de 9. Este resultado es superior a 8, as
que el ataque falla; coloque una ficha de Objetivo Adquirido -1 en la unidad objetivo en xJ5.
El alemn ha conservado la Cadencia de Tiro (ROF) de su 88 y decide disparar otra vez. Adems de los DRM
anteriores tambin aplicamos el DRM de -1 por Objetivo Adquirido. El jugador alemn consigue un 3 (un 1 en
el dado de color) y aade el DRM +1 para una DR Final de 4 que, como es 8 resulta en un impacto. Ahora el
alemn tira de nuevo los dados, esta vez en la columna apropiada en la IFT para un Can de 88mm; la columna
de 16FP se aplica a armas de ms de 80mm y menos de 100mm. No se aplican DRM (el TEM se aplic a la DR
Para Impactar). El alemn saca un 7 que se convierte en una DR Final en la IFT de 2MC. La 7-4-7 ha de pasar
un chequeo moral +2 que falla y queda desmoralizada; la ficha de Objetivo Adquirido -1 se gira a su lado -2.
El alemn haba mantenido otra vez la ROF con el 88 y ataca ahora a la 6-6-6 en xO4, pero primero tiene que
cambiar su Arco Cubierto (CA). El Can cambia su CA a M4/N3; es decir, cambia un ngulo. La distancia es
de 2 hexgonos y el nmero TH es ahora 9. El DRM es +1 por el Estorbo del trigal en xN3 y +1 por haber cambiado el CA un ngulo (Can de 360) para un DRM total de +2. La DR es un 8 (un 5 en el dado de color) y
aadiendo el DRM +2 nos da una DR Final de 10: falla. El Can ha perdido su ROF y es marcado con una ficha
de Prep Fire. La ficha de Objetivo Adquirido -2 se retira de xJ5 y se coloca otra de Objetivo Adquirido -1 sobre
la 6-6-6 en xO4.
El Can realiza ahora Fuego Intensivo sobre la 6-6-6. El DRM por cambio del CA no se aplica ya. Hay un
DRM +2 por Fuego Intensivo, un DRM de -1 por Objetivo Adquirido y un Estorbo por trigal, para un DRM total
de +2. El alemn saca otro 8 (un 2 en el dado de color) para una DR Final de 10: otro fallo. Haba perdido ya la
ROF y el Can resulta marcado ahora con una ficha de Fuego Intensivo y no tendr ms oportunidades de
atacar en este turno de jugador. La ficha de Objetivo Adquirido se gira hacia su lado -2.
El 88 podra haber disparado inicialmente a la 7-4-7 usando Tipo de Objetivo rea, y tambin pudo haberlo
hecho si la 7-4-7 hubiera estado en un edificio de piedra, incluso aunque a una distancia de 4 el nmero Para Impactar sea inferior en Tipo de Objetivo rea que en Tipo de Objetivo Infantera. Usando el primero el TEM no
modifica la DR Para Impactar, pero en su lugar modifica la DR en la IFT despus de haber impactado, haciendo
ms fcil el impactar a la 7-4-7 en Tipo de Objetivo rea pero reduciendo los efectos del ataque.
11
El Can AT de 75mm en xE8 tiene a la 7-4-7 en su CA pero no a la 6-6-6. Durante la PFPh dispara sobre la 7-4-7 utilizando Tipo de Objetivo Infantera (ITT) a una
distancia de 2. Cruzando el Tipo de Objetivo, la distancia y el tipo de Can en la tabla Para Impactar nos da un nmero en negro TH de 9 (no se aplica ningn TH rojo
a distancia de 2 en ITT incluso aunque exista alguna causa para utilizar el nmero rojo TH). La tirada de dados se modifica slo por el TEM +3 del edificio de piedra. El
alemn saca un 7 (un 1 en el dado de color) y aade el DRM +3 para una DR Final TH de 10. Es mayor que 9, as que ataque falla. Se coloca una ficha de 1/2 de Objetivo
Adquirido -1 en xC7. El Can mantuvo su ROF y dispara otra vez. Adems del TEM +3, se aplica el DRM -1 de Objetivo Adquirido para un DRM total de +2. El alemn
saca un 7 (un 2 en el dado de color) y aade el DRM +2 para una DR Final TH de 9, resultando en un impacto con ROF. El alemn tira ahora en la columna apropiada en
la IFT para un Can de 75mm; la columna de 12FP se aplica a armas de al menos 70mm y de menos de 80mm. Ningn DRM se aplica a la DR en la IFT (el TEM se
aplic a la DR TH). El alemn saca un 7, que es la DR Final y resulta en un 1MC. La 7-4-7 intenta pasar el 1MC pero falla y queda desmoralizada; la ficha de Objetivo
Adquirido -1 se gira a su lado -2. El Can AT podra haber disparado sobre la 7-4-7 utilizando Tipo de Objetivo rea (ATT) con un nmero TH de 7 (rojo, dado que estamos
en ATT). El TEM no modificara la DR TH, haciendo ligeramente ms fcil impactar a la 7-4-7, aunque perdiendo toda posibilidad de mantener ROF. Sin embargo el resultado despus de un impacto sera menos efectivo que el de ITT, dado que la FP se reducira a la mitad y el TEM +3 se aplicara a la DR en la IFT. Habiendo mantenido
la ROF otra vez, el Can AT ahora dispara en ITT sobre la 6-6-6 en xB7, cambiando su CA a D7/D8: un ngulo cambiado. La distancia es de 3 hexgonos, as que el
nmero TH es 8. El DRM TH es +3 por el primer ngulo cambiado y +1 por el TEM del bosque para un total de +4 (la adquisicin en xC7 no se aplica). La ROF del Can
se reduce en 1 debido a que ha cambiado su CA. El alemn saca un 4 (un 2 en el dado de color) y aade el DRM +4 para una DR Final de 8: un impacto. El ataque resultante
en la columna de 12FP no tiene ningn DRM y la DR de 7 en la IFT resulta en 1MC sobre la 6-6-6, que el pelotn supera. La ficha de Objetivo Adquirido -1 se mueve de
xC7 a xB7. El Can AT, que perdi su ROF, no intenta Fuego Intensivo esta vez.
El MTR de 81mm en xE9 dispara ahora sobre la 7-4-7 en xC7, cambiando su CA 2 ngulos
de D8/E8. Dado que es un Mortero, tiene que usar ATT y su ROF no se reduce debido al
cambio de CA. El nmero TH a 3 de distancia es de 7. El DRM TH es de +3 por cambiar el
CA un ngulo y +1 por cambiar el segundo ngulo, para un total de +4. El alemn saca un 4,
resultando en una DR Final TH de 8, fallando y colocar una ficha de 5/8 de Objetivo Adquirido -1. Como mantuvo la ROF, el MTR de 81mm dispara otra vez a la 7-4-7, esta vez con
un DRDM total de -1. Una DR de 8 (un 3 en el dado de color) resulta en una DR Final de 7,
un impacto con ROF. El ataque en la IFT se produce en la columna de 8FP (la mitad de la columna de 16FP) con un DRM +3 por el TEM del edificio de piedra. El alemn saca un 7, modificado a 10, sin efecto. El MTR de 81mm cambia ahora de objetivo a la 6-6-6 en xB7. El
nmero TH sigue siendo 7, pero no hay DRM. El alemn saca un 6 (un 4 en el dado de color),
lo que resulta en un impacto (sin ROF) y un ataque en la columna de 8FP, esta vez con un
DRM -1 por Rfagas Areas. El alemn saca un 8, modificado a 7, resultando en 1MC sobre
la 6-6-6 (que supera). Habiendo perdido la ROF, el MTR de 81mm declina hacer Fuego Intensivo.
El MTR de 50mm dispara ahora sobre la 6-6-6 en xB7. Como es un SW, el MTR de 50mm
no tiene que definir su CA y no necesita preocuparse de cambiar su CA. A una distancia de
2 en ATT su nmero TH es 7 (note que si se tratara de un Mortero norteamericano de 60mm,
no podra atacar xB7 que est a slo 2 hexgonos de distancia). No se aplica ningn DRM a
TH y el MTR impacta cuando el alemn saca un 6, perdiendo su ROF con un 4 en su dado
de color, y colocando una segunda ficha de 5/8 de Objetivo Adquirido -1. El MTR ataca en
la columna de 2FP (la mitad de 6FP) con un DRM -1 por Rfagas Areas. Una DR Original
de 2 resulta modificada a 1, lo que implica un 1KIA que elimina a la 6-6-6. Dado que un
MTR de 50mm es un SW, no puede hacer Fuego Intensivo.
Por otra parte el hexgono de un vehculo inmovil no se considera parte de el VCA de us armas
montadas en el Casco.
Fuego Intensivo:
Un Can/MA (no una SW) que
ya haya disparado y perdido su ROF
todava podr disparar una vez ms
en la misma fase utilizando Fuego Intensivo.
Mrquelo con una ficha de Fuego Intensivo (Intensive Fire) para indicar que no puede disparar
otra vez en ese Turno de Jugador. Hay un DRM
a TH de +2 por Fuego Intensivo, y el B# del
Can/MA se reduce en dos. Una DR Original
TH igual al B# original para un Can/MA que
utilice Fuego Intensivo resultar en que ese
Can sea eliminado definitivamente y en Retorno [Recall] (7.10) para el vehculo. Un
Can/MA sin ROF en su ficha y que cambie su
CA, ser marcado con una ficha de Fuego Intensivo despus de ese disparo y no podr volver a
disparar durante ese Turno de Jugador. Un
can/MA no puede hacer Fuego Intensivo si
esta paralizado, conmocionado [shocked] o aturdido [stunned]. El Fuego Intensivo no puede
usarse en la AFPh y solo contra hexgono adyacente (el mismo) durante la DFPh. Si un arma
tiene No IF escrito en la ficha, no puede usar
Fuego Intensivo.
Uso No Cualificado:
Un Can (no una SW) disparada por un pelotn o por una HS tienen que aadir un DRM +2
TH, tendr su B# reducido en dos y ser eliminado definitivamente con una DR original de 12
Para Impactar (o en la IFT si usa IFE).
Efecto:
Si se obtiene un impacto (es decir, si la DR
Final es menor o igual al nmero Para Impactar),contra infantera, dotacin CE, o en Tipo de
Objetivo de rea contra un vehculo, se hace
12
un vertice del hexgono del objetivo que determina el encaramiento del objetivo, usar el encaramiento del objetivo menos favorable para el
atacante. Si el disparo parte desde el interior del
hexgono del objetivo, el encaramiento del objetivo lo determina el dado de color de el TH
DR: 1-2 Trasero: 3-4 Lateral; 5-6 Frontal; un FT
impactar en el encaramiento trasero. Un vehculo es alcanzado en la localizacin de la torreta,
si el dado de color de la TH DR original es
menor que el dado blanco. Un vehculo es alcanzado en la localizacin del Casco si el dado
de color de la TH DR original es mayor o igual
que el dado blanco. Para un vehculo con torreta,
determinar el encaramiento (frontal, lateral, trasero) cuando es alcanzado en la torreta se basa
en el TCA, mientras que el encaramiento de un
impacto en el casco se determina basndose en
el VCA. Entonces se determina el nmero TK
(TK#) del arma antes de resolver el efecto del
imacto usando la carta TK para el tipo de armamento usado. Las tablas TK listan el nmero
base TK de cada arma basado en el calibre del
arma y longitud. El nmero TK final se obtiene
sustrayendo el Factor de Blindaje apropiado
(AF). Si la DR es menor que el nmero TK final
entonces el vehculo objetivo es eliminado. Giralohacia su lado de resto. Hay un resultado potencial adicional si la DR es igual o incluso
excede el Final TK# (7.10).
3.2.5 Fase de Fuego de Preparacin
(PFPh):
El ATACANTE realiza sus ataques de fuego en la PFPh. Despus
de resolver cada ataque en la PFPh, la unidad
que ha disparado (y el Arma) es marcada con
una ficha Prep Fire.Un vehculo en marcha [motion] no puede disparar en la PFPh, tendr que
esperar hasta la fase de movimiento.
3.3 Fase de Movimiento (MPh):
Durante la Fase de Movimiento el ATACANTE puede mover todas, alguna o ninguna
de sus unidades, siempre que no hayan disparado durante la PFPh y no estn ni desmoralizadas ni involucradas en una Mele ni inmviles.
Las unidades pueden moverse en cualquier direccin o combinacin de direcciones hasta el
lmite de su lote de Factor de Movimiento (MF)
para infantera o lote de Puntos de Movimiento
(MP) para vehculos. Cuando se mueven, las
unidades lo hacen de hexgono en hexgono y
13
3.3.1 Primer Fuego Defensivo:
El Fuego Defensivo puede producirse durante la MPh enemiga y en la
DFPh. La porcin que ocurre durante
la MPh enemiga es llamada Primer Fuego Defensivo y puede utilizarse nicamente contra
unidad(es) en movimiento. Los ataques con Primer Fuego Defensivo slo afectan a las unidades movindose aunque haya otras unidades
ocupando el mismo hexgono en el mismo instante del ataque. Siempre que una unidad o apilamiento gasten MF o MP en la LOS de una
unidad Defensora en Buen Orden, el DEFENSOR tiene la opcin de detener momentneamente el movimiento mientras dispara sobre
aqulla en esa localizacin con tantos ataques
como pueda. El DEFENSOR tiene que colocar
una ficha de Primer Fuego [First Fire] sobre
todas las unidades o Armas que hayan disparado
y que hayan consumido su ROF. El Primer
Fuego Defensivo tiene que resolverse antes de
que la unidad o apilamiento en movimiento
abandonen el pretendido hexgono objetivo o
gaste otro MF/MP. El DEFENSOR no puede reclamar que una unidad o apilamiento en movimiento regresen a una posicin previa para
sufrir un ataque, sin embargo, el ATACANTE
debe dar al DEFENSOR suficiente tiempo para
declarar su fuego antes de continuar movindose, y tiene que declarar el final del movimiento de esa unidad antes de mover otra. Una
vez que otra unidad comienza a moverse o que
se declara concluida la MPh, las unidades previamente movidas no pueden ser objeto de ataques de Primer Fuego Defensivo. Toda accin
realizada por una unidad que precise el gasto de
un MF o MP en un hexgono, la habilita como
objetivo de un hipottico Primer Fuego Defensivo incluso aunque no haya entrado en ese hexgono durante la MPh. Ejemplos de tal gasto
incluyen intentos de lanzar granadas fumgenas,
recuperacin de Armas, gastar MP para arrancar
o detenerse, cambios de VCA y colocacin de
DC.
Los ataques de Primer Fuego Defensivo se resuelven de la misma manera que los dems ataques de fuego. Los ataques de Primer Fuego
Defensivo tambin pueden beneficiarse de un
DRM 1 por Primer Fuego contra Movimiento
no de Asalto (FFNAM) contra Infantera que se
est moviendo sin utilizar Movimiento de
Asalto, y un DRM 1 por Primer Fuego contra
Movimiento en Campo Abierto (FFMO) si la
unidad de infantera se estuviera moviendo en
Campo Abierto. Note que el DRM por FFMO
no se aplica en el caso de que exista un estorbo
a la LOS entre el objetivo y quien dispara, incluso aunque la unidad que se mueve lo haga en
Campo Abierto.
Una unidad de Infantera DEFENSORA ya
marcada con una ficha de Primer Fuego (First
Fire) puede volver a realizar Primer Fuego Defensivo con su FP y/o MG durante esa MPh
siempre y cuando el objetivo no est a una distancia superior a la de la unidad enemiga ms
cercana en LOS, ni ms all del alcance normal
de quien dispara. Si lo hace estar utilizando el
llamado Subsiguiente Primer Fuego con su FP
reducida a la mitad. Si se usa una MG durante el
Subsiguiente Primer Fuego, el B# se reduce 2 y
ser eliminada permanentemente con un IFT DR
original igual a su B# original. Despus de resolver el ataque, gire la ficha de Primer Fuego
(First Fire) hacia su lado de Fuego Final (Final
Fire) en cuanto a la unidad y todas sus Armas
(independientemente de si dispar con todas
ellas).
Un Can/MA DEFENSOR ya marcado con
una Ficha de Primer Fuego puede ejecutar
2007 Multi-Man Publishing, LLC
14
Primer Fuego Defensivo otra vez como Fuego
Intensivo (3.2.4), independientemente de la
existencia de una unidad enemiga ms cercana.
Gire la ficha de Primer Fuego hacia su lado
Fuego Final en cuanto a la unidad que lo maneja
y a todas sus Armas. Vase 6.8 si se utiliza IFE.
Poner una ficha de Fuego Intensivo sobre la unidad en este caso.
Fuego Protector Final (FPF):
Es una opcin disponible para infantera DEFENSORA ya marcada
con una ficha de Fuego Final que
desee disparar a una unidad movindose adyacente a ella durante la MPh. El FPF es tratado
como Subsiguiente Primer Fuego (con la FP duplicada debido a los efectos de PBF) con una penalizacin adicional; inmediatamente despus
de resolver el ataque en la forma habitual, la DR
en la IFT original (modificada nicamente con
los DRM por mando aplicables) se utiliza como
un NMC contra las unidades utilizando FPF (incluyendo al jefe que dirige el ataque). Siempre
y cuando no se desmoralicen no existe lmite al
nmero de ataques FPF que puede realizar una
unidad, salvo el nmero de unidades en movimiento y el MF que gasten movindose adyacentes al hexgono de quien dispara. Una unidad
que utilice FPF tiene que utilizar toda su FP y
todas las MG (o IFE) utilizables y puede formar
un FG con unidades que no usen FPF, pero slo
aquellas unidades que utilicen FPF resultarn
afectadas por sus efectos adversos.
Una unidad que sobreviva a un ataque de Primer Fuego Defensivo sin resultar afectada
puede recibir otros ataques en esa misma localizacin durante su MPh antes de que gaste
MF/MP adicionales, pero slo de diferentes atacantes o de los mismos si gast al menos 2
MF/MP en ese hexgono. La misma unidad o
Arma nunca podr realizar Primer Fuego Defensivo, ni Subsiguiente Primer Fuego ni Fuego
Protector Final sobre la misma unidad en movimiento en la misma localizacin, ms veces que
el nmero de MF/MP que gaste en esa localizacin durante la MPh.
Una unidad desmoralizada o paralizada por
Primer Fuego Defensivo puede ser atacada otra
vez en su actual localizacin por otros ataques
de Primer Fuego Defensivo pero ser atacada en
su estatus desmoralizado o paralizado. Una unidad movindose, que sea objeto de FFNAM o
FFMO y quede desmoralizada, todava ser objeto de dichos DRM en esa localizacin en
cuanto a sucesivos ataques hasta que su MPh finalice. Una unidad que quede paralizada no ser
objeto de ningn FFNAM o FFMO mientras
est paralizada; sin embargo, si un Subsiguiente
Primer Fuego u otros Primeros Fuegos Defensivos contra esa unidad paralizada consiguen
desmoralizarla, perder su estatus paralizado y
ser objeto otra vez de los DRM por FFNAM o
FFMO (si se aplicaron anteriormente) en cuanto
a posteriores ataques de Primer Fuego Defensivo que se hagan contra ella durante esa MPh
(teniendo en cuenta que su MPh concluye tan
pronto como otra unidad se mueva). Una unidad
que utilice Movimiento de Asalto y quede desmoralizada no ser considerada en adelante
usuaria de Movimiento de Asalto y ser objeto
del DRM 1 por FFNAM durante el resto de su
MPh.
3.3.4 Fuego de Reaccin
Toda Infantera en buen orden no paralizada
puede atacar aun vehculo movindose en su hexgono como Fuego de Reaccin CC usando los
procedimientos normales de DFF/SFF/FPF;
marcarla a ella y sus armas como disparadas. La
MMC ha de pasar primero un Pre-Chequeo de
ficha de Fuego Intensivo pueden disparar (incluidas MG/Arma/MA de vehculo que hayan
mantenido su ROF en la MPh). Cualquiera de
las unidades y MGs (o IFE de Can) no vehiculares que estn marcadas con una ficha de Primer Fuego tambin podrn disparar otra vez,
pero slo a unidades en un hexgono adyacente,
y despus de hacerlo se girar su ficha de Primer
Fuego hacia su lado de Fuego Final. Una unidad
marcada con Primer Fuego tiene su FP y la de
sus Armas dividida a la mitad (y duplicada debido a los efectos del PBF). Un Can marcado
con una ficha de Primer Fuego podr hacer
Fuego Intensivo (3.2.4) a unidades en un hexgono adyacente. Una unidad ya marcada con
Fuego Final no podr disparar durante Fuego
Final. Los ataques Fuego Final afectan a todas
las unidades enemigas en la localizacin objetivo, no slo a aquellas que se hayan movido,
pero no se aplican los DRM por FFNAM ni por
FFMO.
Puede utilizarse otra vez la direccin de un jefe
utilizada en Primer Fuego Defensivo, al ejecutar
Subsiguiente Primer Fuego, FPF o Fuego Final,
pero slo en cuanto a una unidad o FP disparador, y dicha unidad o FG no puede incluir disparadores distintos a aquellos a los que dirigi
durante Primer Fuego. Si se formara un nuevo
FG durante ese turno de jugador, el jefe no podr
dirigir su fuego (ni siquiera durante FPF).
Retire todas las fichas de Primer Fuego y de
Fuego Final al final de la DFPh.
Ver el ejemplo de la pgina 15
15
Fase de Movimiento (MPh). Ejemplo (fig. 1):
En la MPh rusa, la 4-4-7 en I5 gasta dos MF en entrar en J5; dado que se trata de un movimiento de un
nico hexgono que no consume todo el lote MF de la
4-4-7, puede utilizar Movimiento de Asalto. La 4-4-7
en H3 gasta dos MF en entrar en I3 y otros dos MF
por entrar en J2; dado que los PP de la LMG (1) no
exceden de la IPC del pelotn (3), la LMG no afecta
al movimiento. La 5-2-7 en F3 declara Paso Ligero y
gasta un MF en entrar en G3, un MF en entrar en H2,
dos MF en entrar en I3 y 2 MF en entrar en J3 para un
total de seis MF, finalizando CX. El 9-1 y la 4-4-7 en
F4 se mueven juntos y gastan dos MF para entrar en
G4, luego en H4, luego en I4 para un total de seis MF
utilizando el bono del jefe. El 8-1 y la 4-4-7 en E3 declaran Paso Ligero y gastan dos MF en entrar en E4,
luego en F5, despus en G5 para un total de 8 MF, finalizando CX.
16
3.5 Fase Avanzada de Fuego (AFPh):
Las unidades y Armas del ATACANTE que no
dispararon en la PFPh pueden disparar con la
mitad de su FP; la Artillera, en su lugar, aade
un DRM +2 a TH. Un pelotn con su factor FP
subrayado puede utilizar Fuego de Asalto. La
capacidad de usar Fuego de Asalto permite que
una unidad utilizando su propia FP durante la
AFPh aada 1 FP a su ataque despus de todas
las modificaciones a la propia FP del pelotn;
las fracciones se redondean hacia arriba. El bono
de fuego de asalto no se aplica a ningn fuego
ms all del alcance normal de una unidad. Ni
las ametralladoras medias (MMG) ni las pesadas
(HMG), Morteros ni Caones podrn disparar
en la AFPh si se movieron en la MPh. Ningn
Arma puede disparar ms de una vez en la
AFPh. Un vehculo que haya movido hace uso
de Fuego en Marcha [Bounding] para disparar
en la AFPh. Si un vehculo dispara en la MPh
como Primer Fuego en Marcha pero mantiene
la ROF y no dispara ninguna otra arma, podr
disparar esa arma con mltiple ROF una vez
ms en la AFPh usando los TH DRM apropiados
o a mitad de MG/IFE FP si la arma con ROF
mltiple tiene capacidad de IFE o es una MG.
Si el vehculo dispara cualquier otra arma que
no sea la MA durante la MPh, ya no podr disparar en la AFPh.
Retire todas las fichas de Fuego de Preparacin y Fuego en Marcha al final de la AFPh.
3.6 Fase de Retirada (RtPh):
Durante la RtPh una unidad desmoralizada que no est en una Mele
no puede finalizar la RtPh adyacente
o en la misma localizacin que una Unidad Enemiga Conocida no desmoralizada y tampoco
puede permanecer sin estar emplazada en la
misma localizacin de Campo Abierto en la
LOS y alcance Normal de una Unidad Enemiga
Conocida en Buen Orden que pueda ser capaz
de interdictarla si se estuviera retirando en ese
hexgono (vase ms adelante). Dicha unidad
se coloca bajo una ficha DM. Las unidades desmoralizadas que estn DM pero no estn en
Mele tendrn que retirarse (las del ATACANTE primero de una en una) durante esa
RtPh o resultarn eliminadas por imposibilidad
de retirada. Todas las unidades desmoralizadas,
excepto SMC heridas, tienen 6 MF para su uso
durante la RtPh; esta cifra no puede verse incrementada de ningn modo. Una unidad desmoralizada puede retirarse a un hexgono de
Campo Abierto en la LOS y alcance Normal de
una Unidad Enemiga Conocida sin sufrir Interdiccin (vase ms adelante) slo si lo hace utilizando Avance a Rastras, pero an as no podr
estar adyacente a una Unidad Enemiga Conocida no desmoralizada al final de la RtPh o quedar eliminada por imposibilidad de retirada. El
Avance a Rastras es una retirada de un nico hexgono que consume la totalidad del lote MF de
la unidad en retirada. Una unidad en retirada utilizando Avance a Rastras no puede sufrir Interdiccin. Todas las dems normas de la retirada
se aplican sin cambios a las unidades usando
Avance a Rastras.
Una unidad en retirada tiene que moverse
hacia el hexgono de edificio o bosques ms
cercano (en MF) a 6 MF de distancia. Hacindolo as, una unidad en retirada no puede retirarse hacia una unidad enemiga (incluso aunque
est desmoralizada), mientras est en la LOS de
ese enemigo, si hacindolo as disminuye la distancia en hexgonos entre la unidad en retirada
y la Unidad Enemiga Conocida, ni puede moverse hacia dicha unidad despus de abandonar
su LOS durante esa RtPh; ni si est adyacente a
una unidad enemiga puede moverse a otro hex-
puede realizar Interdiccin, ni tampoco una unidad/Arma que tenga cualquier tipo de FP a
mitad o DRM positivo (p.e. una unidad CX, un
nico jefe con manejando una MG, la MA de un
vehculo BU, un vehculo en Marcha o un
Can que tenga que cambiar su CA). Si se produce una Interdiccin, la unidad en retirada ser
objeto de un NMC con todo lo que conlleva.
Una unidad en retirada que no supere su NMC
de Interdiccin, sufre Reduccin por Bajas aunque la HS restante puede continuar retirndose a
continuacin. La Interdiccin no afecta a otras
unidades en el hexgono, y las unidades pueden
interdictar incluso aunque hayan agotado todas
las dems opciones de fuego durante ese turno
de jugador. Una unidad interdictada que sufra
un resultado de paralizacin en su NMC no
podr continuar retirndose en ese turno y si an
estuviera adyacente a una Unidad Enemiga Conocida ser eliminada por imposibilidad de retirada. Una unidad desmoralizada no puede ser
interdictada ms de una vez por hexgono de
Campo Abierto en el que entre, independientemente del nmero de unidades enemigas que
puedan reclamar una Interdiccin.
Un hexgono de Campo Abierto a efectos de
Interdiccin, es cualquier hexgono de Campo
Abierto en el que cualquier interdictor pudiera,
durante una hipottica oportunidad de Primer
Fuego Defensivo, aplicar el DRM 1 por FFMO
(excluyndo por tanto a unidades beneficiadas
por TEM de emplazamiento). El DRM por
FFMO resulta negado si hay un Estorbo entre la
unidad en retirada y el interdictor. Note que el
Primer Fuego no se produce realmente durante
la RtPh.
3.7 Fase de Avance (APh):
El ATACANTE puede transferir SW entre unidades en Buen Orden y puede mover cualquiera
de sus unidades de Infantera no paralizadas y
en Buen Orden, a un hexgono adyacente (incluso aunque en l haya unidades de Infantera
enemigas).
Si avanzar a un hexgono requiere el gasto por
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17
conseguido emboscar a su oponente. El bando
que consigue emboscar en un CC tiene derecho
a un DRM 1 en sus ataques CC e imponer un
DRM +1 a los ataques CC contra l, hasta que
ese CC se transforme en Mele al final de la
CCPh. La dr de emboscada ser objeto de drm
incluso aunque slo una parte de la fuerza del
jugador en CC tenga derecho a su uso; los drm
incluyen +1 por estar CX, +1 por estar paralizado, +1 por tropa Inexperta y cualquier drm por
mando (a menos que el jefe est solo). El bando
que logr emboscar resuelve primero todos sus
ataques en ese CC; slo las unidades enemigas
supervivientes podrn devolver el ataque despus de ser emboscadas.
Todos los ataques de CC en un hexgono que
contenga un vehculo han de ser declarados secuencialmente, incluso si el vehculo ni ataca ni
es atacado. El jugador sin vehculo hace un ataque primero y despus el jugador con vehculo
puede hacer un ataque, en adelante, se alternan
los bandos hasta que todas las unidades hayan
atacado una vez, sean eliminadas (lo que significa que no no tendrn oportunidad de atacar si
no lo han hecho ya en el momento de su eliminacin), o pasen. Cuando en una localizacin en
CC haya un vehculo por bando, el ATACANTE
va primero, seguido por el DEFENSOR. En un
hexgono con vehculo puede haber emboscada,
entonces el bando que embosca hace todos sus
ataques primero.
La Infantera ataca a vehculos en CC usando
su Valor de Combate Cercano (CCV). El CCV
de un pelotn [squad] es 5, Dotacin [Crew] es
4, escuadra [Half Squad] es 3, y una SMC es 2.
Si una SMC se combina con otra unidad aade
1 a su CCV. Un CCV sujeto a cualquier forma
de Fuego de rea (p.ej. paralizado) se reduce en
1 por cada razn. Si la CC DR es menor que el
CCV, entonces el vehculo es eliminado. Si el
CC DR es igual al CCV, entonces el vehculo es
inmobilizado. Aunque pueden hacerse ataques
mltiples, no ms de dos unidades pueden combinarse para un solo ataque CC contra un vehculo y una de esas unidades ha de ser una SMC.
Un solo ataque CC no puede hacerse contra un
vehculo y personal en la misma localizacin.
Un resultado original de 2 siempre tiene opciones de xito incluso el CC DRM o un CCV pequeo lo hace imposible de otro modo. Si la
probabiliad de eliminar un vehculo despus de
aadir todos los CCV DRM es menor de 2, y el
atacante saca un 2, entonces el atacante lanza un
tercer dado. Con un 1-2 el vehculo es eliminado
y con un 2, el vehculo es inmobilizado. Un resultado de 4-6 no produce efecto. Cada vez que
una unidad ataca un vehculo en CC que no este
Conmocionado ni Aturdido y saque un 12 original, el atacante sufre reduccin por bajas.
Un vehculo puede atacar a Infantera en CC
con su AAMG (si el vehculo esta CE), su CMG
(a menos que la CMG solo pueda disparar hacia
la VCA), una RMG, Armas de Defensa Cercana,
y/o IFE equivalente del Armamento Principal de
torreta inferiora 15mm. Un vehculo puede combinar cualquier MG/IFE FP en un ataque combinado o usarlas por separado en diferentes
ataques CC. Todos esos FP seusan para formar
ratios de relaciones contra el CCV del defensor
y nunca se incrementan por ninguna causa, aunque pueden reducirse a la mitad por fuego en
Marcha y pueden ser negados por un estado de
Conmocin [Shock] o Aturdimiento [Stun].
A partir de Julio de 1944, ciertos AFV alemanes son equipados con sistemas de armas de defensa cercana (Nahverteidigungswaffe). Estos
pueden hacer un ataque de HE en la IFT si el
AFV esta BU, pero solo durante la CCPh despus de que AFV haya sido atacado en esta
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Todos los avances (mostrados con flechas amarillas) se han completado. Los combates prximos se
resuelven en el orden elegido por el ATACANTE (alemn).
Cuando la 4-6-7 alemana en G6 avanza a CC con
la 4-2-6 rusa en F5, puede producirse una Emboscada
porque es una localizacin de edificio. El drm por Emboscada de la 4-2-6 es +1 (conscripta) mientras que el
drm alemn es cero. No se produce emboscada porque
la dr del ruso es un 3 y la del alemn es un 2. El alemn ataca con un factor 1:1, y tambin el ruso. El
DRM de ambos ataques es cero. La DR del alemn es
un 5, lo que provoca reduccin por bajas, pero no cambia el factor. La DR rusa igual a 9 no tiene efecto. La
4-2-6 rusa es reemplazada por una 2-2-6 y la localizacin es marcada con una ficha de Mele.
Las alemanas 8-1, 9-1 y 4-6-7 en H5 avanzan a G5
con la 4-4-7 rusa. Es posible una Emboscada con un
drm alemn de 1 (modificador de uno de los jefes) y
un drm ruso de cero. La dr alemana es un 6; la rusa un
3, as que no existe emboscada. La 4-6-7 aporta cuatro
FP y cada uno de los jefes, un FP para un factor de 6:4
o 3:2. El ruso tiene que atacar a 1:2; dado que los jefes
atacan con el pelotn, no pueden ser atacados independientemente. Los alemanes tienen un DRM 1
(modificador de uno de los jefes) y el DRM ruso es
cero. La DR alemana es un 6 modificada a un 5, y elimina a la 4-4-7 rusa. La DR rusa es un 3 y todas las fichas alemanas son eliminadas tambin. El hexgono
queda vaco y no se coloca ninguna ficha informativa.
La 4-6-7 alemana avanza a la localizacin de edificio en I4 en la que est la 4-4-7 rusa. Es posible una
emboscada. Los drm son cero para ambos bandos. La
dr alemana es un 4 y la rusa es un 1, lo que implica
que el ruso embosca al alemn. Por tanto, el Combate
Cercano en esta localizacin es secuencial. El ruso declara y resuelve su ataque(s). El alemn declarar y
resolver sus ataques con los supervivientes. El ruso
declara un ataque 1:1. El DRM es 1 (emboscada). La
DR de 6 conlleva una reduccin por Bajas y la 4-6-7
es reemplazada por una 2-4-7. Los alemanes declaran
ahora un ataque 1:2. El DRM es +1 (por haber sido
emboscada). La DR de 5 no tiene efecto. La localizacin es marcada con una ficha de mele. La mele
continuar en el siguiente turno, pero el DRM de CC
provocado por la emboscada, no ser de aplicacin entonces.
La 5-4-8 alemana CX avanza a E6 donde ya est
una 4-4-7 rusa. No hay posibilidad de emboscada. El
alemn ataca a 1:1 con un DRM +1, y el ruso ataca
1:2 con un DRM 1, provocados ambos DRM por el
estatus CX de la unidad alemana. La DR alemana es
un 9 y la DR rusa es un 2, lo que conlleva una posible
Promocin en Combate. El ruso realiza una dr en la
tabla de Creacin de Jefes con un drm +1 (ruso). Su dr
original de 1 es modificada a un 2, creando un jefe
ruso 8-0. El factor CC tiene que ser recalculado. El
ataque alemn se mantiene en 1:1 (5:5), sin efectos.
El ataque ruso pasa a ser 1:1, aunque la DR del CC de
2 eliminara la 5-4-8 tanto en 1:2 como en 1:1.
dr Reparacin (1)
CCPh (a menos que el AFV sea el que embosca). Si es disparado, ataca a todas las unidades de infantera en el hexgono (incluso a las
amigas) con 16 FP en la IFT. No puede combinarse con ninguna otro ataque y no es necesario
ninguna tirada TH, si la tirada original en IFT es
mayor que su nmero de uso (no aadir +1 por
estar BU) no habr efecto. No se aplica TEM ni
Estorbos a este ataque.
Si Infantera de ambos bandos (alguna de las
cuales no est desmoralizada) permanece en la
misma localizacin al final de la CCPh, despus
de que los ataques CC iniciales hayan sido resueltos, se considerar que estn encerrados en
una Mele y no podrn realizar ninguna otra actividad distinta al CC (p.ej.: abandonar la localizacin, realizar un fuego de ataque, interdictar
unidades en retirada, etc.). Coloque una ficha de
Mele sobre dicho apilamiento. Nuevas unidades podrn avanzar a un hexgono con una
Mele, pero quedarn encerradas en CC. Unidades que no estn en una Mele pueden atacar a
las unidades en dicha Mele durante una fase de
fuego, pero tanto las unidades amigas como las
enemigas en Mele en el hexgono tendrn que
ser atacadas. Retire la ficha de Mele tan pronto
como no quede ninguna unidad no desmoralizada.
Un vehculo nunca queda encerrado en Mele
y si esta mvil puede salir de un hexgono en
Mele durante su prxima MPh. Un vehculo inmvil o uno que opte por permanecer en el hexgono de Mele, solo puede disparar sus armas
a unidades enemigas en ese hexgono. No obstante un vehculo, mantiene a todas las unidades
enemigas de infantera en ese hexgono en
Mele mientras el vehculo permanezca en esa
localizacin a menos que este en Marcha.
Retire todas las fichas Pin al final de la CCPh
3.9 Ficha de Registro de Turnos:
El anterior DEFENSOR pasa ahora a ser el
ATACANTE e invierte la ficha que estn utilizando para anotar el turno. Si ya hubiera sido el
ATACANTE en ese turno de juego, avanzar la
ficha de turno una casilla en la Ficha de Registro
de Turnos (Turn Record Chart). Cuando la ficha
de turno sea colocada sobre la casilla END
(final), el escenario habr concluido. Si una casilla de Turno est dividida diagonalmente e impresa en rojo, ello indica que slo el primer
bando en mover tiene un turno de jugador en ese
turno final de juego. Los smbolos de nacionalidad en una casilla de Turno, sirven para recordar
que pueden entrar refuerzos en ese turno de
juego.
dr Eliminacin (6)
Potencia de
fuego (3)
4.0 Armas y
Armas de Apoyo (SW):
19
hexgono desde el que la DC es emplazada)
igual al nmero de MF que tendra que gastar
esa unidad para entrar en la localizacin en esa
MPh. El acto de emplazar la DC se considera
movimiento en la localizacin ocupada por la
unidad que hace el emplazamiento, no en la localizacin en la que est emplazada realmente
la DC. Una unidad no puede emplazar una DC
si realiz Fuego Preparatorio o result paralizada o desmoralizada previamente a completar
el intento de emplazamiento. Si la unidad emplazadora sobrevive a todo el Primer Fuego Defensivo, Subsiguiente Primer Fuego y FPF que
se haga contra ella, entonces la DC estar operativamente emplazada. Si la unidad emplazadora estuviera CX, el DRM +1 por estar CX se
aplica a la DR de resolucin del ataque DC. Una
DC que haya sido operativamente emplazada
durante la MPh, atacar en la AFPh con cualquier DR original en la IFT menor a 12 (su X#;
10 si se usa por unidad no de elite) y es retirada
del juego.
Para que un ataque con DC afecte a un AFV
ha de ser predesignado como que ser emplazada contra el AFV. Si el atacante emplaza la
DC en el AFV, lo atacar con la tabla HE TK
(TK# 16) pero solo despus de una DR especial
de posicionamiento de DC. Consultar la carta de
posicionamiento de DC para el resultado. La DR
de posicionamiento de DC tambin sirve como
DR de localizacin (casco/torreta). El encaramiento del objetivo se basa en el lado de hexgono a travs del cual la DC es emplazada,
incluso si el AFV cambia su CA antes de la detonacin de la DC en la AFPh.
4.4 Armas Anti-Tanque Ligeras
(LATW):
Las LATW son SW Artilleras, y se
incluyen en el grupo el Bazooka
(BAZ), Panzerfaust (PF), PIAT, Rifle Anti-tanque (ATR) y Panzerschreck (PSK). Estas SW
tienen que conseguir un impacto en la tabla Para
Impactar al dorso de cada ficha si la tienen o en
la VTT si no. Despus de conseguir un Impacto,
los efectos se resuelven en la IFT si el objetivo
es Infantera o Can. PF, BAZ, PIAT y PSK
son Armas de Carga Hueca (SCW) que disparan
proyectiles tipo HEAT (Municin Antitanque
Altamente Explosiva), no HE. Por tanto, estas
Armas slo pueden ser disparadas contra Infantera si el objetivo puede recibir los beneficios
TEM de un edificio. Las SCW tambin pueden
ser disparadas contra Caones. Si se disparan a
un AFV el efecto del impacto de una SCW se
resuelve en la tabla HEAT TK. La FP del Arma,
su alcance, B#/X# y valores PP se indican en el
frontal de la ficha. Todas las DR Para Impactar
de LATW resultan modificadas en la forma habitual por TEM, etc.
4.4.1 Bazooka (BAZ)
Panzerschreck (PSK):
Los Bazookas slo estarn disponibles a partir de noviembre de 1942
(use fichas de BAZ 43). Los modelos ms avanzados estarn disponibles en 1944 (BAZ 44) y
1945 (BAZ 45). Cualquier MMC de Infantera
no desmoralizada puede disparar un BAZ y su
uso constituye uso de una SW. Cualesquiera dos
SMC pueden disparar un BAZ con pleno efecto;
sin embargo, un nico jefe no puede disparar un
BAZ. Un BAZ ser retirado de forma definitiva
del juego si su DR original Para Impactar es
mayor o igual a su X#. Un jefe puede modificar
la DR Para Impactar si est dirigiendo ese ataque; sin embargo, un jefe no puede modificar su
propio ataque. Un BAZ ataca en la columna 8
de la IFT si obtiene un Impacto contra infantera
en un edificio. Si se obtiene un impacto contra
un objetivo vehicular, este se resolver en la
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20
tabla HEAT TK (TK# 13 para un BAZ 43; 16
para un BAZ 44+).
Todas las reglas de BAZ se aplican a los PSK,
excepto que los PSK tienen su propia tabla TH
,, ataca infantera en edificios en la columna 12
de la IFT, que tiene su propia columna en la
tabla HEAT TK (TK# 26), y que estarn disponibles desde septiembre de 1943 en adelante.
4.4.2 Panzerfaust (PF):
El PF es una SW potencialmente inherente a
toda unidad de infantera alemana a partir de
Octubre de 1943 en cualquier escenario con un
AFV enemigo o por SSR. Los impactos contra
vehculos se resuelven en la tabla HEAT TK
(TK# 31). Empezando en Octubre de 1943 toda
unidad de infantera alemana en buen orden que
todava pueda disparar (p.ej. un jefe, dotacin, o
escuadra que no haya disparado o un pelotn
que todava pueda disparar una SW a plena potencia) durante su presente fase de fuego puede
potencialmente disparar un PF. Una unidad dispara un PF haciendo una dr de chequeo de PF. Si
la dr final de chequeo de PF es 1-3 la unidad
tiene un PF y esta en disposicin de dispararlo y
puede intentar un TH DR contra un vehculo o
infantera en un edificio. Si la dr final de chequeo de PF es 4 ms, la unidad no podr hacer
un TH DR (podra tener un PF pero nola oportunidad de usarlo). Si la dr original de chequeo
de PF es un 6, entonces la unidad no tiene PF y
queda paralizada. Poner una ficha Pin sobre la
unidad. Si ya est paralizada, quedar desorganizada. Hay un drm +1 si el PF se dispara contra
otro que no sea un AFV, un +1 si la unidad esta
CX, +1 si la unidad es una HS/Dotacin, un +2
si la unidad es una SMC, y un -1 si el escenario
se desarrolla en 1945.
Una unidad no puede hacer un chequeo de PF
como Subsiguiente Primer Fuego o FPF sin importar si hizo un chequeo de PF como Primer
Fuego. En el caso de que un pelotn no haya disparado su FP inherente todava, esta puede intentar disparar un segundo PF enla misma fase
incluso si su primer chequeo no consigui un
disparo, pero esto constituir el uso de dos SW
y el pelotn perder su FP inherente, el chequeo
de PF constituye el uso de una SW. Un disparo
de PF no deja Fuego Residual y solo puede afectar a una unidad en la localizacin.
El alcance del PF esta determinado por la
fecha del escenario. Antes de Junio de 1944, el
Alcance de PF es un hexgono. De Junio de
1944 a Diciembre de 1944, el alcance son 2 hexgonos. Al comienzo de 1945, el alcance es de
3 hexgonos. El nmero bsico TH de un PF es
10 y se reduce en dos por cada hexgono al objetivo. Un jefe puede aplicar su modificador de
liderazgo a un PF TH DR pero dicho uso constituir su nica capacidad de direccin de fuego
para esa fase. Un PF es un arma de un solo disparo y por tanto no esta afectado por reglas de
rotura. De todos modos, una tirada original PF
TH de 12 (11 12 para infantera inexperta) no
solo es un fallo sino que resulta en Reduccin
por Bajas para el tirador. Un 12 original en la
tabla TK o IFT es una pfia [Dud]. Un PF ataca
en la columna 16 en la IFT si obtiene un impacto
contra infantera en un edificio pero no deja FP
Residual. Cuando un PF obtiene un impacto,
solo puede afectar a una unidad en el hexgono.
De todos modos, antes de cualquier Seleccin
Aleatoria, el tirador puede elegir sealar el objetivo que ser seleccionado en el caso de que
dicho objetivo maneje un Can/SW. El nmero
total de disparos de PF realizados en un escenario no puede exceder el nmero de pelotones
Alemanes en el OB antes de 1944, 1.5 veces
dicho nmero (redondeado hacia abajo) durante
1944, y 2 veces su nmero en 1945.
5. ELR y
Caractersticas de Unidades
21
nuevo propietario pero con algunas penalizaciones. Su ROF estar reducida en uno, los nmeros B#/X# descienden en dos, y todos los
ataques con Artillera capturada utilizan nmeros TH rojos y aaden +2 a la DR Para Impactar.
6.0 Artillera:
Toda Arma que tenga que obtener un impacto sobre un objetivo
utilizando el proceso Para Impactar (3.2.4) antes de resolver el
efecto de ese impacto en la IFT, se considera Artillera (Caones, LATW o SW). Un Can es
un Arma en una ficha de 5/8 que, normalmente,
dispara como Artillera. El calibre del Arma de
Artillera (en milmetros) est indicado en la
ficha. Si el calibre del Arma est superrayado,
el Can no puede disparar municin AP. Si el
calibre es subrayado, el Can no puede disparar municin HE. Si la lnea de superrayado o
subrayado va acompaada por un asterisco, ese
tipo de municin est disponible pero en cantidades limitadas despus de una fecha concreta
(6.2).
6.1 Impactos Crticos (CH):
Una DR original de 2 que obtenga un impacto
para una LATW o Can/MA en Tipo de Objetivo rea/Vehicular, es un Impacto Crtico. En la
Tabla de Tipo de Objetivo Infantera, cada
Can/MA/LATW tiene una posibilidad de Impacto Crtico indicada entre parntesis junto al
nmero Para Impactar (en rojo para nmeros TH
rojos). La DR Final tiene que ser menor o igual
que dicho nmero a efectos de conseguir un Impacto Crtico. Un Impacto Crtico contra un objetivo de Infantera se resuelve en la IFT con la
FP de HE estndar del Arma atacante al doble
(sin reduccin previa a la mitad por Tipo de Objetivo rea). Adems, todos los TEM positivos
a los que tendra derecho el objetivo a efectos
TH o IFT, se aplicarn a la inversa como DRM
negativos a la DR en la IFT. Adems, las Rfagas Areas y FFMO/FFNAM todava se aplicarn como DRM negativos (si es que han de
aplicarse) a los efectos del CH. Un Impacto Crtico automticamente destruye el Can y a la
Infantera que lo maneja. Un CH en Tipo de Objetivo Vehicular dobla el nmero TK de esa
arma. Un CH en Tipo de Objetivo rea se resuelve doblando el FP del arma en la IFT. El
TEM no se aplica. Sea cual sea el nmero de objetivos en una localizacin impactada por un Impacto Crtico, las disposiciones especiales de un
Impacto Crtico se aplican slo a un objetivo determinado aleatoriamente.
6.2 Nmeros de Agotamiento y Municin
Especial:
Los Caones/MA tienen municin AP (excepto morteros) y HE a menos que uno de estos
tipos de municin este listado en el dorso de la
ficha. Si dicha municin ilimitada esta disponible, se asume que los ataques ITT usan HE y los
ataques VTT usan AP a menos que se anuncie
otra cosa antes del ataque. Algunas Armas tienen
la posibilidad de usar Municin Especial, lo cual
figura indicado al dorso de la ficha mediante un
smbolo de Municin Especial seguido de un
Nmero de Agotamiento. Si el Nmero de Agotamiento tiene una fecha como superndice
(p.ej.: 4 = 1944, J4+E = junio de 1944 en Europa), entonces dicha posibilidad depender de
la fecha. El intento de disparar Municin Especial tiene que ser anunciado previamente a realizar la DR TH. Si la DR TH original es inferior
22
Un ataque contra un Can HIP se resuelve
como Fuego de rea con la mitad de FP en la
IFT o por Artillera, aadiendo un DRM +2.
Cualquier TEM o beneficio por Escudo de
Can se aplican. Si el ataque resulta efectivo, el
Can perder su condicin HIP y el ataque ser
resuelto.
6.5 Movimiento de Caones:
Un Can QSU (1.2.6) puede ser movido a
mano durante el juego y desplazado a una nueva
localizacin. Cada Can tiene un nmero de
movimiento a mano en la esquina superior derecha que comienza con una M. Para moverlo a
una nueva localizacin en la MPh, el propietario
tienen que sacar menos o igual que el nmero
de movimiento a mano, modificado por los
DRM apropiados que se encuentran en la plantilla de ayuda al jugador. El coste en MF de
mover a mano un Can es el doble del coste
normal para el tipo de terreno al que se entra.
Una unidad moviendo un Can a mano no
puede utilizar Movimiento de Asalto ni acarrear
ningn PP. Puede utilizarse Paso Ligero pero no
el bono por carretera. Si la DR final de movimiento a mano es menor que el nmero de movimiento a mano, el Can ha sido movido con
xito a la nueva localizacin y si la unidad(es)
tienen suficientes MF restantes, podrn continuar intentado mover a mano el Can a otro
hexgono. Si la DR final de movimiento a mano
es igual al nmero de movimiento a mano, el
Can y quienes lo empujan podrn entrar al
nuevo hexgono pero no podrn moverse ms
en ese turno. Si la DR final de movimiento a
mano es superior al nmero de movimiento a
mano, ni el Can ni quienes lo empujan podrn
moverse durante ese turno. Un Can no puede
ser movido en la APh ni tampoco lo podr hacer
ninguna unidad que haya intentado mover un
Can durante ese turno. Un Can o unidad
que intente moverse mediante el movimiento a
mano no podr disparar en la AFPh. Mover a
mano un Can, es un Movimiento Peligroso y
toda unidad involucrada en mover a mano un
Can recibir un DRM -2 para cualquier ataque de fuego dirigido contra ella durante ese
Turno de Jugador, sea cual sea la fase de fuego,
hasta que quede paralizada. Ni FFMO ni
FFNAM se aplican al Movimiento Peligroso.
Los Caones no-QSU (es decir, Caones que
tienen que ser sacados de su armn (unlimbered)
para poder disparar; 1.2.6) no pueden moverse
durante el curso de un escenario ASLSK.
6.6 Escudo del Can:
Todos los Caones AT e INF tienen un escudo
para ayudar a proteger a sus dotaciones. Los escudos protegen a la dotacin en Buen Orden que
los manejan (slo) de la mayora de los ataques
que se originan dentro del Arco Cubierto del
Can. Infantera moviendo a mano un Can
no obtendr el beneficio protector del escudo.
La dotacin protegida por un escudo, podrn
aadir un +2 a la DR en la IFT (+1 contra fuego
de Mortero; 0 contra FT). El DRM del escudo
nunca ser acumulable con ningn otro TEM (ni
siquiera con el de Emplazamiento) pero pueden
modificar una DR en la IFT despus de que el
TEM incluyendo emplazamiento haya sido utilizado para modificar la DR Para Impactar. El
DRM del escudo nunca se aplica a un Impacto
Directo (6.7).
6.7 Caones como Objetivos:
El color del nmero M# (6.5) indica el tamao
como objetivo del Can. Si el nmero M# es
impreso sobre un crculo con el fondo blanco, el
Can es un objetivo pequeo. Si est pintado
en rojo, el Can es un objetivo grande. Un CH
destruye automticamente tanto al Can como
a la Infantera que lo maneja. Una vez que se
SW (fichas de (1/2). Los Morteros con un calibre superior a 60mm, son Caones. Los morteros no pueden disparar desde un hexgono de
edificio. Los Morteros utilizan siempre Tipo de
Objetivo rea, pero no pierden la ROF al hacerlo. Los Morteros no pueden disparar a objetivos ms cercanos que su alcance mnimo ni
ms lejos que su alcance mximo. Dichos alcances figuran indicados entre parntesis debajo del
nmero que indica la ROF. Toda DR original de
2 que suponga un impacto para un Mortero, es
un CH (6.1).
6.10 Adquisicin de Objetivo:
Cuando un Can/MA realiza una
DR Para Impactar utilizando Tipo de
Objetivo Infantera o Tipo de Objetivo Vehicular puede colocar una ficha de Objetivo Adquirido -1 de 1/2 sobre su objetivo (o
girar una ficha -1 hacia su lado -2). Esta ficha
de Objetivo Adquirido se aplica como DRM a
TH para disparos subsiguientes realizados por
esa pieza Artillera. Un mismo objetivo puede ser
adquirido por ms de un Arma pero nunca por
ms de -2. El objetivo permanece adquirido
hasta que la pieza Artillera o la Infantera que la
maneja abandone su actual localizacin, cambie
el CA sin disparar, ataque a un objetivo distinto,
malfuncione, dispare Humo, o utilice su IFE, o
hasta que la Infantera que la maneja resulte eliminada, no est en Buen Orden, ya no posea la
pieza Artillera, dispare su FP inherente, o utilice
Interdiccin, o un AFV dispare su CMG aun hexgono diferente o hasta que el objetivo abandone la LOS despus de haber entrado en un
nuevo hexgono. Sin embargo, en este ltimo
caso, el ltimo hexgono en que estuvo el objetivo previamente a abandonar la LOS, retendr
la adquisicin. Si otra unidad enemiga entra en
ese hexgono, entonces recibir la adquisicin.
Cambie la ficha de Objetivo Adquirido de 1/2
por una ficha de 5/8 si el Can dispara luego
al objetivo utilizando Tipo de Objetivo rea.
Si un apilamiento de unidades adquiridas se
dispersa y entra en diferentes hexgonos, el
2007 Multi-Man Publishing, LLC
23
tirador podr retener una ficha de 1/2 sobre uno
de los Objetivos Adquiridos previamente, a su
eleccin. Si un Objetivo Adquirido aparentemente abandona la LOS del Can/MA, se
podr realizar un chequeo de LOS gratuito. Si
el chequeo de la LOS revela que no hay LOS
hasta ese hexgono, la ficha de Adquisicin de
Objetivo de 1/2 ser devuelta al ltimo hexgono al que el Can/MA tuvo LOS.
6.11 Adquisicin de rea:
Una Adquisicin ganada mientras se utiliza Tipo de Objetivo
rea, es marcada con una ficha de
Objetivo Adquirido de 5/8. Todas
las reglas de la adquisicin de 1/2 son aplicables, excepto que la adquisicin se consigue
sobre un hexgono en lugar de sobre un objetivo. Una adquisicin de 5/8 no puede perseguir a un objetivo; el disparador tendra que
volver a adquirir el objetivo en el nuevo hexgono al que se mueva. Los Morteros siempre
utilizan Adquisicin de rea. El Humo puede
beneficiarse de una Adquisicin de rea si se
dispara dicha municin a un hexgono que ya
haya sido adquirido, pero los disparos de Humo
no ganan adquisicin y una vez que se realizan
se pierde cualquier adquisicin que pudiera
haber tenido el Can. Cambie la ficha de Objetivo Adquirido de 5/8 por una ficha de 1/2 si
el Can/MA dispara luego a un hexgono utilizando Tipo de Objetivo Infantera o Tipo de
Objetivo Vehicular.
6.12 Rotura de Artillera:
Un Can o Mortero SW que no tengan un nmero B# en su ficha, tienen un B# inherente de
12. Si la DR original Para Impactar es superior
o igual a su B#, ese Can/SW malfunciona. Un
Can disparado por un pelotn o una HS tienen
su B# reducido en 2, como tambin un Can
capturado o un Can que utilice Fuego Intensivo (o IFE si ya estuviera marcado como Primer Fuego) mientras que un Arma disparada por
una MMC Inexperta tendr su B# reducido en
1. En cualquier caso, una DR original Para Impactar (o en la IFT) igual a su B# original provocar la eliminacin permanente. Si un Can
QSU o un Mortero SW malfuncionan, gire la
ficha hacia su dorso; coloque una ficha de Malfuncionamiento (Malfunction) si se trata de un
Can que no est en su armn. Los Caones y
Morteros SW se reparan con una dr de 1 y
ambas resultan definitivamente eliminadas con
una dr de 6.
Aunque toda la seccin 7 es nueva, no ha sido
sombreada.
7.0 Vehculos:
La seccin de Vehculos (7.) emplea muchas abreviaturas que estn definidas en el glosario en las
pginas 5-7. Para facilitar las referencias esta tabla incluye algunas de las abreviaturas ms
comunes en la seccin 7.
LOS: Lnea de Tiro
AAMG: Ametralladora Anti-Aerea
MA: Armamento Principal
AF: Factor de Blindaje
MG: Ametralladora
AFV: Vehculo Acorazado de Combate
MP: Puntos de Movimiento
B#: Nmero de rotura
NT: Arma sin Torreta
BMG: Ametralladora del Casco
Tipos de Torreta:
BU: Escotillas Cerradas
T: Torreta de Giro Rpido
CE: Dotacin Expuesta.
ST: Torreta de Giro Lento
CMG: Ametralladora Coaxial
RST: Giro Lento Restringido
DR: Tirada de dados
TEM: Modificadores por Efectos del Terreno
DRM: Modificador de Tirada de Dados
TH: Para Impactar [To Hit]
FT: Lanzallamas
TK: Para Destruir [To Kill]
HE: Alto Explosivo
TCA: Arco Cubierto de la Torreta
IFT: Tabla de Fuego de Infantera
VCA: Arco Cubierto del Vehculo
ITT: Tipo de Objetivo Infantera
VTT: Tipo de Objetivo Vehicular
LATW: Arma Ligera Anti-Tanque
7.1 Factor de Blindaje (AF):
Cada AFV tiene listados dos factores de Blindaje (AF); uno sobre el otro. El AF superior es
para el encaramiento frontal del Vehculo mientras que el AF inferior es para el encaramiento
Lateral/Trasero del Vehculo. Sealar que 0 se
considera un Factor de Blindaje. Cada AF listado tambin representa el factor de blindaje
tanto del casco como de la torreta. El AF de
casco/torreta solo es diferente si el encaramiento
esta encasillado por un circulo o un cuadrado,
lo cual reduce o incrementa el AF de la torreta
con relacin con el AF del casco. Un circulo representa inferior blindaje de la torreta en el encaramiento y por tanto el AF de la torreta se
reduce al siguiente valor menor de AF. Un cuadrado representa superior Blindaje de torreta en
el encaramiento y por tanto el AF para la torreta
se incrementa al siguiente valor mayor de AF.
Los valores de Blindaje son los siguientes: 0, 1,
2, 3, 4, 6, 8, 11, 14, 18, y 26.
7.2 Armamento Principal y Tipos de Torreta:
Cada vehculo armado tiene un arma inherente
como armamento principal (MA). El MA aparece como un nmero grande en la esquina inferior izquierda representando el calibre de la MA
y longitud de nima. El MA puede estar montado en la torreta o en el casco. Todo vehculo
con un crculo fino blanco rodeando el dibujo
del vehculo tiene una MA de Torreta de Giro
Rpido (T). Todo vehculo con un cuadrado fino
blanco rodeando el dibujo del vehculo tiene una
MA de Torreta de Giro Lento (ST). Todo vehculo con un crculo grueso blanco rodeando el
dibujo del vehculo tiene una MA de Giro Lento
Restringido (RST). Un MA RST AFV esta considerado un MA ST AFV para TH DRM excepto
en que no puede disparar su MA/CMG mientras
el AFV tenga su Dotacin Expuesta (CE). Finalmente, cualquier vehculo sin ese circulo o cuadrado en la ficha se considera Sin torreta (NT) y
por tanto su MA esta montado en el casco. Un
MA sin B# escrito tiene un B# inherente de 12;
la rotura y reparacin de MA es como la de un
can (6.12) excepto en que la MA se marca con
una ficha Malfunctioned y con una ficha de
Disabled (Permanentemente estropeado) en
lugar de seguir eliminado si en el intento de reparacin se saca un 6. MA y MG de vehculo no
pueden ser reparados cuando esta Conmocionado [shocked] o en Destruccin no confirmada
[UK].
7.2.1 Municin limitada:
Una MA con un B# rodeado por un circulo se
estropea [malfunction] con un TH DR original
24
Ejemplo de Movimiento de vehculos y
uso de Lanzadores de Humo:
Es Junio de 1943 y el PzKpfw IIIN en vC6
empieza su MPh gastando 1 MP para arrancar. Entonces gasta 1 MP (2) para entrar en
C5, 1 MP (3) para cambiar su VCA y TCA a
D4/D5, 1/2 MP (3.5) para entrar en D4, 1 MP
(4.5) para entrar en E5, 1 MP (5.5) para entrar en F4 donde intenta activar sus descargadores de humo (sD7) necesita un DR
su nmero de uso de 7. Saca un 7 (esto no
afecta a posibles intentos futuros) y lanza
humo con xito (al estar CE, no se aplica
DRM), gastando 1 MP (6.5) al hacerlo y colocando un ficha de Humo +2 en F4. Si hubiera fallado al Lanzar humo, No hubiera
gastado el MP. Entonces Cierra Escotillas,
quitando la ficha CE, y gasta 5 MP (11.5)
para entrar a G5 1 MP por entrar a campo
abierto y 4 MP por cruzar un lnea de cresta
hacia terreno ms alto mientras cambia su
TCA a F4/G4, colocando una ficha de BU
TCA. Entonces gasta 1 MP (12.5) para parar,
con lo que le queda un y medio MP que se
considera que tambin gasta.
7.5 Lanzadores de Humo de vehculos
Descargadores de Humo (sD), Morteros de
Humo (sM), Botes de humo (sP), y el Nahverteidigungswaffe (sN) son todo lanzadores de humo
de vehculos. Un AFV esta equipado con dichos
dispensadores de humo si contiene en el dorso
de la ficha la abreviatura apropiada y un nmero
de uso. Un AFV puede intentar lanzar humo una
vez por turno de jugador en la MPh pero solo si
la tripulacin no esta aturdida [stunned] o conmocionada [shocked] y el AFV no ha disparado
todava ninguna arma (incluyendo fuego en
marcha o Primer Fuego Defensivo) durante ese
Turno de Jugador. Usar un lanzador de Humo
cuesta 1 MP durante una MPh propia del AFV
pero no hay gasto de MP por un intento de uso
sin xito. Durante un MPh del oponente puede
hacerse un intento de uso de un lanzador de
humo siguiendo cada gasto de MP/MF por una
unidad enemiga en la LOS del vehculo como si
estuviera interviniendo como Primer Fuego Defensivo. El uso de Lanzadores de Humo no
constituye el uso de un Arma; por tanto, un vehculo puede disparar todava despus de usar
un lanzador de Humo. Incluso un vehculo inmvil puede intentar lanzar humo.
Cuando un jugador desea intentar lanzar humo
hace un DR. Si la DR Final es menor o igual a
su nmero de uso, se pone una ficha de humo
segn el tipo de lanzador de humo. Si el DR
final es mayor que el nmero de uso, no ha sido
exitoso pero el jugador es libre de intentarlo de
nuevo en otro turno de jugador. Un AFV debe
aadir +1 a su DR de uso si esta BU.
Los Mortero de Humo (sM) ponen humo disperso (+2, ficha de 5/8) en cualquier hexgono a la eleccin del lanzador que este
a una distancia de 1-3 hexgonos del AFV
dentro de su LOS y TCA. Si el AFV cambia
su TCA para disparar un sM, se aplicar un
DRM al nmero de uso como si estuviera
disparando. Un vehculo en Marcha/No parado debe aadir +2 a su DR de uso de sM.
Los DRM por estorbos entre el AFV y su
hexgono objetivo tambin se aplican a su
DR de uso. Un AFV no puede disparar un
sM desde dentro de un edificio.
Los Botes de Humo (sP) ponen humo disperso
(+2, ficha de 5/8) en el hexgono del AFV
cuando son disparados con xito. La Dotacin ha de estar CE para usar sP.
Si la DR final del chequeo de empantanamiento es mayor o igual a 12, el vehculo se empantana, se marca con una ficha de
empantanamiento [bog], y se para, y tiene que
terminar su MPh inmediatamente. El chequeo
de empantanamiento esta sujeto a los DRM que
se encuentran en la QRDC incluyendo Presin
al Suedlo. La Presin al Suelo de un vehculo se
identifica por la letra de unidad en la esquina superior izquierda de la ficha de vehculo. Cualquier vehculo cuya letra de unidad este
encasillada por un cuadrado tiene Baja Presin
al Suelo. Si esta encasillada en un circulo tiene
Alta Presin al Suelo. Si no hay nada, tiene Presin al Suelo Normal.
Un vehculo mvil de otro modo, puede intentar eliminar el estado de empantanamiento al
principio de su MPh a menos que haya
25
humo) y puede disparar normalmente. De todos
modos, despus de la fase en la que quede empantanado se acaba, no puede cambiar su VCA
o disparar sus armas montadas en el casco a unidades en su hexgono a menos que la unidad
entre durante esta MPh por dentro de la VCA del
vehculo y solo durante el uso de MF/MP para
entrar al hexgono, no por otro MF/MP gastado
en el hexgono.
7.7 Dotacin Expuesta (CE)/
Escotillas Cerradas (BU):
Una dotacin inherente de AFV esta o con Escotillas Cerradas (BU) o Dotacin Expuesta
(CE). Un AFV se considera que esta BU a
menos que este bajo un ficha CE indicando que
esta CE. Una Dotacin BU no es vulnerable a
Si la arboleda estuviera fuera de temporada
(Noviembre a Marzo), entonces el KV-1E y el
PzKpfw IIIN en C6 (atrs donde empez) podran verse una a la otra al principio de la MPh.
Cuando la PzKpfw IIIN gasta 1 MP para arrancar, el KV puede disparar. El TH# es 10, y los
DRM son +1 BU (Caso 13) y +2 Estorbo de arboleda (Caso 18) por D4 y E4 (el lado de hexgono E4 de este terreno inherente es suficiente
para invocar el Estorbo) para un total de +3.
Aunque el IIIN ha arrancado, y no ha entrado
todava a un nuevo hexgono y por tanto no es
un objetivo en movimiento para aplicar el caso
24. Si el KV impacta al IIIN, impactara el AF
frontal de 6 da lo mismo que golpee el casco o
la torreta. La LOS entra en C6 a lo largo del vrtice de hexgono que divide el frontal de torreta
y el lateral de torreta, el encaramiento del objetivo usado es el menos ventajoso para el tirador.
(El AF lateral del casco del IIIN es 3; su AF lateral de torreta es 4, un nivel por arriba de 3). El
KV dispara y saca un 7 (dado de color de 4), impactando al IIIN en el casco; usando el AP TK#
bsico de 12 deduce un Final TK# de 6. El ruso
saca un 7 en el TK DR, consiguiendo una Posible Conmocin. El alemn pasa entonces su
MC, evitando la conmocin. Al no haber efecto
en el vehculo, la dotacin CE sufre un ataque
colateral de 2 FP para un impacto de AP usando
el mismo TK DR para resolver el ataque en la
IFT pero con un +2 CE DRM. En este caso en
particular (y muchos otros), cualquier AP TK
DR que no afecta al AFV tampoco tendr efecto
en el Ataque Colateral 2 FP.
El ruso podra haber declarado que el KV
usaba municin HE, mientras aun usa el Tipo de
Objetivo Vehicular con las mismas probabilidades de alcanzar al IIIN. Despus de un impacto,
una mirada a la carta de HE y Llamas TK muestra que el HE TK# en la columna 70+ es 7, obteniendo un TK# Final de 1 contra el AF frontal
de 6 Imposible de conseguir. El Ataque Colateral subsiguiente sera en la columna 12 FP;
aadiendo el +2 CE DRM al TK DR original de
7, el final es 9 en la columna 12 FP resulta en
un MC sobre la dotacin. Si la dotacin saca
igual a su moral y se paraliza, Cerrara escotillas.
Si la dotacin falla el MC, el AFV estar Aturdido y Cerrara escotillas, parar y se pondr una
ficha Stun. Si la dotacin saca un 12 en su MC,
El AFV estar Aturdido y bajo Retorno; cerrara
escotillas, parar, y se pondr una ficha STUN.
26
a ataques de fuego excepto a aquellos que puedan afectar al AFV. Una dotacin BU debe aadir +1 a todo TH DR de su MA. Estando BU se
dobla el 1/2 MP de la tarifa de movimiento por
carretera para AFV.
Un AFV debe estar CE para usar una AAMG.
Un vehculo CE no puede entrar en un edificio;
de todos modos una vez un BU AFV esta dentro
de un edificio, puede ponerse CE. Una Dotacin
CE esta dotada con un DRM protector de +2 debido a la proteccin parcial del AFV. El TEM
por CE no es acumulativo con otros TEM positivos. Una dotacin CE no puede ser el objetivo
para artillera de otra forma que no sea como
parte de un AFV.
Una ficha CE puede ponerse durante el emplazamiento y en adelante puede ponerse o quitarse
solo durante la MPh/APh del propietario excepto debido a resultados de combate pero no
puede ser ambas cosas, puesta y voluntariamente quitada o viceversa durante la misma
fase. Esta colocacin no puede ocurrir en la
MPh siguiendo una PFPh en la que el AFV dispare o en la MPh simultneamente con o despus de declarar Primer Fuego en Marcha.
Ponerse CE o BU no constituye movimiento a
efectos de Primer Fuego Defensivo, pero permite Primer Fuego Defensivo en su nuevo estado (CE o BU) por armas que de otra forma
pudieran disparar basndose en el ltimo gasto
de MP o accin del AFV. Un vehculo que quede
Conmocionado o Aturdido queda BU al menos
por el resto de la fase de jugador.
7.8 Fuego de Ametralladoras/IFE vehicular.
Muchos AFV tienen MG(s) de un tipo u otro.
el FP de MG esta listado en la porcin inferior
derecha de la ficha y esta listado por este orden
en Casco (BMG)/Coaxial (CMG)/Anti-area
(AAMG) tal como 2/4 o 2/4/4, o -/-/2. El armamento MG/IFE de un AFV solo puede hacer un
ataque de fuego por turno a menos que MA del
vehculo tenga un ROF mltiple especfico. El
fuego de ametralladoras que no sea Combate
Cercano vehicular esta limitado a la misma fase
que dispare la MA. Si un vehculo no dispara
Ejemplo de MG Vehicular:
En la Fase de Fuego de preparacin el
PZKpfw VIb quiere disparar sus MG a los dos
pelotones. El tanque dispara sus 3FP de Ametralladora del Casco (BMG) y sus 2FP de Ametralladora Anti Area (AAMG) a la 4-4-7 en
vO7. El ataque es en la columna 4FP (3FP BMF
+ 2FP AAMG) sin DRM. Las MG vehiculares
pueden formar grupo de fuego con otra y pueden
hacerlo cuando disparen al mismo objetivo. El
objetivo esta en la VCA del tanque, por tanto el
tanque no tiene que pivotar para disparar su
BMG, y el tanque esta CE, permitiendo el uso
de su AAMG (que no tiene CA del que preocuparse). El tanque dispara entonces sus 5FP de
Ametralladora Coaxial (CMG) a la 4-5-8 en
vN9. Este hexgono queda dentro del TCA de
la CMG por tanto el tanque no necesita pivotar
su torreta. El ataque se produce en la columna
4FP con +2 DRM (por el TEM de edifico de madera). El King Tiger podra haber elegido disparar la CMG y la AAMG juntas a la unidad 4-5-8
en N9 para un ataque en la columna 6FP con un
+2 DRM (TEM de edificio +2) (su mejor opcin
4-6-7 como resultado de la penalizacin del Rebufo, que el pelotn pasa, siendo marcado con
una ficha de Primer Fuego por haber usado 2
SW. En la tabla Para Destruir de HEAT el PF
tiene un TK# de 31, y restando el AF del lateral
del casco de 6 resulta en un TK# Final de 25;
solo un DR de 12 Una pifia puede salvar al
T-34/85. El alemn saca un 12, dejando al T34/85 indemne.
La 4-6-7 no puede hacer ms intentos de PF,
pero puede atacar al T-34/85 de nuevo ya que ha
gastado 8 MP para entrar. El 4-6-7 ahora desea
conducir un ataque CC de Fuego de Reaccin
contra el tanque y primero hace un PAATC, pasndolo sacando menos de 8. El CCV normal
del pelotn de 5 se reduce por 1 a 4 por haber
disparado ya, y hay un +2 DRM pues el vehculo no esta parado. El alemn ha de sacar un 2
para que tenga algn efecto (Si saca un 2 en CC,
la 4-6-7 sera elegible para Creacin de Lder).
El alemn saca ms de 2, de todos modos, dejando el T-34/85 indemne, pero marcando la 46-7 con una ficha de Fuego Final.
El T-34/85 entonces gasta un MP para parar, y
la 4-6-7 hace otro ataque CC de Fuego de Reaccin, esta vez como Fuego Protector Final (podra haberlo hecho antes de que el T-34/85 se
parara). El pelotn no ha de pasar otro PAATC,
y ahora no hay DRM porque el tanque esta parado, aunque todava el CCV del pelotn se reduce a 4. El pelotn saca un 5, pasando su FPF
MC pero sin efecto en el T-34/85.
Ahora el tanque ataca al 4-6-7 en la columna 8
FP con un +2 TEM; la columna 6 FP de combinar las MG (2 FP BMG y 4 FP CMG) se triplican (TPBF) y a mitad (Primer Fuego en
Marcha). Al haber gastado el tanque solo 1 MP
para parar, el pelotn no puede intentar otro FPF
27
permanece con el AFV por el resto del escenario. Un AFV que sufre un segundo resultado de
Aturdimiento hace Retorno [Recalled].
Retorno [Recall] tambin ocurre cuando un
CE AFV sufre un resultado K/KIA o Bajas por
MC en la IFT. Poner una ficha STUN sobre el
AFV el cual hace Retorno, que es tratado igual
que Aturdimiento excepto en que al final del
turno de jugador la ficha STUN se gira sobre su
lado Recall +1 y ese AFV debe intentar salir del
rea de juego a lo largo de un lmite de tablero
amigo (el lmite por el que cada bando ha entrado, o delante del que poda emplazarse sin
unidades enemigas entre medias) va la ruta ms
corta usando estado en marcha (3.3.2) lo ms rpido que pueda. Si una MA AFV sufre rotura
permanente, el AFV hace Retorno (sin estar
aturdido). No se ganan puntos de victoria por
Retorno.
7.11 Resultados de Tipo de Objetivo rea:
Un impacto usando el Tipo de Objetivo rea
contra un AFV se resuelve en la IFT usando la
mitad de FP de la columna que representa el calibre de artillera. Usando la misma DR para
efectos para todas las unidades alcanzadas por
el ataque. Un KIA final resulta en la destruccin
de AFV y un DR Final que resulte un K/# o uno
mayor que un K/# Conmociona el AFV con un
impacto en torreta o le inmoviliza con impacto
en el casco. El TEM modifica el IFT
28
Dotaciones
Americana Alemana
Britnica
Rusa
Jefes (SMC)
Carta de Nacionalidad
Moral subrayada por SSR en SK#3
Distribucin: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com quijanotercio@eresmas.net
An ASLSK Tutorial
JAY RICHARDSON
BGG username: richfam
I hereby grant permission for these tutorial articles to be translated into another language and then
to be distributed or reposted for the benefit of players who speak that language. All I ask in return
are the common courtesies: dont claim to be the original author, and dont sell your translations.
Players have also asked about printable versions. Although you can find copies of these tutorial articles in PDF format in the ASLSK file sections here on BGG, the ones that are available at the time
of this writing are very plain: theres no special text formatting, and my low-resolution 72 dpi illustrations (when included) probably wont print out very clearly. In the past, some players have talked
with me about their interest in preparing a high quality PDF version with extensive text formatting
and high-resolution illustrations, and one individual even provided me with some sample pages of
how his ideas would look. But I dont know if anyone will ever go ahead with a project like this or
not.
It would probably be a good idea for anyone who plans to work on a translation or a high quality PDF
of the tutorials to put up a post on www.boardgamegeek.com to that effect, to avoid unnecessary
duplication of effort.
version: March 10, 2009
Contents
Contents
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20
Support Weapons
2.1 Support Weapons . . . . . . . . .
2.2 Demolition Charges (rule 4.3) .
2.2.1 Rally Phase . . . . . . . .
2.2.2 Prep Fire Phase . . . . .
2.2.3 Movement Phase . . . .
2.2.4 Defensive Fire Phase .
2.2.5 Advancing Fire Phase .
2.2.6 Rout Phase . . . . . . . . .
2.2.7 Advance Phase . . . . . .
2.2.8 Close Combat Phase . .
2.3 Flamethrowers (rule 4.2) . . . .
2.4 Game or Simulation? . . . . . . .
2.5 Machine Guns (rule 4.1) . . . . .
2.5.1 Rally Phase . . . . . . . .
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Contents
2.5.2
2.5.3
2.5.4
2.5.5
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Tanks
5.1 Vehicle Counters . . . . . . . . . . . . . .
5.2 Vehicle Status Counters . . . . . . . . .
5.3 Vehicle Counter Management . . . .
5.4 Basic AFV Movement . . . . . . . . . . .
5.4.1 AFV Combat: Stationary . . .
5.4.2 AFV Combat: Movement . .
5.4.3 AFV Combat: Miscellaneous
5.5 AFVs in Close Combat . . . . . . . . . .
5.6 Final Thoughts . . . . . . . . . . . . . . .
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Infantry in Battle
3.1 The Set-Up . . . . . . . . .
3.2 Two Rules of Thumb . .
3.3 Set-Up Analysis . . . . . .
3.3.1 German Turn 1 .
3.3.2 Russian Turn 1 .
3.3.3 German Turn 2 .
3.3.4 Russian Turn 2 .
3.3.5 German Turn 3 .
3.3.6 Russian Turn 3 .
3.3.7 German Turn 4 .
3.4 Post-Game Analysis . . .
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Contents
6.3
6.4
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Preface
This document contains the collected tutorials of Jay Richardson (richfam on www.boardgamegeek.com) for
the Advanced Squad Leader Starter Kits#1 through #3. As these tutorials are quite extensive, many people
converted the tutorials to a format better suited for hardcopy. This is my try. It is laid out for double sided
printing to limit the thickness of the resulting stack of paper.
The five Starter Kit tutorials are included, as well as the Explanation of the Rout Phase and Explanation of
ROF and Defensive Fire. I tried to give the tutorials a consistent look and layout. The graphics used are those
used by Jay Richardson in his boardgamegeek articles, so they may be lacking in quality when printed, as they
were originally created to be viewed on screen. However, the images are largely responsible for this files size:
a higher quality would substantially increase the file size. The way to go here is converting at least the maps to
a vector oriented format. Im using the VASL maps as a starting point, but conversion is slow, especially if a lot
of buildings are present in the map. The tracer I own does not do a great job (I doubt any trace would), so its a
lot of manual labour. Dont expect a version with better images anytime soon.
Although not mentioned in the Starter Kit rulebooks, the text and images on the white player aid markers in
ASL (and the ASL Starter Kits) are color coded. The color of the text corresponds with the phase at the end of
which the marker is to be removed. In the first chapter I color coded the section headings according to the ASL
scheme.
All-capital words have been converted to lowercase or initial capital words, except those that have special
meaning in ASL (e.g. ATTACKER, DEFENDER, ADJACENT, STUN).
The tutorials are typeset by Peter Kruijt (BGG username: peterk) using the LaTeX typesetting system created by
Leslie Lamport and the memoir class. If you find any serious omissions or inconsistencies (with respect to the
layout part of this document), feel free to contact me through geekmail.
If you find the tutorials useful, head over to www.boardgamegeek.com and tip or thumb the articles:
An ASLSK Tutorial (Part 1) Squads, Leaders, Basic Sequence of Play http://www.boardgamegeek.com/thread/157922
An ASLSK Tutorial (Part 2) Support Weapons http://www.boardgamegeek.com/thread/166941
An ASLSK Tutorial (Part 3) Infantry in Battle http://www.boardgamegeek.com/thread/169542
An ASLSK Tutorial (Part 4) Ordnance and the To Hit Process http://www.boardgamegeek.com/thread/177157
An ASLSK Tutorial (Part 5) Tanks http://www.boardgamegeek.com/thread/361467
In-depth explanations of specific ASLSK rules:
Explanation of ROF (and Defensive Fire) http://www.boardgamegeek.com/thread/88350
Explanation of the Rout Phase http://www.boardgamegeek.com/thread/122340
Chapter 1
1.1
A German 1st Line rifle squad has the following values printed on the front of the counter: 41 -6-7. These are,
from left to right, Firepower (FP), Smoke Exponent, Range, and Morale Level. A squad typically represents ten
soldiers, although this will vary somewhat depending upon nationality and date.
A squads FP is primarily based upon its weaponry. In the case of the German 1st Line squad, this would be a
light machine gun with a two-man crew, six riflemen with bolt-action rifles, and a sergeant and a corporal who
could be armed with either rifles or submachine guns.
7
To better understand FP, compare a German Elite rifle squad: 42 -6-8, to a German Conscript rifle squad: 43-6. The elite squad is a highly trained, highly motivated unit, while the conscript squad is either a poorly
trained unit, or a unit that has suffered casualties to its key personnel. But both squads have the same exact
FP... because they have the same equipment.
A squads range, however, is based on both equipment and training. A German 1st Line squad has the same
range as a German Elite squad, 6 hexes, so both squads are capable of effective fire at long range. But the
German Conscript squad only has a range of 3 hexes; it has the same basic weapons as the other two squads, but
it does not have the coordination (again due to lack of training or casualties to key personnel) to fire effectively
at the same range as the better squads.
A Russian 5-2-7 squad has a range of only 2 hexes because it is equipped with submachine guns, which have
a much shorter range than rifles. An American paratrooper squad, 73 -4-7, uses a mixture of carbines and
submachine guns, so it gets an intermediate range of 4 hexes. The presence of submachine guns boosts the
FP of both of these squads as compared to the equivalent rifle squads of those nations.
A squads Morale Level is probably the single most important number in the game... it is the key to what makes
ASL work. This number represents a units ability withstand being attacked. The lower the Morale Level, the
more likely it is that an attack will cause that unit to break. Broken units (which are flipped over to display their
broken side) cannot attack, and move only according to the Rout rules. A German 1st Line squad has a Morale
of 7, which is average. A Morale Level of 8 is excellent, and a Morale Level of 6 is poor.
Which brings us to the American 1st Line rifle squad: 63 -6-6. A Morale Level of 6. So... are the Americans
cowards? poorly trained? or what?!
The American Morale Level of 6 represents the tendency of American soldiers to dive into cover when they are
fired upon, as opposed to German, British, and Russian soldiers, who would be more likely to return fire when
fired upon.
This is not as much of a disadvantage to the Americans as you might think. If you compare the American and
German 1st Line squads, the Americans are more likely to break when fired upon (Morale 6 vs 7); but flip these
squads over to their broken sides and look at the difference. The broken side of a squads counter has only one
combat value: that squads broken Morale Level. The American broken Morale is 8, while the German broken
Morale is 7... the higher number is better, so the Americans will rally much more easily than the Germans.
Whats happening here is this: when an American squad fails a Morale Check and breaks, it likely hasnt really
panicked... the troops are simply keeping their heads down. This makes it relatively easy for a leader to rally
them and get them back into the fight. A German squad is less likely to break, but when it does break it really is
panicked, and it will be more difficult for a leader to rally them from a panicked state.
An American rifle squad would normally have one soldier using a Browning Automatic Rifle (BAR), which does
not quite qualify as a true light machine gun and so never appears as a separate support weapon counter,
seven soldiers with M1 Garand semi-automatic rifles, and a sergeant and a corporal armed with either M1s or
submachine guns. The American FP advantage over similar German, British, and Russian rifle squads comes
from the semi-automatic rifles, which can fire far faster than any bolt-action rifle.
1.2
A leader counter has two values printed on it: the leaders Morale Level, and his Leadership Modifier. A 91
leader, for example, has a Morale of 9, and a Leadership Modifier of 1 (on the leader counters, the connecting
hyphen between the two values is always read as a minus sign).
Leaders can range in value from the inept 6+1 to the incredible 103, although there are no 103s included in
ASLSK #1. Leaders are your most important units, and the winner of an ASL/ASLSK scenario is often the player
who makes the most effective use of his leaders.
Leaders with negative Leadership Modifiers are almost always found on the front lines in the thick of the fighting. Their Leadership Modifier makes the attack of any squads they are stacked with far more effective, and it
also assists those squads in resisting enemy attacks.
8
Leaders with a Leadership Modifier of zero give little benefit in actual fighting, so they are often used behind
the front lines to rally broken troops.
The 6+1 leaders, whose positive Leadership Modifier actually makes any squads stacked with them less effective and more vulnerable than they would be on their own, are best kept well away from the enemy. They can
be used to rally broken troops, although not as effectively as the other leaders. The one thing they can do just
as well as any other leader is add additional Movement Factors (MF) to any squads stacked with them.
The 6+1 leaders do not normally represent actual combat leaders. Instead, they often represent marginal leaders such as a poorly trained officer with no actual combat experience (which you might find in a true Conscript
unit), or a high-level staff officer (one who fights by looking at a map and issuing orders to the actual combat
troops) who suddenly finds himself caught up in a battle situation. This is why most 6+1 leaders carry the rank
of Colonel. Occasionally, however, a 6+1 will actually represent an incompetent combat leader.
Leadership is abstracted in ASL. If you actually included a counter for every sergeant and corporal present,
you would have far more leaders than squads. The leaders that are present in every squad are assumed to be
doing their job competently, so they are factored into the squads ratings and do not appear as separate leader
counters. The leaders that do appear in counter form are the few that perform above average, and who thus
might be able to influence the course of the battle. In other words, they are the leaders who make a difference.
The number of leaders that appear for a country in an ASL/ASLSK scenario is based upon how well the tactical
leadership of that country performed in real life. The Germans usually get the greatest number of leaders,
followed closely by the Americans and the British. The Russians and the Italians get relatively few leaders,
reflecting the general poor quality of leadership in their armies. That is, the Russians and the Italians had just
as many sergeants as anyone else, but they get fewer actual leaders in a scenario because their leadership was
not as effective as that of other nations.
1.3
The ASLSK Sequence of Play the list of phases and the order in which they occur can be found on the
Quick-Reference Data Card (QRDC). It can also be found in the rulebook in rule 3.0, which presents the basic
rules for the phases in the order in which they occur.
In a full ASLSK turn, each player gets a player turn in which he is the ATTACKER and his opponent is the DEFENDER. The Sequence of Play is thus executed twice each turn, with the players switching the ATTACKER/DEFENDER roles the second time. The ATTACKERs units are eligible to move; the DEFENDERs units cannot
move, but they may fire at attacking units that do move.
To demonstrate how the Sequence of Play works, I will use a tiny scenario that only lasts one player turn.
Place the following units on board z:
zF5: German 41 -6-7, 91
zF7: US 63 -6-6
zG7: US 63 -6-6
zH6: US 63 -6-6
The Americans will move first, so they are the ATTACKER and the Germans are the DEFENDER. Both sides have
an Experience Level Rating (ELR) of 3 (rule 5.1).
To win this scenario, the Americans must capture hex zF5 by the end of their player turn, otherwise the Germans win. This means that the Americans must either eliminate the German squad and leader, or break them
and force them to rout away, and then move an American squad into zF5 to gain control of the hex.
The Americans have a lot of advantages here: they outnumber the Germans 3 to 1, and have an 18 to 4 advantage in FP. The German advantages are the excellent defensive terrain of the stone building in zF5, the presence
of the 91 leader, and the fact that the Americans only have one player turn in which to capture their objective.
The scenario begins with the Rally Phase.
9
1.3.1
In the Rally Phase (RPh), both players may attempt to rally their broken units, and recover, transfer, or repair
their support weapons.
Nothing usually happens in the very first Rally Phase of a scenario, because no combat or movement has yet
occurred. That is the case here: there is nothing to do, so we proceed to the next phase.
1.3.2
In the Prep Fire Phase (PFPh) the ATTACKER may fire at any enemy units that are in Line of Sight (LOS). Any
unit that does fire may not move in the Movement Phase or fire in the Advancing Fire Phase.
What the American player would like to do here is fire all three squads at the Germans: 18 FP is a powerful
attack. But the victory conditions will not allow this. They have to capture the German hex by the end of their
turn, so at least one squad will have to move during the Movement Phase.
The American player decides to fire with the two squads in zF7 and zG7, leaving the squad in zH6 unfired and
free to move later. So the American plan is to hammer the German position with as much firepower as possible,
and then move up a squad to either occupy the empty hex if the Germans break and rout away, or else advance
in an attempt to capture it via Close Combat.
Now, because the two firing squads are adjacent to each other, they can either combine to make a single 12 FP
attack as a Fire Group (FG), or they can attack one at a time to make two separate 6 FP attacks. (If they were
stacked together in the same hex, they would not be allowed to make two separate attacks on the same target
but would have to form a FG and attack together; if they were in separate, non-adjacent hexes, they could not
form a FG at all and would have to attack separately.)
You will find a lot of different opinions as to whether it is better to make two weak attacks or one strong attack,
but a general rule is that the better the defensive terrain the more need there is to make a single strong attack.
If the Germans were in Open Ground (+0 TEM) or maybe even woods (+1 TEM), it is possible that two weak
attacks might actually have a better overall chance of breaking them... but since they are in a stone building
(+3 TEM) a combined attack is going to give the Americans their best chance.
So the two squads in zF7 and zG7 fire on the Germans with a 12 FP attack. The Terrain Effects Modifier (TEM)
of a stone building is +3 (rule 1.1.2), so the attack is rolled on the Infantry Fire Table (IFT) as a 12/+3 (12 FP
column, add 3 to the DR).
10
The American Dice Roll (DR) is 7, and +3 makes it 10. A 10 on the 12 FP column of the IFT is a PTC (Pin Task
Check). Units that suffer a PTC must compare a DR to their Morale Level: if the DR is greater than their Morale,
they are pinned, otherwise there is no effect.
The German 91 leader rolls his PTC first, because if it is successful he can then assist the German squad with
its PTC. The leader rolls a DR 7, which is not greater than his Morale of 9, so he is not pinned. The German
squad now rolls its PTC, with a 1 Dice Roll Modifier (DRM) from the Leadership Modifier of the 91 leader.
The squads DR is 7, and 1 makes it a 6, which is not greater than its Morale of 7, so it also passes the PTC and
is not pinned.
The American attack ultimately has no effect, and both squads in zF7 and zG7 are marked with a Prep Fire
counter to remind the players that these two squads cannot move or shoot again.
1.3.3
In the Movement Phase (MPh), the ATTACKER may move his units, and the DEFENDER may fire upon them as
they move.
With the failure of their Prep Fire attack, the Americans are in big trouble... but they have no alternative other
than to continue with their plan and hope for a miracle. The squad in zH6 will move into zG6. It must stop
there, because you can never enter an enemy-occupied hex during the MPh, but if the squad survives the
German defensive fire it will be able to enter zF5 in the Advance Phase and initiate Close Combat.
Squads have 4 movement factors (MF). It only costs 1 MF to enter zG6, so they will have plenty of MF to spare.
Infantry also has the ability to use a special form of movement called Assault Movement, which can represent
crawling or any other slow, careful movement that minimizes ones exposure to enemy fire. If a unit moves no
more than one hex, and does not expend all of its MF, it can declare that it is using Assault Movement. Assault
Movement provides an extra level of protection from enemy attacks by canceling the First Fire Non-Assault
Movement (FFNAM) DRM.
The squad in zH6 only needs to move one hex to become adjacent to the German hex, so the American player
declares Assault Movement and spends 1 MF to enter zG6.
After every MF expenditure, the ATTACKER must pause to allow the DEFENDER the opportunity to use Defensive First Fire (rule 3.3.1). So, after the American squad enters zG6, the German player declares a Defensive
First Fire shot on it. Defensive First Fire can only be used against a unit that expends MF, and only that unit (or
stack, if several units are moving together) can be affected by that Defensive First Fire.
11
The German squad has a FP of 4, which is doubled to 8 because it is Point Blank Fire (PBF) against an adjacent
target. FP is doubled in PBF for two reasons:
(a) it is much easier to hit a nearby target; and
(b) when firing into an adjacent hex the range is close enough that hand grenades can be used.
The German 91 leader will add a 1 DRM to the shot, but he has no FP of his own. Leaders, of course, did carry
weapons and so are always considered armed but they have no effective FP except in Close Combat situations.
At this scale, the FP of a single soldier is too small to justify giving him a FP point.
The American squad moved into Open Ground (a road hex) so there is no TEM. There are two other DRMs that
can affect Defensive First Fire shots: First Fire Movement in Open Ground (FFMO), and First Fire Non-Assault
Movement (FFNAM). A 1 DRM for FFMO will apply, but the use of Assault Movement cancels the FFNAM
DRM.
The German defensive shot is thus 8/2. The DR is 7, which is reduced to 5 by the 2 DRM. A 5 on the 8 FP
column of the IFT is a 2MC. This requires the American squad to take a Morale Check (MC) with a +2 DRM.
The DR for the American MC is 7, which is increased to 9 by the +2 DRM. The American squad fails its MC and
is broken, because 9 is greater than its Morale of 6. Flip the American squad over to its broken side and place a
Desperation Morale (DM) counter on it. The American squad is not replaced by a lower quality 2nd Line squad,
because 9 is not greater than its Morale, 6, plus its ELR, 3, (see rule 5.0).
Casualties in ASL are handled in a somewhat abstract manner, in order to avoid having to track casualties on a
man by man basis:
A squad that breaks can be thought of as having suffered light casualties.
A squad that breaks and is replaced by a lower quality squad can be thought of as having suffered casualties among key personnel, causing it to become less effective.
A squad that is casualty reduced (K result) to a half squad (HS) has suffered heavy casualties.
A squad that is eliminated due to a Killed in Action (KIA) result has suffered catastrophic casualties.
A First Fire counter is placed on the German stack, and a Residual FP counter equal to one-half of the attacks
IFT FP column (4 FP) is placed in the American squads hex.
When a unit fires in ASL, it is, with only a few exceptions, actually firing throughout the entire player turn. If a
unit moves into a hex and is fired upon, and then later in the turn another unit moves into the same hex, that
second unit can possibly run into some of the bullets that are being aimed at the first unit. Residual FP is how
ASL handles this possibility: if you move a unit into a hex containing a Residual FP counter, you will be attacked
immediately by that Residual FP, prior to any separate attacks that might be aimed specifically at you.
12
The Germans cannot fire on the Americans again at this time, because the American squad only expended 1
MF, although if there were other German units with a LOS to the American squad, each of them could also make
a single Defensive First Fire attack. Every time an attacking unit expends MF, it can possibly receive a Defensive
First Fire attack from many different defending units... and if it expends more than 1 MF, each defending unit
may be able to fire multiple times.
There are no more American units eligible to move, so the MPh is over. Remove the Residual FP counter.
1.3.4
In the Defensive Fire Phase (DFPh), the DEFENDERs units may fire on the ATTACKERs units. Firing in the
DFPh is normally conducted in the same way as firing in the Prep Fire Phase, but there are some restrictions.
If a unit begins the DFPh marked with a Final Fire counter, it may not fire at all; if it begins the DFPh marked
with a First Fire counter, it may only fire at adjacent targets at one-half of its normal FP.
The German player decides to fire again at the adjacent broken American squad. The German squads FP is 2
(one-half of 4), which is then doubled back to 4 by PBF. The 91 leader again adds a 1 DRM, but FFMO and
FFNAM do not apply (they only apply during the MPh). The shot is a 4/1, and the DR is 7, resulting in a NMC
(Normal Morale Check).
The NMC DR is 7, which is less than the American squads broken side Morale of 8, so the NMC is passed with
no further ill effects to the American squad.
The First Fire counter on the German stack is flipped over to the Final Fire side, which signifies that they cannot
fire any more during this DFPh. There are no other German units capable of firing, so the DFPh is over and the
Final Fire counter is removed.
1.3.5
In the Advancing Fire Phase (AFPh), any attacking units that did not fire in the Prep Fire Phase may fire with
one-half of their FP, plus a 1 FP bonus if they are Assault Fire capable (i.e., their FP number is underlined).
Advancing Fire is less effective than Prep Fire, because units that are moving cannot fire with the volume or
accuracy of units that do not move. Units that have the Assault Fire bonus are equipped with semi-automatic
rifles and/or submachine guns weapons that are easy to fire while moving and have trained in using them
in that manner.
The two unbroken American units are marked with Prep Fire counters, so no Advancing Fire is possible at this
time. The AFPh ends, and the Prep Fire counters are removed.
1.3.6
In the Rout Phase (RtPh), broken units may, or must (depending upon the situation), rout away from the enemy
and attempt to get back into cover. The broken American squad in zG6 has a DM counter on it, which allows it
to rout (although the DM itself does not force the squad to rout), and it is also adjacent to an unbroken enemy
unit... which forces it to rout.
The broken squad must rout to the nearest woods of building hex that does not require it to move closer, or
adjacent to, an Known Enemy Unit. With these restrictions, the only legal rout destinations it has are zG7 and
zH6, both of which are 2 MF away. The American player can choose to rout to either of these hexes.
In many situations, it will be best to rout a broken unit as far away as possible from the enemy. The American
player decides to do just that: the broken unit routs to zG7-zF7-zE8. It takes 6 MF to reach zE8, which is all
that the routing unit has, so it must stop there. The routing unit could have stopped in zG7 or it could have
routed to zH6 and stopped there but once a routing unit enters a woods or building hex it may continue to
rout into adjacent woods or building hexes, if it wishes.
13
1.3.7
In the Advance Phase (APh) the ATTACKER may move his unpinned and unbroken units into an adjacent hex...
even if that hex is occupied by enemy units. Advancing into an enemy-occupied hex creates a Close Combat
(CC) situation.
After the failure of their Prep Fire, the American plan had been to advance into zF5 and defeat the German
defenders in CC to capture the hex. Unfortunately, the squad that was to do this broke under defensive fire and
ran, ending up in zE8.
The two American squads that Prep Fired could advance... but they are too far away from the objective hex to
reach it.
1.3.8
The final phase of the player turn is the Close Combat Phase (CCPh). This is when any CC battles are resolved.
There arent any CC situations, so the player turn is over and the Americans have lost: they failed to capture hex
zF5 from the Germans.
1.4
The Rule of 7
You probably noticed that every DR in that short battle was a 7. While having every DR turn up identical is not
realistic at all, I did it that way to illustrate an important point...
A key to playing ASL well is to be able to accurately assess the risk involved in various moves. Risk assessment
is very difficult in ASL. The combat resolution mechanics cannot be easily analyzed or reduced to simple percentages, because of the dual DRs: the firer rolls to see what effect his shot has, and then the targets roll to see
how they react to that effect. Any given shot will have a wide variety of possible results. You can, for example,
unleash a powerful 36 FP shot only to see it have no effect whatsoever on its target... while a feeble 2 FP shot
could potentially break almost any target.
So how can you tell a good risk from a bad one? How do you avoid just moving units around and hoping for
good luck?
14
1.5. A Rematch
One technique that I have found useful is what I call the Rule of 7. When you make a DR, 7 is the single most
likely number to be rolled... its right in the middle of the bell curve of DR results. If you roll lower than 7, youre
having good luck; if you roll higher than 7, youre having bad luck; and if you roll exactly 7, your luck is neutral.
This fact can be applied to risk analysis during an ASL/ASLSK game: just assume that every DR will be a 7, and
see what the results would be. If the results are in your favor with DRs of 7, then the move is low risk. And if the
results are unfavorable with DRs of 7, then the move is high risk.
In the previous battle, the American plan was to Prep Fire two squads and use the third squad to directly assault
the German position. Analyzing this plan with the Rule of 7 suggests that it will have little chance of being
successful:
On a DR of 7, the American Prep Fire will only result in a PTC... but thats not good enough, because the
Americans want to break the German defenders rather than just pin them. So the Americans will need to
be lucky with their Prep Fire DR (they need to roll less than 7).
With DRs of 7, the German units passed their PTCs with a comfortable margin. This shows that, even if
the American Prep Fire gets a NMC or 1MC result, the Germans will have to be unlucky (roll more than
7) to actually break.
So the Rule of 7 clearly shows that for this American plan to be successful, the Americans would have to be
lucky at the same time that the Germans are unlucky. That combination wont happen too often, so the plan is
much more likely to fail than to succeed.
Now, the Rule of 7 is not a magical shortcut to ASL mastery... but can be a useful tool for experienced players
and beginners alike. When in doubt, ask yourself who would win if all of the DRs were a 7; the answer will tell
you a lot about which side is favored in that situation.
1.5
A Rematch
The primary purpose of this tutorial is to provide a highly detailed look at the ASLSK rules in action... and
not necessarily to teach proper ASL tactics. But theres no reason that we cant combine the two! The original
American plan wasnt too good, so lets play that battle again with a better plan, which will also give me the
opportunity to demonstrate some additional ASLSK rules.
The Americans dont have enough FP available for their Prep Fire to have a good chance of being effective,
so a better plan would be to forego Prep Fire and have all three American squads assault the German hex. In
addition, the American squads all have a Smoke Exponent of 3, which is very good, so if they can place a smoke
screen to cover their assault their chances of success should improve substantially.
Reset the units to their starting locations and lets see what happens...
1.5.1
Rally Phase
No activity.
1.5.2
No activity.
1.5.3
Movement Phase
But this wont work. It costs 2 MF to place smoke grenades into an adjacent hex, and it costs 2 more MF to then
move into that hex (1 MF for Open Ground + 1 MF extra for smoke). Thats a total of 4 MF, which means that
they could not use Assault Movement. You can only use Assault Movement if you expend less than your total
MF allowance, so the Americans must limit their MF expenditure to 3 MF in order to be able to use Assault
Movement.
The Americans cant declare Double Time to get the extra MFs they need, because combining Double Time
and Assault Movement is illegal. (The prohibition against this is not actually in either the ASLSK #1 or #2
rulebook... but it is in the ASLSK #3 rulebook, and the full ASL rulebook as well. If a revised ASLSK #1 rulebook
is ever published that incorporates all known errata, the prohibition would certainly be included.)
The inability of a single squad to use Assault Movement to both place smoke in an adjacent hex and then move
into it will force the Americans to be a bit more creative in their attack...
1.5.4
The American player announces that the squad in zF7 will use normal movement (4 MF available). The squad
starts by expending 2 MF to place smoke in the adjacent hex zF6. The smoke die roll (dr) is 4, which is greater
than the Smoke Exponent of 3, so the smoke placement attempt is unsuccessful.
The American player now pauses to allow the German player the opportunity to use Defensive First Fire against
the moving American squad. Note that any expenditure of MF counts as moving even if the unit did not
actually enter a new hex. At a range of two hexes, the German FP would be 4; the DRMs are 1 leadership, 1
FFNAM, +3 stone building. So the defensive fire would be a 4/+1 shot... not a very good shot (there would be
no effect on a DR of 7), so the German player declines to fire.
The American squad now expends 1 MF to enter zE7, and again the Germans have an opportunity to fire. The
DRMs would now be 1 leadership, 1 FFMO, and 1 FFNAM, so the shot would be a 4/3, which is a pretty good
shot (1MC on a DR of 7). But again the Germans decline to shoot. They will hold their fire until an American
squad moves adjacent, when PBF will double their FP.
Why did the American squad move to zE7 instead of zF6? They do not want more than one of their assaulting
squads to enter a hex. The German defensive fire is going to be devastating enough as it is... moving two or
more squads into the same hex will just make it even worse: first squad enters a hex; Germans fire and leave
Residual FP; then the second squad enters the hex, gets attacked first by the Residual FP from the first attack,
and then by another German attack directed specifically at them. With three assaulting squads, the American
player will want to move each of them into a different hex so that they can avoid any Residual FP attacks.
The American squad now expends its last MF to enter zE6, and finally the Germans open fire: 4 FP doubled to
8 FP because of PBF, and a -3 DRM from leadership, FFMO, and FFNAM, the shot is 8/3. The German DR is 8,
so 5 on the 8 FP column of the IFT is a 2MC.
The American Morale Level is 6, and their Morale Check DR is 8, which is increased to 10 because of the 2MC.
10 is greater than 6, so the American squad is broken; and 10 is also greater than 6 + 3 (Morale + ELR), so the
1st Line 63 -6-6 squad is replaced by a broken 2nd Line 52 -4-6 squad (rule 5.1). A DM counter is placed on top of
the broken squad, and a 4 Residual FP counter is placed on top of the stack. A First Fire counter is placed on
top of the German units.
You might be wondering what the Smoke Exponent number represents, especially since it is often a low number
that makes the successful use of smoke grenades difficult. First, notice that only a full squad can attempt to
use smoke grenades (half squads and leaders can never place smoke). This indicates that a successful smoke
screen is not the result of a single smoke grenade, but rather requires a lot of them. Then, given the large size
of each hex (40 meters) and the short duration of a WWII smoke grenade (about 30 seconds, or one-fourth of
a two minute turn), it becomes clear that, to place a useful smoke screen, you have to throw a lot of smoke
grenades, very quickly, and spread them out to cover the entire hex.
American squads have much higher Smoke Exponents than German squads simply because American soldiers
were well-supplied with all types of munitions. The Smoke Exponents that are printed on the counters are
only for regular soldiers, who would not normally carry lots of smoke grenades; if a scenario were to designate
16
1.5. A Rematch
a squad as being specially trained assault engineers, those engineers will usually be given a Smoke Exponent
much higher than that printed on the counter (usually a 4 or a 5).
When you make a smoke dr, you are checking several things: does the squad actually have enough smoke
grenades on hand? do they have them ready to use with each soldier understanding where he needs to throw
his grenade? and did they execute the placement attempt correctly to create a usable smoke screen?
1.5.5
The American player now declares that the squad in zG7 will use Assault Movement (3 MF maximum), and will
expend 2 MF to place smoke into zG6. The smoke dr is 2, so a +2 Smoke counter is placed in zG6.
The Germans cannot fire at this squad... yet. The German units have a First Fire counter on them, so their
next shot will be a Subsequent First Fire (SFF) shot. A moving unit can never be fired upon with SFF if there
is another friendly unit closer to the defending unit. In this case, the broken squad in zE6 is adjacent to the
Germans, so they will only be able to make a SFF shot against a unit that moves adjacent to them.
The American squad then spends its last MF to enter zF6, and the Germans announce a Subsequent First Fire
shot against them. SFF shots are taken at one-half FP, so the shot is 4 FP, cut in half to 2 FP because of SFF,
doubled back to 4 FP because of PBF, and DRMs of 1 leadership and 1 FFMO (Assault Movement cancels the
1 FFNAM DRM), a 4/2. The DR is 7, which is a 1MC (5 on the 4 FP column).
The American Morale Check DR is 8, increased to 9 by the 1MC, so the squad breaks but is not replaced by a
lower quality unit. Flip the American squad to its broken side, place a DM on it, place a 2 Residual FP on the
stack, and flip the First Fire counter on the Germans over to its Final Fire side.
1.5.6
The American player now announces that the squad in zH6 will move using Assault Movement. It expends 2
MF to enter zG6 (1 MF for Open Ground + 1 MF for smoke).
The German squad has used its one allowed First Fire shot, and its one allowed Subsequent First Fire shot, so
for the remainder of the American MPh it can only make Final Protective Fire (FPF) shots. Unlike First Fire and
Subsequent First Fire attacks, there is no limit to the number of FPF attacks a defending squad can make, but
FPF can only be used against units moving adjacent to the defending squad.
17
If the Germans fire at this third American squad, the shot will be 4 FP, cut in half to 2 FP because of FPF, doubled
back to 4 FP because of PBF, and DRMs of 1 leadership and +2 smoke (the smoke cancels FFMO, and Assault
Movement cancels FFNAM). The shot would be a 4/+1... but the DR for the shot will also be a NMC roll for the
German squad and leader. Defending units that use FPF are close to panicking just from the proximity of so
many enemy units, so there is a risk involved.
Now the question is: should the Germans take this FPF shot?
This is a situation in which the Rule of 7 is not much help: it suggests that the FPF will be ineffective, neither
breaking or pinning the Americans nor breaking the Germans. But, in this particular situation, if the Germans
fire and are lucky enough to pin or break the Americans, they will win the scenario; if they are unlucky enough
to break themselves, they will lose the scenario. If the Germans decline to fire, the American squad will advance into the hex and the scenario will be decided in Close Combat. In theory, given enough time, you could
eventually figure out which course of action gives the Germans the greatest chance of victory, but in an actual
game situation its just a judgment call.
For the purposes of this tutorial, however, the Germans will take that FPF shot, a 4/+1. The German DR is 4,
but this is a doubles roll (2,2) which triggers cowering.
Cowering in ASL originally confuses a lot of players, because you normally think of cowering as something that
occurs when you are fired upon, rather than when you are firing. In other words, how can being ordered to
fire on the enemy cause you to cower? But most actions in a turn of ASL are actually occurring simultaneously,
even though the turn itself is broken into sequential steps for ease of play. So while the Germans are firing at
the Americans, the Americans are also firing as they approach the German position (even though such firing
will not be resolved until the AFPh). In most situations, you cant fire at the enemy without exposing yourself to
their fire, so when you roll doubles some of your soldiers have decided that they would just as soon stay under
cover this turn and not be shot at, which reduces your firing effectiveness by requiring you to resolve the shot
using the next lowest IFT column.
In this case, however, there is a leader present. Whenever a leader is directing the fire, cowering does not occur.
This is true even if the leader has a Leadership Modifier of 0 or +1 (or even a +2 from a wounded 6+1!). The
German FPF shot, then, remains a 4/+1, and the DR of 4 results in a 1MC.
The American squads Morale Check DR is also a 4, which is increased to 5 by the 1MC. 5 is less than their
Morale Level of 6, so they pass the 1MC.
Because this was a FPF shot, the Germans also have to use their original 4 DR as a NMC for both the leader and
the squad, but they both pass this NMC easily. (The leaders Morale is 9, and the squads Morale is 7 with a 1
DRM from the leader if he doesnt pin or break.)
18
1.5. A Rematch
Now the Germans have the opportunity to take a second FPF shot at the Americans. The American squad
expended 2 MF to enter the smoke hex, so the Germans are allowed to fire at them twice, one shot for each MF
expended. This again brings up the question of whether the Germans should take this shot... but since they
took the first FPF shot, they might as well take the second one, since multiple FPF shots do not involve any
additional penalties to the firer other than the multiple NMCs.
This second FPF shot remains a 4/+1, and the DR is 8. This fails to have any effect at all on the American squad
(9 on the 4 FP column of the IFT).
The DR 8 is then applied as a NMC to the Germans. The leader passes this NMC, because his Morale of 9 is
greater than 8. The leaders 1 Leadership Modifier then reduces the 8 to a 7, which is applied to the German
squad. 7 equals the squads Morale Level of 7, so the squad is pinned. Place a Pin counter on top of the squad,
but under the leader, to show that the squad is pinned but the leader is not.
And, finally, place a 2 Residual FP counter on top of the American squad. Residual FP is not cumulative, so even
though the Germans fired into that hex twice, only 2 Residual FP is placed. The only way for that 2 Residual FP
to be increased would be if a stronger attack would later target that hex. That is, a dozen 4 FP attacks could hit
a hex, and only 2 Residual FP would be placed there; but then if an 8 FP attack hit that hex, the 2 Residual FP
would be replaced by a 4 Residual FP counter.
At this point, the MPh is complete. There are no more American units to move (the Americans cannot enter the
German-occupied hex during the MPh), and there are no more First Fire, SFF, or FPF shots to resolve. Remove
the smoke counter and the Residual FP counters.
1.5.7
The German units have a Final Fire counter on them, so they are not allowed to fire in the DFPh. Remove the
Final Fire counter.
1.5.8
The unbroken American squad in zG6 can now fire on the Germans, although all shots in the AFPh are at onehalf strength, because moving units cannot fire as effectively as stationary units.
The FP for this shot is 6, cut in half to 3 FP because it is the AFPh, doubled back to 6 FP because of PBF, increased
to 7 FP because of the assault fire bonus (underlined FP factor). The 6 FP column of the IFT must be used,
19
because the FP is less than 8, and there is a +3 TEM DRM because of the stone building, so the shot is 6/+3.
The DR is 11, which has no effect.
1.5.9
Rout Phase
The two broken American squads are adjacent to a Known unbroken enemy unit and must rout. The squad in
zE6 will spend 4 MF to rout to zD6 (mandatory) and then zC7 (optional). The squad in zF6 will spend 4 MF to
rout to zF7 (must rout to zF7 or zG7) and then zF8 (optional).
This scenario is only one-half turn long, so it does not really matter which rout paths are taken. But these rout
paths were chosen to get the broken units out of any German LOS, which would make it somewhat easier to
rally them if there were more turns to be played, because the Germans would not be able to keep putting them
under DM by firing on them.
If your situation in the scenario you are playing is that you are defending and possibly retreating, then you will
usually want to rout your broken troops as far away from the enemy as possible. If you are the overall attacker
in the scenario, you will usually want to rout your troops far enough to get out of enemy LOS, but no farther, so
that when they rally they can get back into the fight quickly.
1.5.10
Advance Phase
The American squad in zG6 advances into the German-occupied hex zF5. Place a Close Combat (CC) counter
on that hex. The broken American squads cannot advance.
1.5.11
Close Combat is simultaneous unless an ambush occurs. Whenever a unit advances into CC with an enemy in
a building or woods hex (unless a Melee counter was already present) there is a chance that an ambush may
occur.
To see if an ambush occurs, both players make a dr. The Americans have no drms, and roll a 3. The Germans
have a +1 die roll modifier (drm) for being pinned, and a 1 drm for a directing leader, so the two drms will
cancel each other. The Germans roll a 4. Neither side rolled 3 less than the other, so no ambush occurs.
20
1.5. A Rematch
Both players must designate their CC attacks before any are resolved. The American player designates his CC
attacks first, because he is currently the ATTACKER.
The American squad declares that it will attack both German units. A leader in CC will normally attack and
defend in combination with the squad on which it is stacked, unless the leader decides to make a CC attack
by himself (in which case he could be attacked by himself ). What the German leader is going to do does not
matter in this situation... the American squad must attack and kill both German units, while surviving their
attack, in order to win the scenario. Leaders have a FP of 1 in CC, so the American CC attack will be 6 to 5,
which is 1-1 odds.
When figuring the CC Odds Ratio to use, always round in favor of the defending unit. So the Americans would
need 7.5 FP to get 3-2 odds, and 10 FP to get 2-1 odds, etc. Terrain has no effect on CC, except to allow or
prohibit the possibility of an ambush (that is, there are no TEM DRMs in CC).
The German CC attack will be at 1-2 odds. The German squads CC FP is cut in half to 2 FP because it is pinned,
but the leaders 1 FP makes the attack 3 to 6 (the Germans would need at least 6 FP to get 1-1 odds). Note that
pinned units in CC defend at full strength, but attack at half strength.
Combining their CC FP to get a 1-2 attack, with a 1 DRM from the leaders Leadership Modifier, gives the
Germans their best chance of killing the American squad. If they attacked separately, at 1-4 (2 to 6) and 1-6 (1
to 6) with no leadership (a leader cannot lead himself ), their chances of success would be very poor.
The American CC DR is 8, which is greater than the 1-1 CC Kill Number of 5, so there is no effect.
The German CC DR is 5, and the 1 leadership DRM makes it a 4, which is equal to the 1-2 CC Kill Number. The
American squad suffers Casualty Reduction and is replaced by a 3-4-6 HS, but it is not broken.
Note that even if the American CC attack had killed the German units, the German CC attack would still be
resolved, because all CC combat is simultaneous if there is no ambush.
The Pin counter is removed, and a Melee counter is placed on the stack because there are still units from both
sides present, and at least one of them is unbroken.
The player turn is now over, and the Americans have again lost. The presence of any German unit in zF5,
even if it was only a broken one, prevents the Americans from capturing that hex (see Control in the list of
Definitions).
In truth, this is a very tough situation for the Americans to win... but they came much closer with this second
plan. They really need more turns to work with, and possibly a leader of their own. But it can often be fun, as
well as instructive, to try to find a way to win when the odds are against you.
21
Chapter 2
Support Weapons
This chapter assumes that the reader has read, and understood, the previous chapter. Rules and concepts
discussed in that chapter will be used here with little or no explanation.
In this chapter I am going to use the tactical situation presented in chapter 1 three American squads attacking a stone building defended by one German squad and a leader to show how the Support Weapons
introduced in ASLSK #1 are used. The primary reason for using the same tactical situation is that this will
clearly show the dramatic difference in game play that occurs when Support Weapons are available.
2.1
Support Weapons
Support Weapons (SW) are provided as separate counters and represent weapons that are not normally part
of any squads regular equipment. Demolition Charges and Flamethrowers are specialized weapons that were
provided only when the tactical situation required them, and medium Machine Guns and heavy Machine Guns
were never available in enough numbers to equip every squad.
Some people argue that most, or even all, of these weapons actually required specially trained crews, so that
regular infantry squads either should not be able to use them, or should use them only with a penalty. But,
regardless of how valid that argument might be, ASL takes the simplified approach of allowing any infantry
squad to use any Support Weapon.
The light Machine Gun (LMG) is a special case, in that it was included in most rifle squads standard equipment,
but it is also provided as a SW counter. There are two ways to look at this. Assume a scenario in which the
Germans have five rifle squads, each of which has an inherent LMG already factored into its firepower, and
two additional LMG counters. The two SW LMGs can be viewed either as additional LMGs provided to the five
squads to give them more firepower... or they can be viewed as those LMG-equipped soldiers within the rifle
squads that have the potential to perform exceptionally well, and so could have an effect on the battle beyond
that of simply being part of a squads FP, thus warranting the weapons appearance as separate SW counters
(this is exactly how ASL treats leaders, as discussed in the previous chapter).
SWs cannot attack on their own; they must be possessed by an infantry unit in order to attack.
ASLSK #2 and ASLSK #3 introduce additional Support Weapons, but these will be covered in later chapters.
Im going to cover Demolition Charges first, then Flamethrowers, and finally the Machine Guns. This is the
reverse order of their presentation in the rulebook, but I like the progression here: we start with a one-shot
weapon with no range, then a slow-firing weapon with a short range, and then finally look at the fast-firing,
long range Machine Guns.
23
Support Weapons
2.2
The Demolition Charge (DC) is one of the most powerful weapons you will ever use. Youd have to combine a
lot of squads and Machine Guns (MG) together in a Fire Group (FG) to get a 30 firepower (FP) attack.
The front of the DC counter shows 30-1 in large bold numbers. The 30 is the DCs FP, and the 1 is the DCs
range, which is not used in ASLSK. (In the full ASL rules, you can throw a DC into an adjacent hex hence the
range of 1 but this is a dangerous technique in which the DC will attack both the target and the throwing
unit. Under the ASLSK rules, throwing a DC is not allowed.)
1PP shows the weight of the DC: one Portage Point (PP). A squad or half-squad (HS) has an Infantry Portage
Capacity (IPC) of three PP, so up to three DCs could be carried without penalty.
The Breakdown Number of X12 shows that when a DC attacks, a DR of 12 will result in a dud that fails to
detonate. DCs are one-shot weapons: when a DC attacks, it is permanently removed from the game (even if it
was a dud).
The final important piece of information on the DC counter is the small triangle that can be seen directly
above the X12 Breakdown Number. This triangle code is not defined in the ASLSK rules, but it signifies that
this weapon cannot benefit from any Leadership Modifier. DC attacks never include a DRM for leadership.
The back side of the DC counter is divided into three sections, corresponding to the three methods of using a
DC in the full ASL rules: placed, thrown, set. In the ASLSK rules, DCs may only be placed, so only the top two
lines apply. These two lines simply remind you that you place a DC during the Movement Phase (MPh), and its
attack is resolved during the Advancing Fire Phase (AFPh).
Using a DC is a classic good news/bad news situation. The good news is that, as mentioned previously, a DC is
incredibly powerful. The bad news is that it is very difficult to actually detonate a DC on an enemy position...
the defender will do everything in his power to stop you.
Lets see how this plays out using the tactical situation we looked at in Part 1.
Place the following units on board z:
zF5: German 41 -6-7, 91
zF7: US 63 -6-6
zG7: US 63 -6-6, DC
zH6: US 63 -6-6
The Americans will move first. Both sides have an Experience Level Rating (ELR) of 3. To win this scenario, the
Americans must capture zF5 by the end of their player turn, otherwise the Germans win.
Ive added a DC to the squad in zG7. Unfortunately, the counters provided in ASLSK #1 do not include an
American DC. If you have ASLSK #2, you can use the American DC counter that comes with it, otherwise just
use a Russian DC and assume that it is green instead of brown. The only difference between DC of different
nations is the color of the counter; the values are always the same.
The DC is placed on top of the squad, to show that the squad possesses it. If the DC was under the squad, it
would be laying on the ground, unpossessed, and the squad would have to recover the DC before it could carry
it or use it in an attack.
The DC is given to the middle squad, because it is the only squad that has two hexes that it could enter using
Assault Movement to move adjacent to the German position in zF5. The flanking squads will attempt to place
smoke grenades in both of these hexes, so the chances of the DC squad having a smoke screen available are
pretty good.
The first move will be the same as in the previous battle: the squad in zF7 will attempt to place smoke grenades
in zF6, and then move to zE7-zE6. The squad in zH6 will move next, attempting to place smoke grenades in
zG6 and then moving into that hex. Finally the DC squad in zG7 will use Assault Movement to enter whichever
hex has a +2 Smoke counter in it. If both, or neither, of these two hexes have smoke present, it will enter zF6 to
avoid stacking with another squad.
24
But now, assuming that at least one Smoke counter is successfully placed, the Americans have a problem: it
costs 2 Movement Factors (MF) to enter the smoke filled hex (1 MF for Open Ground + 1 MF for smoke), and 2
MF to place the DC in zF5 (2 MF for a building). This is 4 MF total, equal to the number of MF the squad has
available, so Assault Movement could not be used.
Its time, then, to bring in some reinforcements: add an American 80 leader to zG7. Place the leader on the top
of the stack, so that, from the bottom up, you have the squad, the DC possessed by the squad, and the leader.
If the squad and leader move together as a stack, the squad gets a 2 MF bonus, for a total of 6 MF. With 6 MF
available, Assault Movement can be used to enter the smoke hex and place the DC, because 4 MF is less than 6
MF.
Before we play this out, lets review exactly what placing a DC means. A unit places a DC by expending the
MF necessary to enter the target hex, but the unit does not actually enter the target hex, and any defensive
fire triggered by the placement MFs is taken in its current hex (adjacent to the target hex). If the placing unit
survives all defensive fire triggered by the placement MFs without breaking or being pinned, then the DC is
successfully placed in the target hex and will attack in the AFPh. What is happening here is that, after the squad
moves adjacent to the German position, one or more soldiers get the perilous task of carrying the DC right up
to the building occupied by the Germans, placing it next to the building, and then running like heck to get away
before it detonates.
So why is throwing a DC forbidden in the ASLSK rules? Wouldnt that be easier and safer? Easier... yes; safer...
no. The problem is that the blast radius of a DC is much greater than the distance any soldier can throw it, so a
thrown DC attacks both the target (with less effectiveness than a placed DC) and the throwing unit. Its entirely
possible to blow yourself up and leave the target unharmed (I speak from bitter experience here!). Throwing
a DC is an act of desperation. Placing a DC is the most common method of using a DC, so it is the only one
allowed in the ASLSK rules.
If the Germans fire on every unit as it moves adjacent to them, as they did in the previous battle, they will have
four Final Protective Fire (FPF) shots when the squad with the DC, assisted by the 80 leader, Assault Moves
into the smoke hex and attempts to place the DC in zF5. The 2 MF that must be spent to place the DC will give
the Germans the two extra FPF shots, but lets assume that all four FPF shots have no effect. In the AFPh, the
resulting DC attack will be a 30/+3 (+3 TEM DRM for the stone building).
The Breakdown Number of the DC will be 10 instead of 12, because the American squad is not an Elite unit. So
on a DR of 10 or more, the DC will be a dud, but on a DR of 9 or less the Germans will suffer at least a 1MC, and
could possibly suffer a 1KIA on a DR of 2. This could well be a game-winning attack for the Americans, so the
German player will want to use a different defensive fire scheme...
25
Support Weapons
Figure 2.2: American first move; placing smoke in zF6 by the squad in zF7 and consecutive movement to zE6
2.2.1
Rally Phase
No activity.
2.2.2
No activity.
2.2.3
2.2.3.1
Movement Phase
The First Move
The squad in zF7 spends 2 MF to place smoke in zF6, and succeeds with a smoke dr of 3. Place a +2 Smoke
counter in zF6. The Germans decline to fire.
The squad then spends 1 MF to enter zE7, and again the Germans decline to fire.
The squad then spends its final MF to enter zE6, and again the Germans decline to fire... turning down an 8/3
shot against an adjacent attacker!
2.2.3.2
The squad in zH6 spends 2 MF to place smoke in zG6, and fails on a smoke dr of 5. The Germans decline to fire.
The squad then moves into zG6, and again the Germans decline to fire at an adjacent enemy squad.
Whats going on here? The German player has decided that the squad with the DC is the greatest threat, so he is
holding his fire in order to put maximum firepower on the DC squad. The American player, on the other hand,
is going to move the DC squad last of all, because he wants to tempt the Germans into firing early.
The analysis of this situation, assuming that all DRs are 7s (neutral luck), goes like this: if the Germans fire as
they did in the previous battle, breaking the first two squads but failing to break or pin the third squad, the DC
attack will result in a 2MC (DR 7 + 3 TEM is 10 on the 30 FP column of the IFT). Both German units will roll a 9
(DR 7 + 2) for their Morale Checks (MC), which will pin the 91 leader and break the 4-6-7 squad. The broken
squad will rout away, and the Americans will win when they kill the pinned leader with a 6-1 (7 FP vs 1 FP) Close
Combat (CC) attack (DR 7 is less than the CC Kill Number of 10).
26
Figure 2.3: American second move; attempted smoke in zG6 by the squad in zH6 and consecutive movement
to zG6
But, if the Germans concentrate all of their fire on the DC squad and break or pin it, preventing it from using the
DC, the Germans will instead be hit with two 7 FP AFPh attacks from the first two American squads resulting
in no effect (DR 7 + 3 TEM on the 6 FP column of the IFT). Then those two American squads will advance into
the German hex to initiate CC, and (assuming no ambush occurs) the American CC attack will be at 2-1 odds
(12 FP vs 5 FP). A DR of 7 will match the 2-1 CC Kill Number of 7, and the resulting Casualty Reduction of one
of the German units will not eliminate all of the German defenders, so the Americans lose.
Thus it is clear that DC is the greatest threat to the Germans, and that they will increase their chances of winning
by concentrating all of their fire on the DC squad.
Now, dont be misled by the above analysis... playing ASL/ASLSK does not normally involve making such detailed analyses of situations on every single turn. A veteran player would take one look at our situation here and
immediately identify the DC as the biggest threat to the Germans, just on the basis of his past game experience,
with no analysis required. As you gain experience in playing ASLSK, you will increase your ability to take in a
complicated situation at a glance and immediately know what move you want to make.
2.2.3.3
The American player announces that the squad and leader in zG7 will move together as a stack, and use Assault
Movement. The stack spends 2 MF to enter zF6.
The presence of the 80 leader provides both a benefit and a risk to the Americans. The benefit, of course, is the
additional 2 MF that the squad gets when accompanied by a leader. The risk is that, if the 80 leader breaks, the
squad will have to take a Leader Loss Task Check (LLTC, rule 3.2.1) which could leave it pinned and unable to
place the DC. So the American player is hoping that both the squad and the leader can withstand the German
defensive fire.
The Germans now announce a Defensive First Fire. The FP is 4, doubled to 8 because of Point Blank Fire (PBF).
The DRMs are 1 for the German 91 leader and +2 for the smoke (the smoke cancels FFMO, and Assault
Movement cancels FFNAM). So the shot is an 8/+1. The DR is 6, which results in a 1MC (7 on the 8 column of
the IFT).
The 80 leader passes his 1MC with a DR of 6 (6 + 1 is less than his Morale of 8). The squad rolls a DR of 5 and
is pinned (5 + 1 equals their Morale of 6). Place a First Fire counter on the German stack, place a Pin counter
on top of the American squad, but under the 80 leader, to show that the squad is pinned but the leader is not,
and place a 4 Residual FP counter on top of the American stack.
27
Support Weapons
The Germans could now take a second shot, this time as Subsequent First Fire, because the American stack
expended 2 MF to enter zG6, but they decline to do so. With the DC squad safely pinned, their concern now is
with the first two American squads.
This ends the MPh, as the 80 leader can do nothing useful with his remaining 3 MF (remember that he must
limit his MF expenditure to 5 MF or less because he is using Assault Movement). Remove the Smoke and
Residual FP counters.
2.2.4
The Germans are marked with a First Fire counter, so they can only fire at an adjacent target with one-half of
their normal FP. They choose to fire at the American squad in zE6.
The FP is 4, cut in half to 2, doubled back to 4 by PBF, with a 1 DRM from the German leader (FFMO and
FFNAM never apply in the DFPh), so the shot is 4/1.
The DR is 6, which is a 1MC (5 on the 4 FP column). The American squad fails its MC with a roll of 6 (6 + 1 is
greater than its Morale of 6), so it is flipped over to its broken side and a DM counter is placed on top of it. Flip
the First Fire counter over to the Final Fire side.
No other defensive fire is possible, so the DFPh is over. Remove the Final Fire counter.
2.2.5
Remember that all shots taken in the AFPh are at one-half of their normal FP.
The squad in zG6 has 7 FP (6 FP, cut in half to 3, doubled back to 6 by PBF, +1 for Assault Fire bonus) and the
pinned squad in zF6 has 4 FP (6 FP, cut in half to 3, cut in half to 1.5 because of the pin, doubled to 3 by PBF, +1
Assault Fire bonus). They will form a FG to attack at 8/+3 (11 FP and a +3 TEM DRM). The DR is 7, which has
no effect (10 on the 8 FP column).
2.2.6
Rout Phase
The broken American squad routs to zC7 via zD6. It must rout to zD6, as that is its only legal rout destination.
It could stop there, or continue to rout to zC7, zB6, or zB7.
28
Figure 2.6: American Advance Phase; the American squad in zG6 and leader in zF6 move to zF5
2.2.7
Advance Phase
The American squad in zG6 advances into the German-occupied hex zF5, followed by the 80 leader in zF6.
The pinned squad in zF6 may not advance. Place a CC counter on zF5. The order in which these two units
move is not important, as there is never any defensive fire in the APh, and ambush is not checked until the start
of the CCPh.
2.2.8
The American ambush dr is 4. The German ambush dr is 2, but the Germans also get a 1 drm from their
91 leader, so their final ambush dr is 1. This is 3 less than the American ambush dr, so the Germans have
ambushed the Americans and will attack first.
The American player declares that his 80 leader will be attacking with the 6-6-6 squad, so both American
units will defend together and cannot be attacked separately. If the Americans wanted their leader to attack
by himself, then the Germans would have the option of attacking the squad alone, the leader alone, or both
squad and leader together... so the American player must declare whether or not his leader will be making a
combined attack with the squad, even though the Germans will attack first because of their ambush.
The German CC attack will be 5 FP vs 7 FP, which is 1-2 odds, with a 2 DRM (1 leadership, 1 ambush). The
DR is 10, which is reduced to 8, but that is greater than the 1-2 CC Kill Number of 4, so the German attack has
no effect. If the German attack had been successful, the results would have been applied before the American
CC attack, because of the ambush. Had the Germans eliminated the American units, there would have been
no American CC attack at all.
The American CC attack will be 7 FP vs 5 FP, which is 1-1 odds, with a +1 DRM because they were ambushed.
The DR is 7, which is increased to 8, and that is greater than the 1-1 CC Kill Number of 5, so their attack also
has no effect.
Flip the CC counter over so that it becomes a Melee counter, remove the Pin counter, and the turn is over. If the
scenario were to continue, the units in zF5 would have to continue to battle each other in CC each turn, but all
subsequent CC attacks would be simultaneous and without the ambush DRMs, because the ambush condition
ceases once the Melee counter is placed on the hex.
The Americans have lost once again, because they did not capture zF5 by the end of the turn.
That makes three losses in a row now. Are these Germans simply unbeatable? Why didnt the DC make more of
a difference?
29
Support Weapons
Well, the DC didnt change the outcome of the battle because the Americans didnt use it effectively! The Americans can make one tiny change in their set-up that will completely change the way this scenario plays out.
This battle showed the obvious way to use a DC... now lets look at a better way.
Reset all of the units to their starting hexes. In zG7, we have a stack consisting of (from the bottom up) a 6-6-6
squad, a DC, and the 80 leader. Change this stack so that it is: squad, leader, DC... so the DC is on top of the
80 leader, which means that he is the one carrying it, and not the squad.
A DC can be legally carried, and placed, by a leader, and his IPC of one PP is enough to carry the 1PP DC with
no penalty to his movement. What does giving the DC to the leader accomplish?
All leaders are Elite (rule 1.2.1), so the DCs Breakdown Number remains 12, instead of the 10 it has if a
non-Elite squad uses it.
The leaders Morale is 8, instead of the squads 6, so he is going to be much tougher for the Germans to
break or pin.
With the leader handling the DC, there is no need for him to move along with the squad... the third
squad can now move into zF6 before the leader moves, so the German player is probably going to have to
hold his fire while all three American squads move adjacent to him, in order to have maximum firepower
available to stop the DC. The German player will not be having fun at this point!
On the map, this situation would be (assuming the same smoke drs as previously): 6-6-6 squad in zE6, 6-6-6
squad and +2 Smoke in zF6, 6-6-6 squad in zG6, 80 leader and DC in zG7, ready to start his movement. The
Rule of 7 suggests that, if the leader Assault Moves into the smoke, the Germans are going to need some luck to
stop him from placing that DC: their best shot will be an 8/+1, so a DR 7 is a NMC which the leader will pass
with a MC DR of 7. Their Subsequent First Fire and FPF shots will be 4/+1 which will have no effect on DRs of
7.
If those three squads remain unbroken and unpinned, they will form a FG to hit the Germans with a 20/+3
Advancing Fire shot (7 FP each), and if that has no effect they will still have a CC attack at 3-1 odds (18FP vs 5
FP) where a DR of 7 or less will eliminate the German defenders. Thus the Americans now have an excellent
chance of winning this scenario, even if the Germans are able to prevent the 80 leader from placing the DC.
And all because we made one small change in the American set-up!
It is often better to let a leader handle a DC, especially for the Americans and the Italians, whose squads have
low Morale ratings. And a leader with a Morale of 9 or 10 carrying a DC is a terrifying sight to any defender.
Placing a DC is a dangerous operation, and you may be reluctant to have a valuable leader exposed to the kind
of defensive fire that a DC attracts... but remember that nothing forces you to use a DC. As we have seen here,
the mere threat of a DC is enough to make a defender pass up defensive fire shots that would normally be
devastating. If you dont actually use a DC, you can continue to threaten the defender with it in future turns.
Sometimes, the best way to use a DC is to not use it at all!
A DC attacks in the AFPh at full FP because it is an instantaneous attack that is not reduced in effectiveness by
movement of the placing unit. This ability to attack at full FP in the AFPh is one of the many traits it shares with
the next support weapon we will look at: the flamethrower.
2.3
A flamethrower (FT) is a powerful weapon that will terrify any defender. It can fire in the AFPh at full FP, just
like the DC does, because a short burst is usually all that is necessary, and careful aiming is not required.
A FT also ignores all TEM DRMs! A stone building, for example, normally has a TEM of +3, and its stone walls
cant be harmed by a FT... but the burning liquid fuel will pour through any open window or door and quickly
turn the interior of the building into an inferno.
The front of the FT counter shows 24-1 in large bold numbers. The 24 is the FTs FP, and the 1 is the FTs
normal range (PBF does not apply to a FT). A FT can also make a long range attack at a range of 2 hexes with 12
FP.
30
Support Weapons
DR of 7... a shot that would be nearly impossible for the Germans to withstand.
I think it comes down to a judgment call as to how much risk the American player is willing to take. The 24 FP
shot would be awesome, but theres no guarantee that hell successfully get into position to take it. The 12 FP
shot is guaranteed to occur, but it might not have any effect.
Id go for the 24 FP shot in the AFPh, myself, if only because I want to put as much pressure on the defender as
I possibly can. And, win or lose, it would be much more fun to play it that way!
2.4
Game or Simulation?
ASL is widely regarded as being one of the most realistic wargames ever designed... but what about the situations discussed above? Would the German defenders really just sit around and do nothing while the
American troops calmly walk up to their building only to open up with everything theyve got when the guy
carrying the DC/FT finally appears?
First, remember that moving units one at a time is just an abstraction that makes the game playable. In reality,
all of the American forces would be moving at once, and the Germans would start firing on them as soon as
they started moving, but, upon seeing the DC/FT coming their way, they would concentrate their fire in that
direction.
ASL is a design for effect game, rather than a rigorous simulation. A simulation will try to use the most realistic
game mechanics possible, but such games can sometimes be tedious to play as a result. A design for effect game
will use abstracted game mechanics to keep the gameplay fast and easy, as long as the results of each turn are
reasonably realistic. That is the situation here: without a DC or FT, the Americans are unlikely to capture that
building, and they will often suffer more casualties than the defenders when they do capture it. This is a realistic
result for this situation, regardless of how gamey the actual moves may have seemed.
This, I think, is a major part of the reason for ASLs success. It contains more historical detail than any other
competing WWII tactical game system a wealth of detail that can seem almost overwhelming at times but
it uses many abstractions to incorporate all of that detail while still keeping the game playable and fun. And, in
the process, it generates very realistic results.
2.5
By far the most common SW in ASL is the Machine Gun (MG). MGs come in three types: light Machine Gun
(LMG), medium Machine Gun (MMG), and heavy Machine Gun (HMG). As you compare these types, moving
from light to medium to heavy, you see increased FP, increased range, more weight (higher PP numbers), and
higher Rate of Fire (ROF) numbers.
MG counters show their FP, range, and PP number just like the DC/FT counters do. Some models may have a
Breakdown Number printed on them, such as B11, but if no Breakdown Number is present they are assumed
to have a B12. The B prefix means that, unlike the DC and the FT, when a MG breaks down it can possibly
be repaired and used again. When a MG does malfunction it is flipped over so that the R (repair) and X
(permanent breakdown) dr numbers are visible.
The main difference from the DC/FT counters is the boxed ROF number, which signifies that these weapons
may be able to fire multiple times in a single fire phase, without penalty.
Unlike DCs and FTs, MGs are usually assigned to squads rather than leaders. When a MG is fired by a leader
it is limited to Area Fire (FP halved), the leaders Leadership Modifier cannot be used to assist anybody, and a
MMG or HMG possessed by a leader is going to really slow him down, since he only has an IPC of one PP. Note
also that MGs do not suffer a reduction in their Breakdown Number when they used by a non-Elite unit.
MGs are excellent defensive weapons that will pose many problems for attacking troops that are facing them.
They are less useful on offense because MMGs and HMGs cannot fire in the AFPh if they have moved that turn.
MGs also enable you to concentrate a tremendous amount of FP in a single stack, which is important when you
32
Figure 2.8: Example set up with Flame Thrower (FT), Medium Machine Gun (MMG) and Heavy Machine Gun
(HMG)
have a good leader. For example, if the Americans stack three 6-6-6 squads with a 92 leader and fire at a stone
building, the shot is 16/+1, but if each of those three squads also has a 4-10 MMG, the shot becomes 30/+1...
a tremendous shot that is roughly equivalent to firing a FT from an adjacent hex, but this shot could be taken
from up to six hexes away from the target.
Lets return to our tactical situation one final time, adding some MGs to the forces involved to see how they
change the game play.
zF5: German 41 -6-7, 5-12 MMG, 91
zF7: US 63 -6-6
zG7: US 63 -6-6, 80, FT
zH6: US 63 -6-6
zJ5: US 63 -6-6, 8-16 HMG
2.5.1
Rally Phase
No activity.
2.5.2
The squad in zJ5 will fire on the Germans in zF5 using the HMG and its own inherent FP, for a total of 14 FP. The
shot is 12/+3, and the DR is 5 (colored dr is 2) resulting in a 1MC (8 on the 12 FP column).
The 91 leader passes his MC with a DR of 7 (7 + 1 is less than his Morale of 9). The 4-6-7 squad passes their
MC with a DR of 4 (4 + 1 1 is less than their Morale of 7).
The HMG has a ROF of 3, so it has the chance to shoot again because the colored die in the original IFT DR was
3 or less. Place a Prep Fire counter on top of the squad in zJ5, but under the HMG. Strictly speaking, both the
squad and the HMG should be marked with the Prep Fire counter, but it is a universal convention among ASL
players that when a weapon retains ROF it is not marked until it either loses ROF, or the end of the Prep Fire
Phase is reached.
The HMG now shoots again. The shot is 8/+3, and the DR is 8 (colored dr is 5) resulting in no effect (11 on the 8
FP column). The HMG has now lost ROF and cannot shoot any more, because the colored die was greater than
3. Move the Prep Fire counter to the top of the stack.
33
Support Weapons
Figure 2.9: American Prep Fire Phase; The American squad in zJ5 has fired on the Germans in zF5 with the
squads inherent firepower and the HMG without effect
The potential for MGs to fire multiple times if they retain ROF, especially with the powerful HMGs that have a
50% chance of getting another shot (ROF 3), recreates the ability of a MG to fire a large number of bullets at
multiple targets in a short period of time. In particular, infantry attacking over Open Ground can take heavy
casualties if even a single defending MG retains ROF a few times.
You can think of a MG that retains ROF as one that scored some hits in only a short burst, leaving it time to fire
again or even engage a different target. A MG that fires and does not retain ROF was less successful, so it had
to fire throughout the entire fire phase in order to score some hits on its target.
The Americans decline to fire their FT in the Prep Fire Phase.
2.5.3
Movement Phase
Note that if the squad in zJ5 had elected to move instead of Prep Fire, it would only have had 2 MF to spend,
because the 5PP weight of the HMG exceeds the squads IPC by 2 (they lose 1 MF for each PP over 3). To have
had more than 2 MF to spend, the squad would have to either declare Double Time movement, or they would
have to abandon the HMG.
2.5.3.1
The squad in zF7 spends 2 MF to place smoke grenades in zF6, and succeeds on a dr of 1. Place a +2 Smoke
counter in zF6. They then spend 1 MF to enter zE7, and their final MF to enter zE6, at which point the Germans
announce a Defensive Fire shot.
The German player is in a tough spot: he knows he will probably lose if that American FT is able to attack in the
AFPh, but he also doesnt like his chances if three American squads advance in for CC. So he is going to take a
chance and fire the MMG only, with the 91 leader directing, in a First Fire attack on the squad entering zE6.
Hes hoping that the MMG breaks or pins the American squad and retains its ROF.
The MMGs 5 FP is doubled to 10 FP by PBF, so the shot is 8/3 (1 leadership, 1 FFMO, 1 FFNAM). The DR
is 3 (colored dr is 1) resulting in a 3KIA! The American squad is completely eliminated, and, since the MMG
retained its ROF, it is not marked with a First Fire counter. Remove the American squad. Normally a 4 Residual
FP counter would now be placed in zE6, but, because the MMG retained its ROF, no Residual FP is placed at all
(short successful burst = no Residual FP).
34
Figure 2.10: The Americans first move; the American squad in zF7 places smoke in zF6 and move to zE6 through
zE7
The German player has the option to voluntarily lose ROF on the MMG, in spite of the colored dr, by putting a
First Fire counter on it, in which case he would place the 4 Residual FP counter in zE6... but, of course, he does
not want to do this. His concern now is stopping the FT, rather than preventing anyone else from entering zE6.
2.5.3.2
The squad in zH6 spends 2 MF to place smoke grenades in zG6, but the dr is 6. Not only does the smoke
placement attempt fail, but the squad must immediately end its move and remain in zH6.
ASL is often criticized for unrealistically giving players too much control over their troops which is true
enough but events such as cowering, SW breakdowns, and rolling a dr 6 on smoke placement attempts insure
that there are unexpected things that can happen that will mess up even the best plans. So while ASL/ASLSK
may fall short of recreating the true chaos and uncertainty of a WWII battlefield, those elements are present,
and are handled in a way that does not decrease the playability of the game.
2.5.3.3
Now its the American player who is in a tough spot. With one squad eliminated, and a second one unable to
move, only one squad remains. Why is this a problem? The Americans must control zF5 to win, and only a
Multi-Man Counter (MMC) can gain control of a hex (a leader can prevent an opponent from gaining control
of a hex, but he cannot capture a hex by himself ). So the last American squad must move adjacent to zF5, and
must remain unbroken and unpinned, for the Americans to have any chance of winning.
The squad in zG7 announces that it will use Assault Movement, and spends 2 MF to enter zF6.
The German player, realizing that the Morale 6 squad will be an easier target than the Morale 8 leader with the
FT, declares a First Fire shot against it. If this squad breaks or pins, it wont matter what the FT does, because
the Americans will have no squad left to take control of zF5 and win the game.
The Germans fire using both the 4-6-7 squad and the MMG. The 91 leader cannot assist this shot with his
Leadership Modifier. Once a leader uses his Leadership Modifier to assist a shot in a player turn, he cannot
then assist any other firing units/SW for the rest of that player turn. The 91 leader already assisted the MMG
by itself in the previous First Fire shot, so for the remainder of the player turn he can assist only that MMG, and
only when it attacks by itself.
35
Support Weapons
Figure 2.11: The Americans third move; the American squad in zG7 assault moves to zF6 where it receives a
First Fire from the Germans.
The squad and MMG have a total of 9 FP, which is doubled to 18 FP by PBF. So the shot will be 16/+2 (+2 smoke,
no leadership, smoke cancels FFMO, Assault Movement cancels FFNAM). The DR is 12. This is a doubles roll
(6,6) that causes the Germans to cower because there is no leader to prevent it. The shot is thus resolved on
the 12 FP column of the IFT, where 14 has no effect. In addition, 12 is the Breakdown Number for the MMG,
so it malfunctions and is flipped over. The MMG will not be able to fire again until it is repaired. And finally,
because the attack cowered, the squad is marked with a Final Fire counter rather than a First Fire counter.
The Residual FP will be calculated using only the squads FP, because a malfunctioned MG cannot leave any
Residual FP. So the squads 4 FP, doubled to 8 FP by PBF, would have been on the 8 FP column, shifting one
column left for cowering gives the 6 FP column, half of 6 is 3, and the largest Residual FP counter that is equal
to or less than 3 is 2, so a 2 Residual FP counter is placed in zF6.
Why didnt the Germans hold their fire? If they had declined this shot and waited instead until the DFPh to
fire on this last American squad, the shot would have been 16/+0, rather than 16/+2, because the +2 Smoke
counter is removed at the end of the MPh. This would have been a much better attack, but it also would have
been an all-or-nothing attack: they would have only made one full power attack on the squad, and no attacks
at all on the leader/FT (unless the MMG retains ROF).
But the Germans fired here because they were hoping to fire twice: a First Fire shot followed by a Subsequent
First Fire shot (the American squad spent 2 MF to enter the hex, so two shots are allowed). But the unexpected
breakdown of the MMG, and the cowering of the squad, has completely ruined the German plan.
The Germans are still able to fire again, although this second shot will now be a Final Protective Fire (FPF) shot
because the German squad is already marked with a Final Fire counter. Theres no question as to whether or
not the Germans should take this shot: facing a high probability of an American victory, the Germans will take
every shot they can get... and hope for a miracle.
The FPF shot is 2 FP, doubled to 4 FP by PBF, with a +2 DRM from the smoke, and no leadership. The DR for the
4/+2 shot is 6, resulting in no effect (8 on the 4 FP column). The DR is also a NMC roll for the German squad,
which it passes (6 is less than its Morale of 7).
2.5.3.4
The leader/FT in zG7 now has an interesting decision to make: should he Assault Move into zF6 or zG6? The
Smoke counter in zF6 will provide more protection from the FPF shots that the desperate Germans will surely
take, but moving there will expose him to two FPF attacks and an additional attack from the Residual FP (rule
3.3, 3.31, or 3.3.5 in the rulebook of ASLSK #1, #2 or #3 respectively) that is already present. Heres the analysis:
36
Figure 2.12: The Americans fourth move; the American leader/FT Assault Moves to zF6 and receives RFP. The
German squad resorts to FPF.
zF6, 2 MF to enter
RFP: 2/+1 (+2 Smoke, 1 FT) no effect on DR 7
FPF: 4/+1 (+2 Smoke, 1 FT) no effect on DR 7
FPF: 4/+1 (+2 Smoke, 1 FT) no effect on DR 7
zG6, 1 MF to enter
FPF: 4/2 (1 FFMO, 1 FT) 1MC on DR 7
The choice appears obvious. The protective value of the +2 Smoke counter is worth taking the risk of three
attacks, especially since two of those three attacks require the German squad to take a NMC as well.
The leader/FT declares Assault Movement and expends 2MF to enter zF6. The defensive attacks will not affect
the squad that is already in zF6, because Defensive First Fire attacks only affect the moving unit(s) that triggered
them.
The Residual FP always attacks first. The 2/+1 shot has a DR of 6, resulting in no effect (7 on the 2 FP column).
The first FPF shot at 4/+1 has a DR of 7, resulting in no effect but the German squad is pinned because the 7
is also a NMC DR for them (7 equals their Morale of 7). Place a Pin counter on top of the German squad, but
under the 91 leader.
The stack in zF5 now looks like this, from the bottom up: 4-6-7 squad, malfunctioned MMG, Pin, Final Fire,
91.
The German squads FP will now be halved again for the second FPF shot, because they are pinned. So, 4 FP
halved to 2 FP for FPF, halved to 1 FP for pinned, doubled to 2 FP for PBF, and +1 DRM for smoke and FT.
The second FPF shot at 2/+1 has a DR of 9, resulting in no effect, but the German squad is broken (9 is greater
than its Morale of 7). Flip the German squad over to it broken side, remove the Pin counter and replace it with
a DM counter.
Remove the Smoke counter and the Residual FP counters.
2.5.4
Support Weapons
Figure 2.13: American Advancing Fire Phase; The 80 leader fires the FT at zF5. Squad and MMG are destroyed.
2.5.5
The 80 leader fires the FT at zF5. The attack is 24/+0, and the DR is 4, resulting in a 1KIA. The broken German
squad is randomly selected to suffer the KIA, and the 91 leader is broken.
Remove the German squad, flip the 91 leader to his broken side and put the DM counter on top of him. A
subsequent dr of 1 on the 24 FP column of the IFT results in another KIA, so the malfunctioned MMG that was
possessed by the eliminated German squad is also destroyed and removed (rule 4.0, 3rd paragraph).
At this point, the German player concedes. His broken leader must rout away in the RtPh, and then the American squad will advance into zF5, capturing the hex to win the scenario.
38
Chapter 3
Infantry in Battle
This chapter assumes that the reader has read, and understood, the previous chapters. Rules and concepts
discussed in the earlier chapters will be used here with little or no explanation.
In this chapter I will present a small battle between the Germans, attacking with six squads, and the Russians,
defending with four squads. The focus this time is on illustrating how a typical ASLSK scenario flows, rather
than introducing new rules or units. The previous examples featured a close-range assault on a building, where
manoeuvring was more important than Prep Fire. This battle will start off at much longer ranges, and Prep Fire
will be critical. In addition, this battle will last several turns, so routing and rallying will be demonstrated in
more detail.
I need to point out that, while I may have a reasonable understanding of the ASLSK rules (one would hope so,
anyway, if Im writing tutorials!), I am by no means an expert ASL player. The Russian defense plan that Im
going to use is almost certainly not the best defense possible, and the German attack plan may be less than
optimal as well. These plans are sufficient for the purpose of this chapter, which is simply to demonstrate the
ASLSK rules in action, but you may well notice ways in which they may be improved. I hope, however, that this
battle will be a typical example of the kind of game you might see between players of average skill levels.
3.1
The Set-Up
Infantry in Battle
3.2
There are two common dictates concerning proper play that you will encounter over and over when reading
about ASL:
(A) Dont stack!
(B) Attacking units should move instead of using Prep Fire.
I disagree with both of these... not because they are incorrect, but rather because they are often presented as
absolute truths, which I think teaches the wrong lessons to a beginner reading them.
In the case of (A), simply saying dont stack implies that stacking is always bad... but I suspect that there are
relatively few infantry scenarios that can be won without the use of stacking. Stacking is a powerful technique,
and a common one, that does indeed also increase your vulnerability. To be a good player, you will need to
understand when and how to use stacking. I would rephrase (A) as:
(A) Stack only when you have a valid reason to do so.
The drawback with stacking is that it multiplies the effectiveness of your opponents attacks. For example, if
your opponent rolls a 1MC against a single squad, only one Morale Check is made; but if that 1MC is rolled
against a stack of three squads, then three Morale Checks will be made... essentially tripling the effectiveness
of the attack.
The second dictate (B) comes from the observation that beginners usually spend too much time Prep Firing
instead of moving, which is probably true. And this is understandable: Prep Fire comes first in the Sequence of
Play, so a beginner will fire away without stopping to think about who might need to move later. But the actual
relative importance of manoeuvre vs Prep Fire is highly dependent upon the scenario being played, so to imply
that manoeuvre is always more important is wrong. I would rephrase (B) as:
(B) Think about moving before you think about Prep Firing.
If you decide who needs to move before you start Prep Firing, then you will avoid having too many units firing
and not enough units moving. In the previous battles weve looked at, Prep Fire was ineffective, and the use of
40
manoeuvre was critical for the attacker to have a chance of winning. In the battle featured here, the attackers
will have to use Prep Fire to blast their way to the objective.
3.3
Set-Up Analysis
This battle will be dominated by the wide open space that the Germans must cross to reach their objective
(remember that the grainfields are out of season and do not exist). With no cover, and low Smoke Exponent
numbers, the Germans will be slaughtered if they try to simply charge across that Open Ground.
One key for the Russian defense is to keep the Germans out of the stone buildings in yZ7-yZ8-yZ9 for as long as
possible, as those would be excellent positions to use in attacking yV6 and yW6. The Russians have therefore
placed the bulk of their defensive forces in yZ7. This gives the Russians a basic 12/1 shot that will dominate
most of the battlefield. Note that the 1 leader will cancel the +1 TEM of the woods hexes, so this stack will fire
on Germans in woods hexes as if they were in Open Ground (a 12/+0 shot). Stacking does make the Russians
more vulnerable, but the Russians are hoping that the +3 TEM of the stone building, and the 1 leader, will
counter that vulnerability.
The Russian 70 leader is set-up out of LOS to serve as a rally point for the squad in yW6. If he was stacked with
the squad, they would not run the risk of cowering, but the Russians do not want to take a chance that he might
break. He needs to be available to rally that squad quickly so that they can fall back to yU6 for the final defense
of the objective.
The squad in yU3 is probably a mistake: its isolated with no safe rout path, and is far away from where the
Germans will appear. But, it is in position to cover the Open Ground even if the other Russian defenders break
or fall back, and if the Germans ignore it, it may be able to run over to yU6 later.
The Russians, then, are using a forward defense. They are going to deny the Germans any easy approach to the
objective and instead force them to sit in the woods hexes and shoot. The idea is that each turn the Germans
spend shooting is a turn that they dont get any closer to the objective. The Russians dont have to kill German
units to win... they just have to delay them long enough that they run out of time. (Remember that, even
though there is no time limit in effect for this playing, in a regular game the Germans would only have a limited
number of turns in which to capture their objective.)
The most striking feature of the German set-up is the huge stack in yDD3. ASL players call such a stack a kill
stack since its purpose is to kill (or at least break) enemy units. With a 2 leader directing 20 FP, this kill stack
is the perfect tool for cracking tough defensive positions in stone buildings. But this power comes at a cost: if
the Russians can get a lucky hit on the stack, the German attack can unravel very quickly. The Germans must
make maximum use of this kill stack, while, at the same time, minimizing its exposure to Russian attacks.
3.3.1
3.3.1.1
German Turn 1
Rally Phase
No activity.
3.3.1.2
Movement Phase
Infantry in Battle
Why didnt the other German units use Assault Movement to enter the tree line? By waiting until the Advance
Phase (APh) to enter the tree line, the Germans will make the Russians waste their first Defensive Fire Phase
(DFPh). Remember, they dont want to give the Russians any free shots at their kill stack.
Avoiding the Russian defensive fire also means that the Germans will not be able to make any advancing fire
attacks... but the kill stack would only have had 7.5 FP for such an AFPh attack (one-half FP, no ROF possible,
and the MMG could not fire because it moved).
3.3.1.4
Rout Phase
No activity.
3.3.1.7
Advance Phase
No activity.
3.3.2
3.3.2.1
Russian Turn 1
Rally Phase
No activity.
3.3.2.2
First shot The squad in yU3 fires at yCC6. The range is 8 hexes, which is the maximum range for this squad
(normal range: 4 hexes, long range: 4 x 2 = 8 hexes). The shot is 2/+1 (4 FP cut in half for long range, +1 TEM
for the woods hex).
42
The DR is 4 and doubles (2,2) which causes the squad to cower, so the attack will shift one column to the left
and use the 1 FP column, where the result is a PTC.
The German squads PTC DR is 5, so they are not pinned. Put a Prep Fire counter on yU3.
Second shot The Russian stack in yZ7 must now decide which target to shoot at. The German squad in yCC6
could be attacked with full FP, or the German kill stack could be attacked with the Russian squads firing at half
FP because of the long range.
The presence of the 92 leader makes the kill stack a very tough target... but it is also the biggest threat to the
Russians, so the Russian stack in yZ7 fires at yCC4. The shot is 8/+0 (8 FP cut in half for long range, 4 FP MMG,
1 leadership, +1 TEM).
The DR is 4 (colored dr 3), resulting in a 2MC.
The 92s Morale Check (MC) DR is 6, resulting no effect (6 + 2 is less than 9). The three squads will now each
receive a 2 DRM from the 92 leader. This Leadership Modifier cancels out the +2 DRM from the 2MC IFT
result, so each squad will make an unmodified MC DR.
The MMG/4-6-8s MC DR is 5, resulting in no effect.
The LMG/4-6-7s MC DR is 9, so it breaks and is flipped over to its broken side.
The final 4-6-7s MC DR is 8, so it also breaks and is flipped over to its broken side.
Place a DM counter above the two broken squads, and place a Prep Fire counter on yZ7. The Russian MMG did
not retain ROF, because the colored dr was greater than 2, so it cannot fire again.
The Russian stack rolled up a great Prep Fire shot, but the German kill stack managed to survive it in fairly good
shape, with the 92 leader unharmed and just a couple of broken squads. The German attack has received a
setback, but it has not been stopped.
43
Infantry in Battle
3.3.2.3
Movement Phase
The Russian squad/LMG in yW6 declares Assault Movement and spends 2 MF to enter yV6. The Germans
decline to fire.
3.3.2.4
First shot The 4-6-8/MMG/92 in yCC4 fires at yZ7 (the broken units cannot fire). The shot is 8/+1 (9 FP, 2
leader, +3 TEM), and the DR is 11 (colored dr is 5), resulting in no effect and no ROF. Place a Final Fire counter
on yCC4.
The stack in yCC4 now looks like this, from the bottom up: broken 4-6-7, broken 4-6-7, LMG, DM, 4-6-8, MMG,
92, Final Fire
Second shot The 4-6-7/LMG/81 in yBB2 fires at yZ7. The shot is 6/+2 (7 FP, 1 leader, +3 TEM), and the DR
is 6 (colored dr is 3), resulting in a PTC and no ROF.
The Russian 81 leaders PTC DR is 8, resulting in no effect. The 1 Leadership Modifier will now be applied to
both squads PTC rolls.
The MMG/4-4-7s PTC DR is 6, resulting in no effect.
The 4-4-7s PTC DR is 7, resulting in no effect.
Place a Final Fire counter on yBB2.
Third shot
The 4-6-7 in yCC3 fires at yZ7. The shot is 4/+3, and the DR is 5, resulting in no effect.
The 4-6-7 in yCC6 fires at yZ7. The shot is 4/+3, and the DR is 7, resulting in no effect.
Rout Phase
they will always be under a DM counter. Its possible that they may never rally under these conditions, and
the Germans cant get an effective kill stack if broken squads are present, because of the stacking limit of three
squads per hex, so the broken squads will rout away.
The broken squads must rout to the nearest woods or building hex that is a legal rout destination. The closest
such hexes are yCC3 and yCC5, both 2 MF away.
They cannot rout to yCC5, because they would be moving closer to the known Russian units in yZ7.
yCC3 is a legal rout destination, but the Germans may choose to ignore it because it is no further away from
the Russians in yU3 than their present hex. Normally, the Germans would ignore yCC3, because routing to that
hex would leave the broken units in the LOS of Russian units, but, in this case it will work OK, so the German
player announces that yCC3 will be his rout destination.
The broken units must rout one at a time. The 92 leader could choose to accompany either broken squad, but
he will not do so... the Germans need to use his 2 leadership DRM to direct shots against the Russians rather
than to rally broken units.
All routing units (except wounded leaders) have 6 MF to use. The broken 4-6-7/LMG will rout first. It expends 2
MF to enter yCC3. There is no interdiction because this hex is not Open Ground. The broken unit has reached
its rout destination, so it must stop there... unless it can enter an adjacent woods or building hex. Once a
broken unit reaches cover, in the form or a woods or building hex, it will not move back out into the open, but
it may continue to move into other adjacent cover hexes. This is why yCC3 works as a rout destination, even
though it is in the LOS of Russian units: the broken unit can now spend an additional 2 MF to enter yCC2,
which is not in the LOS of any Russian unit.
The other broken 4-6-7 now expends 4 MF to also rout to yCC3-yCC2. Both broken squads are now in a safe
hex that cannot be fired upon by the Russians, and they are adjacent to a leader who will eventually be able to
move in and assist them in rallying. The DM counter moves along with the broken units as they rout.
3.3.2.7
Advance Phase
No activity.
45
Infantry in Battle
3.3.2.9
Turn 1 Summary
The German attack is off to a shaky start, and the Russians are holding firm.
3.3.3
3.3.3.1
German Turn 2
Rally Phase
The broken German squads, because they are not stacked with a leader, cannot make a rally attempt. But, because this is the German player turn, the Germans may select any one broken unit to make a self-rally attempt,
even if that unit does not have self-rally capability.
The Germans select the broken 4-6-7/LMG to make a self-rally attempt. The DRMs are +4 DM, +1 self-rally, 1
woods hex. The DR is 4, so the squad fails to rally (4 + 4 is greater than its broken side Morale of 7). A DR of 3
or less was needed for the self-rally to succeed.
Remove the DM counter.
3.3.3.2
First shot Given the lack of success the Germans had with their defensive fire, they decide to try a different
tactic. The units in yBB2, yCC3, and yCC4 combine to form a multi-hex Fire Group (FG), and fire at yZ7. No
leadership DRMs will apply, even though two leaders are present. Leadership can only be used with a multi-hex
FG if there is a leader in every hex, and even then only the lowest Leadership Modifier can be used.
The Germans are hoping that sheer FP will give better results than smaller, leader assisted attacks.
The shot is 20/+3, and the DR is 3 (colored dr is 2), resulting in a 3MC.
46
Figure 3.4: The Germans second turn; first shot in the Prep Fire Phase
The 81s MC DR is 7, which breaks him (7 + 3 is greater than 8). Flip the 81 over to his broken side. His
Leadership Modifier cannot be used to assist the Russian squads with their MCs.
The MMG/4-4-7s MC DR is 5, which breaks them. Flip the 4-4-7 over to its broken side.
The 4-4-7s MC DR is 2, which results in no effect.
Now the unbroken 4-4-7 must take a PTC with a +1 DRM, because it is stacked with a leader with a higher
Morale value who broke as a result of this attack. This is a Leader Loss Task Check (LLTC, rule 3.2.1). The
LLTC does not apply to the broken 4-4-7/MMG squad, because broken units cannot be pinned (except by
interdiction during a rout).
The LLTC DR is 8, so the 4-4-7 is pinned.
Place a Prep Fire counter on yBB2 on top of the 4-6-7/LMG, but under the 81. Place a Prep Fire counter on
yCC3. Place a Prep Fire counter on top of the 4-6-8 squad in yCC4, but under the MMG, because the MMG
maintained ROF and can shoot again.
Place a DM counter on the broken units in yZ7, and a Pin counter on the unbroken 4-4-7. The stack in yZ7 now
looks like this, from the bottom up: broken 4-4-7, MMG, broken 81, DM, 4-4-7, Pin.
Second shot The German MMG retained ROF and can now shoot again. It fires at yW6. The shot is 4/+3 (5
FP, +3 TEM), and the DR is 6 (colored dr is 1), resulting in no effect, but ROF is retained again.
Third shot The German MMG fires again at yW6. The shot is 4/+3, and the DR is 5 (colored dr is 3), resulting
in no effect and ROF is lost.
Move the Prep Fire marker in yCC4 on top of the MMG, but under the 92 leader.
Fourth shot The 4-6-7 in yCC6 fires at yZ7. The shot is 4/+3, and the DR is 7, resulting in no effect. Place a
Prep Fire counter on yCC6.
47
Infantry in Battle
3.3.3.3
Movement Phase
The German 81 leader in yBB2 spends 2 MF to enter yCC2, where he will be able to assist the broken squads
in rallying in the next RPh.
3.3.3.4
The 4-4-7 in yU3 fires a long range shot at yCC6. The shot is 2/+1, and the DR is 9, resulting in no effect. Place
a Final Fire counter on yU3.
The 4-4-7/LMG in yW6 fires at yCC6. The shot is 4/+2 (long range for the squad, normal range for the LMG, +1
hindrance for yX6). The DR is 3 (colored dr is 2), resulting in a 1MC and no ROF. Place a Final Fire counter on
yW6.
The 4-6-7s MC DR is 4, resulting in no effect.
The pinned 4-4-7 in yZ7 fires at yCC6. The shot is 2/+1, and the DR is 8 and doubles, so the shot cowers to the
1 FP column and has no effect. Place a Final Fire counter on yZ7.
Remove the Final Fire counters.
3.3.3.5
3.3.3.6
Rout Phase
The German broken units are not under DM and may not rout.
The Russian broken units may rout, and will use yZ8 as their rout destination. Moving individually, they will
spend 2 MF to enter yZ8, and then an additional 2 MF to enter yZ9 (an adjacent building hex). There will be no
interdiction.
The broken 4-4-7 must abandon the MMG when it routs. A routing unit will never carry anything that would
slow it down, and the MMGs 5PP exceeds the squads IPC of 3. The MMG is placed at the bottom of the stack
in yZ7, to signify that it is not possessed by any unit.
The DM counter moves with the broken units to yZ9.
3.3.3.7
Advance Phase
3.3.3.8
3.3.4
3.3.4.1
Russian Turn 2
Rally Phase
The 4-4-7 squad in yZ7 attempts to recover the abandoned Russian MMG. The recovery dr is 1, so the MMG is
recovered and is placed on top of the 4-4-7.
The broken Russian 81 leader in yZ9 has a box around his broken side Morale of 8, which signifies that he has
self-rally capability. The Russian leader attempts to self-rally with a +4 DRM (+4 DM, +1 self-rally, 1 building
hex). The rally DR is 8, so the rally attempt fails.
Because this is the Russian players turn, he may also select any one broken Russian unit to attempt a self-rally,
so he selects the broken 4-4-7 in yZ9. The DRM is the same as for the leaders self-rally, and the rally DR is 4,
which also fails.
The German 81 leader in yCC2 will attempt to rally the two broken squads. The DRM for each attempt will be
2 (1 leadership, 1 woods hex).
The rally DR for the 4-6-7/LMG is 3, so the squad rallies (3 2 is less than the squads broken side Morale of 7).
Flip the squad back to its unbroken side.
The rally DR for the 4-6-7 is 4, so that squad rallies as well and is flipped back to its unbroken side.
Remove the DM counter from yZ9.
3.3.4.2
First shot
The 4-4-7 in yU3 fires at long range at yBB6. The shot is 2/+0, and the DR is 5, resulting in a NMC.
The 4-6-7s MC DR is 9, so the squad breaks and is flipped over to its broken side. Place a Prep Fire counter on
yU3, and place a DM counter on yBB6.
Second shot With the threat to the broken Russian units neutralized, the 4-4-7/MMG in yZ7 fires at yCC3, as
the German kill stack is now the greatest threat. This is a long range shot for the squad, and a normal range
shot for the MMG.
The shot is 6/+1, and the DR is 6 (colored dr is 5), resulting in a NMC and no ROF.
The 92 leaders MC DR is 6, resulting in no effect. His 2 Leadership Modifier will now apply to the MCs of
each of the three squads.
The MMG/4-6-8s MC DR is 3, resulting in no effect.
The LMG/4-6-7s MC DR is 9, so the squad is pinned (9 2 is equal to the squads Morale of 7).
The 4-6-7s MC DR is 8, resulting in no effect.
Note that, without the presence of the leaders 2 DRM, both this squad and the 4-6-7/LMG would have broken.
Place a Prep Fire counter on yZ7. Place a Pin counter on the 4-6-7/LMG and move it to the bottom of the stack
(so that the unpinned units are above the Pin counter).
3.3.4.3
Movement Phase
The 4-4-7/LMG in yW6 declares Assault Movement and expends 2 MF to enter yV6 (still skulking).
49
Infantry in Battle
3.3.4.4
The kill stack in yCC3 fires at yZ7. The pinned 4-6-7/LMG will fire at half FP, and the LMG cannot retain ROF
regardless of what the colored dr is.
The shot is 16/+1 (16.5 FP, 2 leadership, +3 TEM), and the DR is 6 (colored dr is 4), resulting in a 2MC and no
ROF.
The 4-4-7s MC DR is 6, so the squad breaks and is flipped over to its broken side.
Remove the Prep Fire counter from yZ7 (broken units cant move or fire, so the Prep Fire counter no longer has
any meaning). Place a DM counter on yZ7. There are no other possible defensive fire shots, so there is no need
to place a Final Fire counter on yCC3... you would just immediately remove it.
3.3.4.5
The Russian stack in yV6 fires at yBB6. The shot is 2/+1 (4 FP squad cut in half for advancing fire, and cut in
half again for long range fire; 2 FP LMG cut in half for advancing fire; +1 hindrance DRM for firing through an
orchard hex (yX6).
The DR is 12, which results in no effect on the broken German squad, but the LMG suffers a breakdown and is
flipped over to its malfunctioned side. The Russian 70 leader prevents cowering... not that it matters any in
this case!
Remove the Prep Fire counter.
3.3.4.6
Rout Phase
Both sides have broken units to rout, but the Russians will go first because it is their player turn.
The broken 4-4-7 in yZ7 will abandon the MMG and rout to yZ9, bringing the DM counter with them. Place this
squad and DM counter at the bottom of the stack in yZ9, to show that the DM counter only affects this squad.
The broken 4-6-7 in yBB6 routs to yCC6 and yDD5, bringing the DM counter with it.
3.3.4.7
Advance Phase
Turn 2 Summary
The Russian northern position collapses as the German firepower begins to take a toll. The Russian defense
has been reduced to two squads with no support weapons... while the German kill stack may finally make its
first full-power shot.
3.3.5
3.3.5.1
German Turn 3
Rally Phase
The Russian 4-4-7 in yW6 attempts to repair the LMG. The repair dr is 2, which fails.
50
The Germans attempt to self-rally the broken 4-6-7 in yDD5. The rally DR is 12, which fails... but the broken
squad suffers casualty reduction and is replaced by a broken 1st Line half-squad (HS).
The broken Russian 81 leader in yZ9 attempts to self-rally. The DRM will be 0 (+1 self-rally, 1 building hex).
The rally DR is 11, which fails.
Neither of the broken Russian squads may attempt to self-rally, because it is not the Russian player turn.
Remove all DM counters.
3.3.5.2
First shot The German stack in yCC3 fires at yW6. The shot is 20/+1, and the DR is 7 (colored dr is 1), resulting
in a 2 MC and ROF for both the LMG and the MMG.
The LMG/4-4-7s MC DR is 4, resulting in no effect.
Second shot Both MGs will fire again at the same target. The shot is 8/+1, and the DR is 7 (colored dr is 2),
resulting in a NMC and ROF for the MMG.
The LMG/4-4-7s MC DR is 6, resulting in no effect.
Third shot The MMG will fire again at the same target. The shot is 4/+1, and the DR is 4 (colored dr is 1),
resulting in a 1MC and ROF for the MMG.
The LMG/4-4-7s MC DR is 11, so the squad is broken. In addition, 12 (11 + 1) is greater than 10 (Morale 7 +
ELR 3), so the broken 1st Line 4-4-7 is replaced by a broken Conscript squad.
51
Infantry in Battle
Fourth shot The MMG will fire again, this time at yU3. The shot is 4/+1, and the DR is 6 (colored dr is 3),
resulting in a PTC and no ROF (the 92 leader prevents cowering).
The 4-4-7s PTC DR is 7, resulting in no effect.
Place a Prep Fire counter on yCC3. Place a DM counter on yW6.
3.3.5.3
Movement Phase
The German player is tempted to declare Double Time with the stack in yCC2 and move the entire stack to yX6
at a cost of 8 MF (4 MF + 2 MF Double Time + 2 MF moving with a leader). If they made it, they would then
advance into yW6 and the safety of the stone building. There would then be little chance that the Russians
could prevent them from capturing yU6 on turn 4 and winning the game.
But the 2/2 shot they would take from the Russians in yU3 (1 FFNAM, 1 FFMO) has just enough chance of
success to make the German player worry about what happens if things go wrong. He decides to play it safe,
instead.
The stack in yCC2 moves together with the leader, expending 6 MF: yDD2-yDD3-yDD4-yEE5-yEE6.
3.3.5.4
The 4-4-7 in yU3 fires a long range shot at yCC3. The shot is 2/+1, and the DR is 6 and doubles, so cowering
moves the shot to the 1 FP column where there is no effect.
3.3.5.5
Rout Phase
The broken 4-2-6/LMG in yW6 routs to yV6 and is placed under the 70 leader to show that the DM counter
affects the squad but not the leader.
3.3.5.7
Advance Phase
No activity.
3.3.6
3.3.6.1
Russian Turn 3
Rally Phase
No repair roll is made for the LMG, because the unit that possesses it is broken.
The broken 81 leader in yZ9 attempts to self-rally. The rally DR is 5, which succeeds, so he is flipped over to
his unbroken side.
The 81 now attempts to rally the two broken squads in that hex. The rally DRM is 2 (1 leadership, 1 building
hex), so a DR of 9 or less will succeed.
52
Figure 3.6: The German Advance Phase in the third turn. The stack moved from yEE6 to yDD6
The first rally DR is 7, and the second rally DR is 4, so both 4-4-7 squads are rallied and flipped over to their
unbroken sides.
The 70 leader attempts to rally the broken 4-2-6 in yV6. The rally DRM is +3 (+4 DM, 1 building hex), so a DR
of 3 or less will be needed. The rally DR is 7, which fails. Remove the DM counter.
The Germans cannot attempt to self-rally the broken HS in yDD5, because it is not their player turn.
3.3.6.2
First shot The 4-4-7 in yU3 fires a long range shot at yCC3. The shot is 2/+1, and the DR is 6, which results in
no effect. Place a Prep Fire counter on yU3.
Second shot
The players pause to make a LOS check, in order to count the hindrances from the orchard hexes correctly.
Both stacks are temporarily moved out of the way, and a string is stretched from the center dot of yZ9 to the
center dot of yDD6. The LOS check shows that the LOS passes through yAA9 and yBB8, but it does not pass
through yAA8 (although it comes very close!), so there will be a +2 Hindrance DRM on this shot.
Note also that the woods hex +1 TEM will also apply, even though the LOS follows the road depiction in yDD6
and never touches the woods depiction. The only time that the road would cancel the +1 TEM is if the Germans
were fired upon during their MPh while moving along the road, and even then only if the LOS did not touch the
woods depiction.
The shot is 4/+2 (1 leadership, +2 orchard hindrance, +1 TEM), and the DR is 9, resulting in no effect. Place a
Prep Fire counter on yZ9.
53
Infantry in Battle
3.3.6.3
Movement Phase
No activity.
3.3.6.4
First shot The stack in yCC3 fires at yU3 (long range for the squads). The shot is 12/+1 (14 FP), and the DR is
2 (colored dr is 1), resulting in a K/3 and ROF for both MGs.
The 4-4-7 squad is replaced by a 2-3-7 HS. The 2-3-7s MC DR is 6, which breaks the HS (6 + 3 is greater than its
Morale of 7). Flip the 2-3-7 to its broken side, remove the Prep Fire counter from yU3, and place a DM counter
on yU3.
Second shot
LOS check.
The MGs in yCC3 will fire again, this time at yZ9. The Russian player immediately demands a
A string is stretched from the center dot of yCC3 to the center dot of yZ9. The string does not pass through the
woods depiction in yCC4, so a LOS does exist. If the LOS had been blocked by the woods in yCC4, the German
player would still have to roll for the shot, even though it could not possibly hit anything: the roll would be
necessary to see if the MGs continue to retain ROF... or if they possibly suffer a breakdown. (Few things in ASL
are as depressing as breaking your MG on a shot that had no LOS in the first place!)
The shot is 8/+2 (2 leadership, +1 orchard, +3 TEM), and the DR is 11, resulting in no effect and no ROF. Place
a Final Fire counter on yCC3.
Third shot The stack in yDD6 fires at yZ9. The shot is 8/+4 (1 leadership, +2 orchard, +3 TEM), and the DR
is 7 (colored dr is 5), resulting in no effect and no ROF.
Remove the Final Fire counter.
3.3.6.5
Rout Phase
The Russian player declines to rout the broken 2-3-7 HS, since the stone building it occupies is by far the safest
place for it.
3.3.6.7
Advance Phase
No activity.
3.3.6.9
Turn 3 Summary
The Russian position continues to deteriorate. The only good news for the Russians was their northern force
rallying, but they are way out of position and drawing a ton of German fire. The Germans are now ready to
leave the cover of the tree line and begin the actual assault.
54
3.3.7
3.3.7.1
German Turn 4
Rally Phase
The Germans attempt to self-rally the HS in yDD5. The rally DR is 7, which fails.
The Russian 70 leader attempts to rally the 4-2-6 in yV6. The rally DR is 7, which fails.
Remove the DM counter.
3.3.7.2
No activity.
The Russian player knows hes in trouble when the Germans stop Prep Firing...
3.3.7.3
Movement Phase
First move The German player announces that the stack in yDD6 will move as a stack with the 81 leader (6
MF)... and use Double Time (8 MF)... and use the road bonus (9 MF)! Place a Counter Exhausted (CX) counter
on the German stack.
The stack moves yCC7-yBB6-yAA7-yZ6-yY7 (5 MF expended so far) at which point the Russian player announces a Defensive First Fire shot against them by the stack in yZ8. The Russians must shoot: the German
stacks 9 MF will take them all the way to yU7, and then nothing can stop them from advancing into yU6 to win
the game.
The shot is 8/3 (1 leadership, 1 FFNAM, 1 FFMO), and the DR is 11, resulting in a NMC.
The 81s MC DR is 8, so he is pinned and cannot assist the squads in their MCs.
55
Infantry in Battle
Figure 3.8: German Movement Phase, first move; the Germans move the stack from yDD6 to yU7 but get
stopped in yY7 where the Russian player announces Defensive First Fire and is able to pin the leader and break
the squads.
The LMG/4-6-7s MC DR is 10, breaking them. Flip the squad over to its broken side.
The 4-6-7s MC DR is 8, breaking them. Flip the squad over to its broken side.
Place a DM counter on top of the two broken squads, and a Pin counter on top of the 81 leader. Place a 4
Residual FP counter on yY7. Place a First Fire counter on the Russian stack in yZ8.
Second move The stack in yCC3 will move as a stack and declares Double Time for 8 MF. Place a CX counter
on the stack. The CX counter lowers the 4-6-8s IPC to 2PP, which is one less than the MMGs 3PP, so the stack
will only have 7 MF if they bring the MMG along. The 92 cannot assist the 4-6-8 in carrying the MMG, because
his IPC is lowered by the CX counter as well, from 1PP to 0PP.
The stack expends 7 MF to move to yV5. Place a DM counter on the adjacent broken 4-2-6 in yV6.
The Russians in yZ8 cannot use Subsequent First Fire to fire on the German stack as it moves to yV5 because
the Germans in yY7 are closer. The first German stack sacrificed themselves to draw the Russian fire, giving the
second stack a clear path to the objective.
Forcing the defender to fire at a nearby unit in order to let units further away move freely is a very common,
and very powerful, tactic in ASL.
The Russians concede at this point, as there is nothing to prevent the Germans from advancing into yU6 during
the APh to win the game.
3.4
Post-Game Analysis
This scenario ended up being a lot more dependent upon Prep Fire than I thought it would be, and I certainly
didnt expect it to end with the entire German force madly charging across the map in Double Time! But thats
56
Figure 3.9: German Movement Phase, second move; the Germans move the stack in yCC3 to yV5 using Double
Time.
part of the appeal of the game: when you sit down to play ASL/ASLSK, you can never know for sure whats going
to happen!
On turn three, the Russians could have skipped their Prep Fire to Assault Move into yZ8, and then advanced
into yZ7 in their APh. This would put them into position to attempt to recover the MMG during the first RPh
of turn four, and it would also have allowed them to use PBF against any Germans running along the road. But
the German answer to this would have been to pound them with a clear Prep Fire shot from the kill stack in
yCC3, which probably would have broken them and allowed the other German stack to run along the road and
win the game anyway.
On turn four, the Russians could have tried to stop both German stacks by splitting their defensive fire: one
4-4-7 firing at the 81 stack on the road (a 4/2 shot) and the other 4-4-7 with 81 leader firing at the 92 stack
(a long range 2/3 shot), although judging the LOS to the 92 stack would have been tricky for the Russians (a
LOS check can only be made after a shot is announced).
But the Russians would have needed some luck to stop both German stacks with these shots, and I was more
interested in clearly demonstrating the technique of sacrificing a unit to draw the enemys defensive fire.
I think that the Germans could win this scenario in three turns, although it would require near perfect play on
their part, and no bad luck... so I think that four turns would be the proper time limit. Its possible that it might
be a little too hard to win as the Russians with a four turn time limit. This could only be determined for certain
by playing the scenario several more times. If the Russians do need a bit of help, you could try adding another
4-4-7, or dropping the German 81 leader back to an 80.
Having now played this scenario once, I can see ways to improve both the German attack and the Russian
defense, starting by changing their set-ups, so I cant claim that the scenario was particularly well-played. But
I hope that it will have given you an understanding of how the various elements and rules of ASL all come
together in the course of a game. You should now be able to play, and enjoy, any of the scenarios in ASLSK #1.
57
Chapter 4
4.1
Ordnance: SWs
Ordnance that appears as SW are small weapons that are commonly carried into battle by the soldiers themselves. Their use is very similar to that of MGs: they can be used by any unit, they have a weight expressed as
a PP number, some can retain ROF and thus possibly fire several times in the same fire phase, they can suffer
breakdowns, and some can be repaired if they do malfunction.
SW Ordnance introduced in ASLSK #2 includes Bazookas (BAZ), Panzerschrecks (PSK), and Light Mortars.
ASLSK #3 adds Anti-Tank Rifles (ATR), PIATs, and Panzerfausts (PF). Panzerfausts are a special case in that they
were used in such numbers that they are treated as an inherent SW and never appear as separate SW counters.
59
4.1.1
If the Americans had scored a CH in firing the BAZ 44 at wAA4, the IFT DR would be 16/2... giving a 3MC on a
DR of 7!
Because a CH reverses the normal TEM, suffering a CH while in a stone building (3 DRM) is more dangerous
to you than suffering one while in a wooden building (2 DRM). One example of why this occurs would be that
while a stone building normally offers much better protection than a wooden building, if a section of a stone
building is blown into your troops, they will likely suffer more severe injuries from the flying pieces of heavy
stone than they would from flying pieces of wood in a wooden building.
Ordnance can never be part of a Fire Group (FG), so the American squad must fire its inherent 6 FP separately,
even if they fire at the same target as the BAZ.
The BAZ cannot be fired at wBB5, because that hex does not contain a building, Gun, or tank.
The BAZ could be fired at wEE5 at a range of 4 hexes, but the shot would be TH4/+2. This is a really bad shot,
because a breakdown is more likely than a hit: only a DR 2 will score a hit, but a DR 11 or a DR 12 will result in
a permanent breakdown.
Now add an American 81 leader to the stack in wBB2. This leader could be used to direct the BAZ shot, giving
it a greater chance to hit. With leader direction, a BAZ shot at wAA4 would be TH8/+1 (+2 TEM, 1 leadership).
If a hit is obtained, the IFT roll would remain 8/+0, because leadership does not affect the IFT roll for either
normal hits or CHs.
Remember, however, that a leader may direct the fire of only one unit or FG per player turn. If the leader directs
the BAZ, he cannot be used to direct the squads 6 FP shot.
Remove the 81 leader, and place the 6-6-6 squad and BAZ 44 in wZ2, which contains a wooden building.
If the American squad now fires the BAZ at wAA4, they must either accept a +2 TH DRM, or suffer a backblast
attack. If they fired without the +2 TH DRM and rolled a DR 5 (colored dr of 3), they would score a hit (5 + 2 is
less than the TH# of 8), but they would also suffer a 1MC themselves from the backblast (3 on the 1 FP column
of the IFT). Had the squad accepted the +2 TH DRM they would have avoided the backblast attack, but the
shot would have missed.
Firing a rocket-propelled projectile from within a building was extremely dangerous to the occupants of that
building, and would only be attempted in desperate circumstances (or by poorly trained troops who didnt
know any better). If you choose to accept the +2 TH DRM, what happens is that the soldier with the bazooka
actually steps outside the building, fires a quick shot, and then ducks back into the building to reload. Running
outside and back for each shot means there is less time for careful aiming, so a +2 DRM is applied.
Note that the TH DRM lists in both ASLSK #2 and ASLSK #3 incorrectly assign the backblast DRM to LATWs (PIATs and ATRs have no backblast), and the definition of LATW in those two rulebooks is not quite correct either
(ATRs do not have their own To Hit tables). BAZs, PSKs, and PFs are the only weapons affected by backblast.
61
4.1.2
Light Mortars
If you were to go to an ASL forum and post the question: What is the least useful weapon in ASL? I think a lot
of players would nominate the Light Mortars.
If you changed the question to: What is the most annoying weapon in ASL? the Light Mortars would probably
be the overwhelming choice.
Light Mortars combine a high ROF with a weak attack, a combination that often proves frustrating to the players. Whenever Light Mortars are present, youll see seemingly endless mortar shots which, for the most part,
will have no effect. Add to this the fact that Light Mortars are some of the heaviest SWs in the game, so they
really slow down your troops movement, and you have a weapon that many players will readily describe as
useless. What are Light Mortars good for? They are effective against units moving in Open Ground, and they
are especially effective against units in woods hexes... but a competent opponent will never willingly give your
Light Mortars those kinds of shots. And all mortars benefit from a CH far more than other weapons (because
their normal attack is so weak), but, considering that you are as likely to roll a breakdown as a CH, thats not
exactly a significant advantage.
Light Mortars were used in such quantities that they should be as common as MGs in ASL/ASLSK scenarios, but
you will find that they appear only occasionally, which is a clear indication that players and scenario designers
alike often find them to be more trouble than they are worth. Even ASLSK #2, a module that is all about Guns
and mortars, only uses Light Mortars in three of its eight scenarios.
ASLs portrayal of Light Mortars as weapons of limited effectiveness would seem to be pretty accurate: although
in real life they were widely used, they were also seen as being rather ineffective weapons, and many countries
steadily reduced their use of Light Mortars as the war progressed.
There are a number of special rules that apply to all attacks by mortars, whether they are large mortars (Guns)
or Light Mortars (SWs). The actual use of mortars in combat, and the ways in which they differ significantly
from other Ordnance, will therefore be covered later, in the discussion of Gun-sized mortars.
For now, here are the main differences between Light Mortars and the larger, Gun-sized mortars.
Light Mortars:
4.1.3
Ordnance: Guns
Weapons that use the larger 5/8 counters are called Guns. These are large weapons that are normally transported to a battle by being towed behind a vehicle (example: an anti-tank gun), or by being dismantled and
carried within a vehicle (example: a large mortar). Once they are set up on the battlefield, they either dont
move at all, or they can only be moved slowly by infantry units that attempt to manhandle them.
Guns are classified by function: anti-tank gun (AT), infantry howitzer (INF), artillery (ART), anti-aircraft gun
(AA), and mortar (MTR). These Gun types are always found in the upper righthand corner of the Gun counter.
A Guns caliber (shell diameter in millimeters) is found in the lower lefthand corner. The Gun caliber may
include a suffix that indicates the Guns barrel length. Barrel length is important, because longer barrels fire
shells at a higher velocity. Guns with higher velocity are usually more accurate, and their AP rounds will be
more deadly against tanks.
The barrel length suffixes are not actually used in ASLSK, because the barrel length effects are already calculated
into the To Hit charts that ASLSK uses. But for those who might be curious about what the various suffixes
mean, here is a list showing the designations for 75mm guns of each length:
75* short barrel/low velocity
62
75 normal
75L long barrel/high velocity
75LL very long barrel/very high velocity
All four of these 75mm guns would have identical HE attacks, because HE power is based on the size of the shell
and not its velocity. But they will have vastly different AP capabilities: a 75LL is devastatingly effective when
firing AP rounds at enemy tanks, while a 75* is so ineffective with AP that it might not even be supplied with
any AP rounds!
All of the Guns included in ASLSK #2 have a Breakdown Number of B12. If a Gun rolls an original TH DR of 12,
it malfunctions. A Gun that malfunctions is either flipped over to reveal the R and X numbers that will be used
in subsequent repair attempts, or, if its back side is labeled limbered, it is marked with a Gun Malfunction
counter instead. Note that some of the Guns that can fire while limbered do have a Breakdown Number of B11
while in that mode, but the ASLSK rules do not allow the use of limbered Guns.
Gun counters, with the notable exception of mortars, do not have any range printed on them. In game terms,
the range of most Guns is essentially infinite... the American 57L AT Gun, for example, has an maximum range
of nearly 250 hexes!
Well now take a close look at how each of the different types of Guns function in ASLSK.
4.1.4
Anti-Tank Guns
AT Guns were the primary defense armies had against enemy tanks. Some of the smaller caliber AT Guns may
not have HE ammunition available, as noted by a black line underneath their caliber number.
Place the following units on board w:
wR6: German 2-2-8 crew, 75L AT
wU4: American 6-6-6
wV8: American 6-6-6
All Guns (weapons depicted on large 5/8 counters) must be possessed by specially trained crews in order to
fire at full effectiveness. Crews are HS-sized MMC that depict two kneeling soldiers. Crews are always Elite,
have the ability to self-rally, and are not subject to ELR. They can operate any Gun or SW without penalty. Their
inherent FP is weak and short-ranged because they are not as heavily armed as regular infantry, and they have
little experience in fighting as regular infantry.
The AT Gun in wR6 is placed on top of the crew counter, to show that the crew possesses the Gun. But Guns
must also be placed to show the direction the Gun is facing. This is done by rotating the Gun counter until the
Gun barrel points at one specific corner of the hex. This facing direction is noted by listing the two hexes that
are adjacent to that corner.
In our example, place the Gun in wR6, on top of the crew, and facing wS6-wS7 (that is, the Gun barrel is pointing
directly at wT6, wV6, wX6, etc.). The Gun is said to be pointing at hexspine wS6-wS7. A hexspine is the common
side shared by two adjacent hexes, and it can also be called a hexside.
A Guns facing defines its Covered Arc (CA), the area in which it may fire. In our example, the 75Ls CA includes
the hex rows wS6-wDD0, wS7-wZ10, and all hexes in between these two rows. The 75L could fire at, to give just
a few examples, wU5, wU7, or wV8. But wU4 is outside its CA... to fire at wU4 the crew would have to turn the
75L to face the wR5-wS6 hexspine prior to the shot, and suffer a penalty TH DRM for doing so. Likewise, to fire
at wS8, the 75L would have to be turned to face wR7-wS7.
To fire the 75L at the American squad in wV8 at a range of 4 hexes, the Infantry Target Type (ITT) section of
the To Hit Chart is consulted. This chart shows that, at a range of 3-6 hexes, the 75Ls basic TH# is 8, with a
CH occurring on a final TH DR of 3 or less. The shot would be TH8/+3 (+3 TEM for the stone building); a CH
cannot occur on this shot, because the final TH DR will be at least 5 (lowest possible DR 2 + 3 TEM).
A German leader in wR6 could not direct the firing of the Gun. The 75L does, however, have a ROF of 2, which
works exactly like a MGs ROF: if the colored dr of the TH DR is 1 or 2, the Gun can shoot again.
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Figure 4.3: The Covered Arc of the 75L Gun in wR6 is highlighted.
If the 75L scores a hit on wV8, the resulting IFT DR would be 12/+0. The 12 FP value can be found in two places:
in the FP column on the To Hit Chart, and in column headings of the IFT itself. The 12 FP column on the IFT
includes the designation /70 to show that Guns with a caliber of at least 70mm will use this column. A Gun
would have to be at least 80mm to use the 16 FP column.
After firing at wV8, regardless of whether or not a hit was scored, place a 1/2 1 Acquired Target counter in wV8
(rule 6.10). If there is more than one Gun present, make sure you select an Acquired Target counter with the
same letter designation as the firing Gun, so that there will not be any confusion as to which Acquired Target
counter belongs to which Gun. The next shot the Gun takes at this target will receive a 1 DRM to the TH DR,
after which the Acquired Target counter will be flipped over to its 2 side.
Thus, the first shot made by a Gun at a specific target will have no Acquired Target DRM; the second shot at that
specific target will have a 1 Acquired Target DRM; and all subsequent shots at that specific target will have a
2 Acquired Target DRM. The Acquired Target counter can follow the target as it moves, as long as it remains in
the Guns LOS.
If the 75L fired at wV8 with a 2 Acquired Target counter in place, the shot would be TH8/+1 (2 Acquired
Target, +3 TEM), and now a CH could occur: DR 2 + 1 = final DR 3.
If the 75L decides to fire at wU4, it must change its CA as part of the firing process. After announcing the shot,
remove any existing Acquired Target counter for that Gun that might be on a previous target. Turn the 75L
counter to face wR5-wS6, a change of one hexside. This CA change will result in a +6 DRM to the shot: +3 DRM
to change CA by one hexside, doubled because the Gun is in a woods or building hex. If the Gun had changed
its CA by two hexsides, the DRM would be +8 (+3 and +1 doubled); and by three hexsides, +10 (+3 and +1 and
+1 doubled).
The shot is therefore a TH8/+8 (+6 CA change, +2 TEM). The Gun would have no chance of scoring a hit, but
it would still place a 1 Acquired Target counter after the shot. The Guns ROF would be lowered from 2 to 1
because of the CA change. The lowered ROF and CA DRM only apply to this shot. Subsequent shots, assuming
no further CA changes are made, would have no CA DRM and full ROF, so the next shot at wU4 would be a
TH8/+1 (1 Acquired Target, +2 TEM) with a ROF of 2.
Note that, even though the shot had no chance to score a hit, a TH DR must still be made to see if the Gun
retains ROF or suffers a breakdown. The Germans could also have chosen to not fire the Gun at all, thereby
allowing the Gun to freely change its CA at the end of the fire phase with no risk of a breakdown... but not firing
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Figure 4.4: First shot of the 75L Gun in wR6 at the American squad that just moved to wU8.
would also mean that they would lose any chance for multiple shots and would not place an Acquired Target
counter.
Gaining acquisition greatly increases the chance of scoring a hit on future shots, so it is common to see Guns
taking shots that have little or no chance of hitting, just so they can place or flip an Acquired Target counter.
Guns handle Defensive First Fire shots somewhat differently than do personnel units. A Gun may First Fire
until it loses ROF, and then it may make only one additional Intensive Fire shot. Turn the 75Ls facing back to
wS6-wS7 and well see how this works:
The American squad in wV8 declares normal movement and expends 1 MF to enter the Open Ground hex wU8,
at which point the Germans decide to take a First Fire shot at them. The shot is TH8/2 (1 FFNAM, 1 FFMO),
and the DR is 8 (colored dr is 4), which scores a hit but ROF is lost. The IFT DR at 12/+0 is then 9, resulting in a
NMC.
The squads MC DR is 5, resulting in no effect. Place a First Fire counter on the 75L, a 1 Acquired Target counter
on the American squad, and a 6 Residual FP counter on wU8. Note that if the 75L had retained ROF, or if no hit
had been obtained in the first place, no Residual FP counter would be placed.
The American squad now expends another MF to enter wT7. The 1 Acquired Target counter moves with it, but
the 6 Residual FP counter remains in wU8. The Germans declare an Intensive Fire shot in order to fire again.
Place an Intensive Fire counter on the 75L. Guns that use Intensive Fire must add a +2 DRM to their TH DR,
and their B# is reduced by 2. The 75L will thus have a B10 for this shot, and the normal B12 becomes a X12: if
the original TH DR is 12, the Gun suffers a permanent breakdown that cannot be repaired.
The Intensive Fire shot at a range of 2 hexes is a TH9/1 (+2 Intensive Fire, 1 Acquired Target, 1 FFNAM, 1
FFMO), and the TH DR is 5, resulting in a hit. The IFT DR at 12/+0 is 4, resulting in a 3MC.
The squads MC DR is 6, which breaks the squad. Flip the First Fire counter over to the Final Fire side, flip the
American squad over to its broken side and place a DM counter on it, and flip the 1 Acquired Target counter
over to its 2 side. Intensive Fire shots never leave Residual FP.
The German 75L managed to stop one American squad, but now it cannot fire again in this MPh (or in the
following DFPh). The American squad in wU4 could move to wR5 with nothing to fear other than a couple
of rather feeble 2/+1 FPF shots from the Guns crew, and then it will be in position to hit the crew with PBF
Advancing Fire followed by advancing into wR6 for CC and/or to capture the Gun. Even if the 75L had broken
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Figure 4.5: Second shot of the 75L Gun in wR6 at the American squad that just moved to wT7.
the squad with its first shot, the second squad would still likely make it to wR5, given the TH DRM penalties
that result from changing the CA and possibly having to use Intensive Fire if the first shot did not retain ROF.
Guns are powerful weapons, but they are vulnerable if they are not protected by nearby friendly infantry.
When a Gun uses Intensive Fire, it is desperately firing shells at a faster than normal pace, with a corresponding
decrease in accuracy and an increased chance of suffering a breakdown. But the mechanics of the Intensive
Fire rule dont seem to make much sense at first glance.
For example, a Gun fires in the Prep Fire Phase, does not retain ROF, and then declares Intensive Fire to take
one more shot. If the Gun is firing faster in order to have time to take an extra shot, why doesnt the Gun have
to declare this at the start of the Prep Fire Phase, before it knows the results of its normal fire? And why dont
the Intensive Fire penalties apply to all of the shots in that fire phase, instead of only to the last one?
These questions become even more interesting when you realize that this is exactly how Intensive Fire worked
in original Squad Leader system (rule 70 in Cross of Iron): a Gun had to declare Intensive Fire at the start of the
fire phase, and the penalties applied to every shot it took in that fire phase.
Squad Leaders Intensive Fire rule is very logical in theory, but it had major problems in practice. Applying the
breakdown and To Hit penalties to every shot in the fire phase meant that sometimes the overall chance of
scoring a hit was actually reduced when using Intensive Fire, and the overall chance of breaking the Gun was
extremely high. Squad Leader (SL) players were apparently reluctant to ever use Intensive Fire.
The ASL version of Intensive Fire solves these problems. By applying the penalties only to the Guns last shot,
the rule insures that Intensive Fire always gives a Gun an increased overall chance of hitting a target, but with
less accuracy and more chance of breakdown than a Gun that takes the same number of shots by maintaining
ROF. And because the breakdown penalty only applies to a single shot, players are much more likely to use
Intensive Fire in ASL than they were in SL.
Allowing a Gun to wait until its ROF is lost before declaring Intensive Fire also keeps an attacker facing a defending Gun from knowing the defenders intentions ahead of time. This is a common theme in all of the Defensive
First Fire rules: the attacker must move without knowing for sure how the defender will respond. Declaring
Intensive Fire after a Gun has taken all of its normal shots is pretty unrealistic from the point of view of the Gun
itself... but it is very realistic from the point of view of an attacker who is manoeuvring a tank or squad in sight
of that Gun.
There are three situations in which a Gun may use Intensive Fire:
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When a Gun loses ROF in the Prep Fire Phase and is marked with a Prep Fire counter, it may take one
more shot as Intensive Fire during that Prep Fire Phase.
When a Gun loses ROF during the opponents MPh and is marked with a First Fire counter, it may take
one more shot as Intensive Fire (at any moving target) during that MPh.
If a Gun starts the DFPh already marked with a First Fire counter, it may take one Intensive Fire shot
during that DFPh, but only if it fires at an adjacent target. This is the only instance in which a Gun may
use Intensive Fire during the DFPh.
Note that Intensive Fire is always voluntary: a Gun is never forced to take an Intensive Fire shot. There is
no consensus among players as to whether taking an Intensive Fire shot is a good idea. Some players will
use Intensive Fire freely, while others will hardly ever use it. It depends upon the situation in the game, your
personal playing style, and how much risk of breaking your Gun you are willing to accept.
The German 75L AT has four types of ammunition available. On the front of the counter, the 75L does not
have a line above it or below it, so it has an unlimited supply of the standard HE and AP rounds. On the back
of the counter, the 75L has two special ammunition depletion numbers: one at the top for APCR (with separate
numbers for 1942, 43, and 44), and one for Smoke right above the X6. Whenever you have some doubt as to
what a complicated ammunition depletion code means, check the historical notes for that Gun (example: the
*HE7 J4E on the American 57L AT Gun).
AP and APCR are really only useful against tanks, so they will not be discussed until the next part of this tutorial
series. Smoke, however, can be fired using the Area Target Type.
There are three target types that can be used when firing Ordnance using the To Hit process: Infantry Target
Type (ITT), Area Target Type (ATT), and Vehicle Target Type (VTT). VTT is only used when firing at vehicles such
as tanks, so it also will not be discussed until the next part of this tutorial series. The To Hit Chart in ASLSK #2
does not contain a VTT section.
ITT is by far the most commonly used target type... all of the shots taken by the German 75L AT in the previous
examples have been ITT shots. (Note that some SW Ordnance, such as the BAZ 44, have their own custom To
Hit tables included on their counters. These weapons never use any of the three standard target types.)
When you fire using the ITT, you are aiming at a non-vehicular unit/stack. When you fire using the ATT, you are
aiming at the target hex itself, spreading out your shots to cover the entire hex. Hits are easier to achieve with
the ATT, because the target hex TEM is not applied to the TH DR... but the hits will do less damage, because
the FP used for the IFT DR is cut in half, and the target hex TEM is added to the IFT DR. In addition, a weapon
using ATT will automatically lose ROF, regardless of the colored dr, unless it is a mortar.
ATT must be used if the firing weapon is a mortar, and it must be used by any weapon that fires Smoke or WP.
It may also be used when firing HE, but may not be used with any other type of ammunition.
Under the ASLSK rules, the ATT will probably be little used except by mortars and when firing Smoke/WP: the
two situations in which its use is mandatory. Having a better chance of scoring a hit is rarely worth having your
FP cut in half and TEM added to the IFT DR. One notable advantage of using the ATT is that it allows you to fire
at an empty hex, either to place Smoke/WP in that hex, or to place/flip a 5/8 Acquired Target counter there.
This Acquired Target counter can then be used to increase the chances of successfully firing into that hex in
some later turn, or it can be switched to a 1/2 Acquired Target counter if you fire using the ITT at a unit that
enters that hex (see rule 6.11).
Heres an example of how the ATT is used when firing Ordnance Smoke. Place the following units on board w:
wC5: American 6-6-6
wC8: German 4-6-7, 92
wD7: German 4-6-7
wF8: German 2-2-8, 75L AT (facing wE8-wF7)
There are two hexes of Open Ground separating the German attackers from the American position. They risk
being cut to shreds if they try to cross that Open Ground with the intent of engaging the Americans in CC.
Smoke grenades wont help much, even if the Germans succeed in placing any with their Smoke Exponents of
1.
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The 75L, however, has a Smoke depletion number of s7, so it will try to fire Smoke into the American position
during the Prep Fire Phase. The range is 5 hexes, which gives a TH# of 7 on the ATT. There is a 2 DRM for firing
Smoke at a range of less than 13 hexes (hitting a target with Smoke is relatively easy), and the +2 TEM does not
apply to ATT TH DRs, so the shot is TH7/2. This guarantees that, if the 75L has any Smoke rounds available, a
hit will be scored and the Smoke placed.
The s7 depletion number works like this:
If the original TH DR is less than 7, the Gun fires Smoke and may try for Smoke again on a future shot.
If the original TH DR equals 7, the Gun fires Smoke, but it may not fire any more Smoke for the remainder
of the game... it used up all of its remaining Smoke rounds in this attack.
If the original TH DR is more than 7, the Gun had no Smoke rounds available, so the shot did not actually
occur (that is, the Gun is free to select another type of ammunition and redo the shot with it). Note,
however, that if the original TH DR was 12, the Gun does suffer a malfunction in addition to being noted
as having no remaining Smoke rounds.
The TH DR is 4 (colored dr was 2), resulting in a hit. ROF is lost because the ATT was used. Place a +3 Ordnance
Smoke counter on wC5 and a Prep Fire counter on wF8. The original TH DR was less than 7, so the 75L may try
to use Smoke again on a future shot. No Acquired Target counter may be placed when firing Smoke/WP (even
if the Smoke shot fails to hit).
Ordnance Smoke differs from Smoke grenades in two ways: It is much thicker (+3 instead of +2), and it lasts
much longer. Smoke grenades create a smoke screen that lasts only until the end of the MPh in which they
were used, but Ordnance Smoke, if fired in the Prep Fire Phase, will last two full turns:
Current Turn, start of your Prep Fire Phase: Fire Ordnance Smoke and, if successful, place a +3 Smoke counter.
1st Subsequent Turn, start of your Prep Fire Phase: Flip the +3 Smoke counter over to a +2 Dispersed counter.
2nd Subsequent Turn, start of your Prep Fire Phase: Remove the +2 Dispersed counter.
Note that Smoke/WP is normally only fired in the Prep Fire Phase. If Smoke/WP is fired in the DFPh, it is placed
dispersed side up, so it will be much less effective and it will disappear quickly.
With the +3 Smoke counter in place on wC5, the best defensive fire shot the American squad can get against
German units using normal movement will be 12/+3, if they hold their fire until a German unit moves adjacent
(6 FP doubled by PBF, +4 for firing out of a Smoke hex, 1 FFNAM, Smoke Hindrance cancels FFMO), which
will only result in a PTC on a DR of 7. This shot would not leave any Residual FP (6 Residual FP shifted left four
columns on the IFT for the attacks +4 Smoke Hindrance is off of the chart).
Without the +3 Smoke counter, the best American shot would be 12/2 (1 FFNAM, 1 FFMO) which would
result in a 2MC on a DR of 7, and 6 Residual FP. Blanketing the American defenders with Ordnance Smoke
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effectively added a total +5 DRM (from 2 to +3) to the attack they would have without Smoke being present!
Note that any unit that fires out of a Smoke hex has to add +1 to the total Smoke Hindrance.
Smoke grenades are nice... when you can get them. But having a Gun that can fire Smoke? Priceless!
Lets see how this might play out: The 4-6-7 in wD7 moves to wC6, where the American squad makes its 12/+3
First Fire Attack. The DR is 9 resulting in no effect and no Residual FP. The 4-6-7, 92 stack now moves to wC6.
The American squads Subsequent First Fire attack, 6/+3, rolls a DR 7 for no effect.
In the AFPh, the combined German stack attacks with 8/+3 (4 FP doubled to 8 by PBF, 2 leader, +2 TEM, +3
Smoke). The DR is 7 for no effect.
The Germans then advance into the American hex for CC. They get a 2 drm on their Ambush roll from the 92
leader, and succeed in ambushing the Americans. The German CC attack is 9-6, for 3-2 odds, with a 1 DRM
for Ambush and another 2 DRM for leadership. The DR is 5, which eliminates the American squad.
The Smoke counter has no effect on CC or Ambush, but by blinding the American defenders, it allowed the
Germans to get into a position to use CC to win easily.
White Phosphorous, which some Guns have instead of, or in addition to, Smoke, is used just like Smoke. It is
less dense a +2 when placed and a +1 when dispersed but it is nastier: placing WP on an enemy unit
forces that unit to suffer a NMC.
4.2
Infantry Howitzers
INF Guns were used in the front lines to provide direct fire support to the foot soldiers. They are identical to
AT Guns in terms of how they function in the game. The only practical difference between the two types is that
INF Guns are usually short barrel, low velocity Guns which limits their effectiveness when firing AP rounds.
The primary use for INF Guns is firing Smoke and HE... they were not designed for dueling enemy tanks.
4.3
Artillery
ART Guns were designed for long range, indirect fire missions against an unseen enemy, where their firing
would be directed by an artillery observer via radio or field telephone. Because their role was not to engage the
enemy directly, these Guns will not appear in many scenarios.
When they are present in a scenario, ART Guns are used in much the same way as AT and INF Guns. The major
differences are:
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ART Guns are normally much larger than AT or INF Guns, so most of them cannot be moved by manhandling under the ASLSK rules because they usually are not Quick Set Up (QSU) Guns.
ART Guns will often not have any AP rounds available, as noted by a black line above their caliber number.
They were not intended to engage enemy tanks with direct fire.
ART Guns are too large to set up in a building hex. (Only small target Guns, and AT/INF Guns that are not
large targets, may set up in, or be moved into, a building hex.)
The notable exception to these ART rules is the Russian 76L ART: a multi-purpose Gun that served equally well
in both the ART and AT roles. Thus the 76L ART does have QSU ability, which is unusual for an ART Gun, and
scenarios that use it will often grant it the ability to set up in a building hex via a Scenario Special Rule (SSR),
making it nearly identical to a regular AT Gun.
4.4
Anti-Aircraft Guns
With the ASLSK rules, AA Guns will never have aircraft to shoot at, but AA Guns can be used quite effectively
against ground targets. In fact, the most famous AT Gun of the war the German 88 was actually an AA
Gun!
AA Guns have a mounting that allows them to spin around rapidly, which is a necessity for a weapon that must
track fast-moving aircraft. This is indicated by a large white circle on their counter. This 360 degree mount
means that AA Guns only suffer a +1 DRM for each CA change of one hexside, and their ROF is not lowered
when they do change their CA.
The downside to the 360 degree mount is that it makes AA Guns physically much bigger than AT/INF Guns of
similar caliber. This means that AA Guns will have a larger target size, which makes them easier to hit, and they
will not have QSU ability, so they cannot be moved by manhandling.
Small caliber AA Guns that are capable of rapid fire also have the ability to attack using their Infantry Firepower Equivalent (IFE). When a Gun uses IFE, it rolls directly on the IFT using its IFE FP, which is printed in
parentheses next to the Guns caliber, and ignores the To Hit process completely. In effect, it is firing like a large
MG.
A Guns ROF is reduced by one when IFE is used, but it gains the ability to use Subsequent First Fire and FPF.
Note that CA change DRMs also apply to IFE shots; this rule was accidentally omitted in the ASLSK #2 rulebook,
but it is present in the ASLSK #3 rulebook.
Trying to decide between using the To Hit process or using IFE can often be a difficult decision. My personal
rule of thumb is: if the target is in high TEM terrain, and/or if there is a lot of Hindrance, then I use the To Hit
process, because it provides the highest ROF, allows the use of Acquired Target counters, and, if I get a hit, its
a straight roll on the IFT at full FP. Otherwise, if there is little in the way of TEM or Hindrance, or the target is
moving in the open, I use IFE to avoid the necessity of having to roll a hit for the shot to have any effect.
4.5
Mortars
Mortars are short barreled, high trajectory weapons that have a number of unique features. Mortars operate
very differently than normal Guns.
Small caliber mortars appear as SWs (Light Mortars), while large mortars (76mm and up) appear as Guns. All
mortars function identically in the game, except as noted previously in the Light Mortar section.
Mortars are indirect fire weapons: instead of firing shells directly at their target in a flat trajectory, they fire
shells in a high arc. This characteristic is the main reason that mortars differ so much from the other types of
Guns. In theory, this high arcing trajectory would also allow mortars to fire over LOS obstacles... but this is
not possible in the ASLSK rules. Mortars cannot hit a target unless they have a LOS to that target, so they work
exactly like all of the other Guns in that respect.
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4.5. Mortars
Mortars can never fire from a building hex (another rule that was omitted from ASLSK #2 but is in ASLSK #3).
So, while there are no specific restrictions against placing a mortar in a building, or moving a mortar into a
building, there is no reason to ever do so unless you are simply moving through the building.
Unlike most Guns, mortars do have a range printed on their counters, in brackets in the lower righthand corner.
Mortars have relatively short ranges when compared to other Guns, and their high arcing trajectory means they
have a minimum range as well as a maximum range. The American 81* MTR, for example, can fire at any target
that is at least 3 hexes, but no more than 75 hexes, distant. The mortar tube cannot be elevated enough to fire
at a range of 1 or 2 hexes (it would have to fire almost straight up!).
Mortars never have AP rounds, and they must always use the ATT when firing. The ATT accurately depicts the
nature of mortar fire: instead of firing directly at an enemy unit with precise aiming, mortars simply lob many
shells into a general area. However, unlike other Guns, they can retain ROF when using the ATT... even if they
are firing Smoke/WP.
76mm-82mm mortars do not have their ROF reduced when they change CA (although they still have the CA
change DRM applied to their TH DR). These mortars, even though they are on large Gun counters, were still
small enough to be easily turned.
Some mortars list IR as an ammunition type. This stands for Illuminating Round. This ammunition is not
used in ASLSK; in full ASL, these rounds can illuminate an area of the map when fired during night battles.
Because they must use the ATT to fire, mortars can only place the large 5/8 Area Acquired Target counters
(rule 6.11). Note that SW mortars can also place these Area Acquired Target counters. But, because mortars can
never convert these 5/8 Acquired Target counters into 1/2 Acquired Target counters by firing on the ITT, they
can never retain acquisition on a unit that moves into another hex.
When indirect fire weapons attack a woods hex, the shells come down through the tops of the trees, and they
can occasionally be detonated in the air by a tree branch or trunk. These Air Bursts are particularly deadly
to infantry targets, as they spread shrapnel over a wide area and can hit personnel that are otherwise well
protected against direct fire. Whenever a unit in a woods hex is attacked by a mortar, the normal +1 TEM is
ignored and the 1 Air Burst TEM is used instead. This 1 TEM, combined with a mortars high ROF, makes
even the smallest mortars deadly when used against units in woods.
Place the following units on board w:
wAA4: American 6-6-6
wBB2: American 6-6-6
wBB5: German 4-6-7, 50* MTR
It is the German Prep Fire Phase. The 50* MTR fires at wBB2. The shot is a TH7/+0 and the DR is 3 (colored dr
is 1), resulting in a hit and ROF. A 50mm HE hit uses the 6 FP column on the IFT, which is then cut in half due to
the use of ATT, so the hit is a 2/1 (1 Air Bursts TEM), and the DR is 9, which results in no effect. Place a 5/8
1 Acquired Target counter on wBB2.
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The 50* MTR fires again, and the shot is TH7/1 (1 Acquired Target) and the DR is 5 (colored dr is 3), resulting
in a hit and ROF. The hit is a 2/1, and the DR is 6, which results in a NMC. The American squads MC DR is
8, which breaks them. Flip the 6-6-6 to its broken side, place a DM counter on it, and flip the Acquired Target
counter to its 2 side.
The 50* MTR fires again, but this time at wAA4, so the Acquired Target counter on wBB2 is removed. The shot
is TH7/+0 and the DR is 6 (colored dr is 3), resulting in a hit and ROF. The hit is a 2/+2 (+2 wooden building
TEM), and the DR is 5, resulting in no effect. Place a 5/8 1 Acquired Target counter on wAA4.
The 50* MTR could continue to fire until it loses ROF, but this is enough to show its effectiveness against the
different targets. When firing at the building in wAA4, a hit of 2/+2 means that the German player would need
a DR of 3 just to cause a NMC, but when firing at the woods in wBB2, a hit of 2/1 means a DR of 6 will cause a
NMC.
4.6
Guns as Targets
Guns that do not set up on a paved road hex are automatically emplaced (that is, they are protected by sandbags, etc., rule 6.3). Emplaced Guns have a +2 TEM, but this Emplacement TEM cannot be combined with
any other TEM (except Air Bursts, see ASLSK #3) or gunshield DRM. If the Gun is moved to a new hex, the
Emplacement TEM is lost and cannot be regained.
Some examples of emplaced Guns:
A Gun emplaced in Open Ground has a TEM of +2.
A Gun emplaced in a woods hex has a TEM of +2, but if it is fired upon by a mortar the TEM drops to +1
because of the 1 from the Air Bursts.
A Gun emplaced in a stone building has a TEM of +3, because the Guns owner will obviously choose to
use the building TEM rather than the Emplacement TEM.
AT and INF Guns have gunshields (rule 6.6) that can also provide a +2 TEM (+1 TEM if attacked by a mortar),
but only if the attacker is within the Guns CA. This gunshield TEM cannot be combined with any other TEM.
Gunshields rarely come into play, because Emplacement provides the same level of protection regardless of the
direction the attack comes from.
Gunshields are most likely to come into play when a Gun is attacked by Ordnance: if terrain or Emplacement
TEM is applied to the attackers To Hit DR, the +2 gunshield TEM can then be applied to the IFT DR if a hit is
scored. If, however, the gunshield TEM is instead applied to the attackers To Hit DR then it cannot be applied
to any resulting IFT DR.
Emplacement TEM and gunshield TEM can only protect a crew that is manning that Gun. They provide no
protection to any other units that may be in the Guns hex, including any non-crew unit that might be manning
that Gun.
Each Gun has a target size which is either small, normal, or large. Small Guns have a white circle behind
their manhandling number, while large Guns have their manhandling number printed in red. When a Gun is
attacked by Ordnance, a small Gun receives a +1 DRM (its hard to hit) while a large Gun receives a 1 DRM
(its easy to hit). Note that the TH DRM list in ASLSK #2 has these values reversed; the ASLSK #3 TH DRM list is
correct.
When resolving an Ordnance hit on a Gun, a CH or a subsequent IFT result of KIA destroys both the Gun and
its manning unit. An IFT result of K results in a malfunctioned Gun and Casualty Reduction to the manning
unit. If the IFT result is not a KIA or K (not a direct hit on the Gun), the Gun is undamaged and the gunshield
TEM (if applicable) can then be used to modify the IFT DR before finding the result that applies to the manning
infantry. Direct hits are always judged before adding any applicable gunshield TEM to the IFT DR.
An emplaced Gun and its crew can set up using Hidden Initial Placement (HIP, rule 6.4). To do this, the opposing player leaves the room while the Guns owner places his counters on the map. After he has set up his
counters, he writes down the location and facing of each HIP Gun, and then removes each HIP Gun and its crew
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Figure 4.10: Hidden Initial Placement setup and first German shot at the American squad in wDD6
from the map. When the opposing player returns, he has no idea where the hidden Gun(s) might be located. If
a HIP Gun was not set up in Open Ground or on a road, he may never see the Gun until it fires.
The use of HIP adds a realistic element of uncertainty to a scenario, but the technique is of somewhat limited
usefulness when fighting infantry, since the Gun(s) are unlikely to remain hidden very long, and the first surprise shot taken against an infantry target may not be decisive. The most important use of HIP is with AT Guns
that expect to be dueling enemy tanks. Whether or not the tanks will survive the AT Guns often depends upon
how well the Guns owner made use of HIP. Tank vs AT Gun battles will be covered in detail in a later chapter.
Place the following unit on board w:
wEE7: American 6-6-6
It is the American MPh. The American squad, seeing no enemy units nearby, announces normal movement
and expends 1 MF to enter wDD6. The German player interrupts the American move at this point and places
a 2-2-8 and 81* MTR in wBB2, with the 81* MTR facing wBB3-wCC3. The mortar and crew had been set up
there using HIP, so the German player reveals his written note of their location and facing so that the American
player can verify that they have been placed on the map correctly.
The 81* MTR takes a First Fire shot at the moving American squad. The shot is a TH7/1 (1 FFNAM, the
orchard cancels FFMO), and the DR is 8 (colored dr is 3), resulting in a hit and ROF. The hit is 8/+0 (no TEM),
and the DR is 11, resulting in no effect. Place a 5/8 1 Acquired Target counter on wDD6.
The American squad continues to move, expending 1 MF to enter wCC6. The 1 Acquired Target counter
cannot follow the moving squad; 5/8 Area Acquired Target counters always remain in the hex in which they
were placed (only 1/2 Acquired Target counters can move along with a target).
The 81* MTR can now fire another First Fire shot, which would again be a TH7/1. If it took this shot, the
Acquired Target counter in wDD6 would be immediately removed, and then a 5/8 1 Acquired Target counter
would be placed in wCC6 after resolving that shot.
4.7
The ASLSK To Hit Charts include both red numbers and black numbers. The use of red numbers indicates
less accurate shots. There are a number of different reasons why a Gun might use the red numbers, including
inferior gunsights, poor quality ammunition, poorly trained gun crews, etc., although with the ATT section I
think all the numbers are red simply because firing on the ATT never involves precision aiming at a particular
enemy unit.
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4.7.1
Firing at Range 0
Firing at Range 0 (at a target in the same hex) is not possible in ASLSK #2. The only time that opposing units
can occupy the same hex during a fire phase is if they are all broken, or if they are under a Melee counter. And
in both of those cases, those units are not allowed to fire at one another.
With the introduction of tanks in ASLSK #3, firing at range 0 will become possible.
4.8
Manhandling a Gun
QSU Guns can be moved during a scenario by manhandling (rule 6.5). Manhandling a Gun is pretty much a
desperation tactic: it is slow, dangerous, uncertain of success, and cancels HIP and Emplaced status. It occurs
so rarely in full ASL that I was surprised to see it included in the ASLSK rules.
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Chapter 5
Tanks
This chapter assumes that the reader has read, and understood, all of the previous chapters. Rules and concepts
discussed in the earlier chapters will be used here with little or no explanation.
This chapter will cover ASLSK #3, which adds tanks to the ASLSK system and completes the basic ASLSK ruleset.
Tanks add a whole additional layer of complexity to the basic ASL game system, and the vehicle rules differ from
the Infantry rules in many fundamental ways. ASLSK #3 includes two types of vehicles: tanks and Armored
Cars. These two types of vehicles can be collectively referred to as AFVs (Armored Fighting Vehicles).
5.1
Vehicle Counters
Vehicle counters are absolutely packed with information. These counters may seem cluttered at first glance,
but this packed design actually benefits playability: ASLSK players have almost all of the information they need
during a game right on the counter itself, which is handier than having to look up tank data on a separate card
or chart.
Each vehicle counter includes a detailed overhead view line drawing of the vehicle, with the vehicles name/model
printed alongside the image. Some vehicle names may have a lowercase letter in parenthesis added at the end
which denotes the country of origin for that vehicle. For example, the (a) on the Russian Sherman III counter
shows that, even though this is a Russian tank, it was actually manufactured in America.
The caliber of the AFVs Main Armament (MA) appears in the lower left corner of the counter, and the ROF
number (if any) appears above it. This MA information is read exactly the same way as it is on Gun counters.
The only exception to this is those rare cases when the AFVs MA is not a Gun. The British Light Tank Mk VIB
counter, for example, shows *CMG as its MA; this means that the tanks coaxial machine gun (CMG) is treated
as its MA, and the asterisk tells you that there is additional usage information about this weapon on the back
of the counter. If the note on the back of the counter is not clear, you then check the Vehicle and Ordnance
Historical Notes booklet where it will be explained in greater detail. It is, in fact, always a good idea to review
the historical notes for all of the vehicles involved in a scenario prior to playing it, to make sure that both players
are aware of any special usage rules that might apply to those vehicles.
Sharp-eyed ASLSK players may notice that Sherman tanks equipped with 75mm Guns have their ROF number
printed on a white background. This has no special meaning when using the ASLSK rules, but, for those who
might be curious, in full ASL the white ROF background signifies that these tanks have a very fast and accurate
turret traverse coupled with a relatively quick-firing Gun, which gives them certain advantages with respect to
ASLs Multiple Hits rule and Gun Duels rule.
Breakdown numbers for AFV MA are handled exactly the same as for regular Guns: a B12 is assumed unless
a B# appears on the AFV counter itself. But the two Russian IS-2 tank models have a special kind of B#... a
B11 with a circle around the 11. The circled B# indicates that these tanks carried an unusually low number of
rounds for their MA. These tanks could potentially run out of ammunition during a battle.
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Tanks
AFVs with a Breakdown number (circled B#) suffer MA malfunction normally, on an original TH DR of 12, but
if the original TH DR is equal to or greater than the circled B# (and is not a 12) the AFV is then marked with a
Low Ammo counter. The Low Ammo counter makes the original B# into a X# that will permanently disable the
MA, and creates a new B# of one less than the original circled B#.
To summarize how this works, if a Russian IS-2 rolls:
Original TH DR 12 MA malfunctions (can be repaired)
Original TH DR 11 place Low Ammo counter on the tank
A vehicles machine gun armament is displayed in the lower right corner of its counter. This is a series of two
or three Firepower (FP) numbers separated by slashes. When all three numbers are present, they are read from
left to right as:
Bow machine gun (BMG) mounted in the front of the hull.
Coaxial machine gun (CMG) mounted in the turret alongside the MA.
Anti-aircraft machine gun (AAMG) mounted on top of the turret.
If the AFV does not have an AAMG, then only two numbers are used: BMG/CMG
If a dash is present instead of a number, then there is no BMG or CMG in that position. The Italian L3/35, for
example, shows 4/ which signifies that it has a 4 FP BMG and no CMG.
A few AFVs have rather unusual MG armament. The Russian IS-2m, for example, shows 1/4 R2/4 with a white
dot behind the 1. This tank thus has a fixed-mount 1 FP BMG (+1 DRM when firing the BMG at a moving
target), a 4 FP CMG, a 2 FP Rear machine gun (RMG) mounted in the back of the turret, and a 4 FP AAMG.
The ASLSK #3 rules incorrectly identify the RMG as a Rear coaxial MG and neglect to point out that it has a
Covered Arc (CA) exactly opposite that of the MA/CMG.
AAMGs are considered optional equipment on certain AFVs, so their counters come in two versions, some
with an AAMG and some without. See the six Russian Sherman III counters: two of these counters include an
AAMG, but the other four counters do not. When playing a scenario using such an AFV, you use the version
depicted on the scenario card first, and only use the other version if additional counters are needed. Thus, if
a scenario calls for three Sherman IIIs without AAMGs, you could not use the counters with an AAMG... but if
the scenario calls for three Sherman IIIs with AAMGs, you would then use the two counters with AAMGs and
one without an AAMG.
Vehicular MGs have a breakdown number of B12, they never cower, and they do not have a ROF rating unless
they are also the vehicles MA. BMGs and CMGs each have a CA that works the same way as a Guns CA, but the
AAMG has no CA and thus can always fire in any direction without any CA change DRM penalty.
A vehicles Movement Point (MP) allowance is printed in the upper right corner of the counter. If this number is
printed over a white oval, the vehicle is fully-tracked (a tank), and if it is printed over a white circle, the vehicle
is wheeled (an Armored Car). If an asterisk appears next to the MP number, check the back of the counter
and/or the historical notes for a special usage note. If the MP number is printed in red, the vehicle suffers from
Mechanical Reliability problems.
AFVs can either be turreted or non-turreted. A turret allows the MA (and the CMG) to be aimed in any direction
without having to change the direction that the vehicle itself is facing. A non-turreted AFV must turn the entire
vehicle in order to aim the MA (which will always point to the AFVs front).
There are four possible turret classifications in ASLSK:
Fast Turret Traverse (T) a thin white circle surrounds the vehicle depiction.
Slow Turret Traverse (ST) a thin white square surrounds the vehicle depiction.
Restricted Slow Traverse (RST) a thick white square surrounds the vehicle depiction.
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The one exception to the above list is the Russian KV-2. This tank is depicted as a NT tank, but it does indeed
have a turret... which turns so slowly that the tank suffers NT AFV To Hit DRM penalties even when it turns the
turret instead of the whole vehicle.
Each AFV is rated for the amount of armor protection it has in two areas: the turret, and the hull (the body of
the AFV that the turret is mounted on). NT AFVs also have hull and turret armor ratings, but in this case hull
simply refers to the lower part of the NT AFVs body, and turret refers to the upper part of the NT AFVs body.
Both hull and turret areas are further subdivided into three facings: front, side, and rear.
The two numbers found directly below the MP rating, on the right side of the counter, are the AFVs Armor
Factors (AF). Armor Factors give the effective thickness of the armor in centimeters of vertical armor plate.
Thus an AFV with a front hull AF of 11 has the equivalent of 110mm of armor protection on the front hull. In
many cases the actual real-world thickness of an AFVs armor will be less than the value indicated by the AF,
because the AF rating takes into account such things as sloping the armor to increase its effective thickness.
The ASL/ASLSK armor system uses a limited set of AF values:
0, 1, 2, 3, 4, 6, 8, 11, 14, 18, and 26
No other AF values are allowed. An AF of 0 actually represents armor up to 1cm in thickness, and an AF of 1
represents armor that is 1cm to 1.5cm thick.
The two AF numbers printed on the AFVs counter are for the vehicles hull. The top AF is the value for the front
of the hull, and the bottom AF is the value for the side and rear of the hull. The AFs for the turret are derived
directly from the hull AFs:
If the hull AF has a square around it, the turret AF is one step stronger.
If the hull AF is unmarked, the turret AF is identical to the hull AF.
If the hull AF has a circle around it, the turret AF is one step weaker.
For example: a German Pz VIBs hull has a front AF of 26 and a side/rear AF of 8. The turrets AFs are 18 front
(because the 26 is circled) and 11 side/rear (because the 8 has a square around it).
This armor rating system is incredibly elegant and simple in requiring only two numbers to describe the armor
protection of an AFV. And it is surprisingly accurate: there are only a handful of WWII AFVs that dont quite fit
this system (their hull and turret armor differ by more than one step on the ASL armor scale).
The convention that a circle = bad/worse and a square = good/better is used consistently throughout ASL/ASLSK.
The only exception to this is when a circle or square appears around a squads class designation. For example,
there are two American Elite class squads: a 7-4-7 (marked with an E) and a 6-6-7 (marked with an E with a
square around it). The presence of a square surrounding the E on a 6-6-7 squad does not indicate that it is a
better squad than a 7-4-7... it merely indicates that it is a different type of Elite.
AFVs can have varying levels of ground pressure, which affects their chances of becoming bogged. This is
indicated on the counter with the unit ID letter in the upper left corner:
Unit ID in a square = low ground pressure (good)
Unit ID unmarked = normal ground pressure
Unit ID in a circle = high ground pressure (bad)
And finally, the two AF numbers also indicate the target size of the AFV. Target size affects how easy it is to hit
the AFV, with small targets being harder to hit and large targets being easier to hit:
On the back of the vehicle counter, the vehicle depiction appears again on a plain white background. This is
the vehicles wrecked side; if the vehicle is eliminated in combat, it turns into a wreck by flipping over to its
white side.
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Tanks
A wide variety of additional information can appear on the back of a vehicle counter. This information is provided so that the players may have ready access to it during the game, but it is applicable only to an unwrecked
vehicle. When a vehicle is eliminated and turns into a wreck, all information for that vehicle on both sides
of the counter is thereafter ignored.
Many vehicles have ammunition depletion numbers for the MA, which are read in exactly the same way as
ammunition depletion numbers for Guns. Some American and American-built AFVs have a depletion number
for C ammunition which is not used in ASLSK (in full ASL these AFVs can fire Canister rounds which have a
deadly shotgun-like effect against Infantry, but with only a very short effective range).
In addition to ammunition depletion numbers and special usage notes, the other information that can appear
on the back of a vehicle counter includes:
sD# Smoke Discharger usage number
sM# Smoke Mortar usage number
sN# Nahverteidigungswaffe usage number
No IF vehicle cannot use Intensive Fire (IF)
ML:9 Tiger crew Morale 9
The remaining four items that can appear are used only when playing full ASL and do not apply to the ASLSK
rules:
G vehicle may be equipped with a Gyrostabilizer
Sz vehicle may be equipped with Schrzen
vehicle is not equipped with a radio
CS # crew survival number (red = increased chance of a burning wreck)
5.2
There are numerous aspects of a vehicles status that are variable in nature, so a variety of additional counters
are used to keep track of them.
The most important of these are the generic white turret counters that can be used with any turreted vehicle.
These are used to indicate direction of the vehicles Turret Covered Arc (TCA) and the crews exposure status.
One side of the turret counter depicts an open hatch occupied by the AFVs commander; this is the Crew Exposed (CE) side. The other side shows a closed hatch and is the Buttoned Up (BU) side.
When a turreted vehicle counter does not have a turret counter on it, the vehicle is BU and its turret is facing
in the same direction as the vehicle itself. A turret counter must be placed whenever the crew opens a hatch to
become CE, or the turret turns to face in a different direction than the vehicle. Whenever the vehicle becomes
BU with the turret facing to the front, the turret counter is removed.
NT AFVs do not have a TCA to track, but they can become CE, so CE counters without a turret are also provided.
Malfunction counters are available for each type of weapon that an AFV can carry: BMG, CMG, AAMG, and MA.
When an AFV weapon malfunctions, place the appropriate Malfunction counter on the vehicle. If the weapon
is permanently disabled, flip the Malfunction counter over to its Disabled side.
Other vehicle status counters provided include Motion/Immobilized, Bog/Mired, Shock/UK, stun/+1, and
STUN/Recall. These counters will be discussed later in this chapter.
5.3
The design of the ASL vehicle counters packs a tremendous amount of information onto each counter, but this
information is not always easily accessible to the players: many vehicles can cart around large stacks of status
and acquisition counters, making it impossible to read the vehicle counter from a distance, and difficult to pick
up the vehicle counter to look at it more closely.
78
Figure 5.1: Stacked vehicle and information counters (l) vs spread out information counters.)
But one key difference between a stack of vehicular status counters and a stack of Infantry counters is that
the relative positioning of the vehicular counters within the stack has no particular significance. The only
positioning requirement is that the vehicle counter itself, and the turret counter (if present), must be kept
pointing in their proper facing direction.
This means that, in many situations, you can simply place these vehicular status counters in a hex next to the
vehicle they apply to so that the vehicle counter itself remains in full view of the players. Even a turret counter
can be removed from on top of the vehicle: you can place the turret on the adjacent hexspine (the hexspine
that it would point to if it was still on top of the vehicle counter), so that it continues to show the direction the
turret is facing without covering up the vehicle counter.
Spreading out your vehicular status markers like this can really make the game easier to play, especially in
scenarios with a lot of vehicles, because you can take in the entire tactical situation at a glance. Note, however,
that if you do this you must position the status counters so that there is absolutely no question as to which
vehicle they belong to. In situations where the nearby hexes are cluttered with Infantry and/or other vehicles
or if your opponent objects then you will have to place all of a vehicles status counters on top of that
vehicle.
To see how this can work, place the following counters on board v in hex vX6:
You can see that it might be a challenge to remember exactly what is in that stack... and then imagine a big
armor scenario with numerous stacks just like it scattered across the map!
Now try placing those counters like this:
As long as there are no Infantry in those hexes, and no other vehicles adjacent to those hexes, it will be perfectly
clear that those status counters are for that particular tank. With this kind of counter layout, it is instantly clear
what tank is present and what its complete status is.
A final tip for managing counter clutter is to only use the minimum number of Motion counters that are necessary. Motion counters are used to mark vehicles that remain in Motion at the end of their MPh. If you have
vehicles that are adjacent to each other and moving as a group, either in a column along a road or in a line out
in the field, just place a single Motion counter next to the lead vehicle and let it apply to the entire group. This
technique is again dependent upon your opponents agreement; if he objects, you will then have to do this by
the book and place a Motion counter on each individual vehicle in the group.
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Tanks
Figure 5.2: The Vehicle Covered Arc of the vehicle in vF5 is highlighted
5.4
AFV movement is quite a bit different than Infantry movement, so vehicles are assigned Movement Points (MP)
rather than Movement Factors (MF). For example, when crossing a Crest Line into higher terrain, a unit that
uses MF must pay double the normal MF cost of entering that hex, while a unit that uses MP must pay an
additional 4 MP over the normal MP cost of entering that hex (or 2 MP additional if moving along a road). The
use of the MF/MP terminology always makes it clear whether a specific movement rule applies to Infantry or
to vehicles.
AFVs have a Covered Arc (CA) in the direction that they are facing, just like Guns do. This is called the Vehicle
Covered Arc (VCA). The VCA defines the hexes into which an AFV can move, and into which a BMG can fire; if
the AFV is NT, the VCA also then defines the hexes into which the MA can fire. Whenever a turreted AFV does
not have a turret counter on it, its TCA and VCA are identical.
Movement Example #1
Place the following unit on board v:
vF5: American M4A2(L) facing vE5-vE6, BU
This tanks VCA includes the hex rows vE5-vA3, vE6-vA8, and all hexes in between these two rows.
If the tank wishes to move, the only hexes it can enter would be vE5 and vE6; it would first have to
turn to change its VCA, at a cost of 1 MP per hexspine, before it could enter any other adjacent hex.
Assume that it is the American MPh, and that the tank wishes to move. There is no Motion counter
on the tank, so it is currently stopped. A stopped vehicle must spend 1 MP to start before it can
spend any MP to actually move. Similarly, a moving vehicle must spend 1 MP to come to a halt
(stop), although some combat results and some movement events can force a vehicle to stop without the expenditure of a Stop MP.
The expenditure of MP to start or stop does not actually represent the vehicles engine being turned
on or off, but it instead accounts for a motionless vehicles inability to instantly accelerate to top
speed, and a rapidly moving vehicles inability to instantly come to a dead stop. In a real battle
situation an AFV would likely keep its engine running at all times, so as to be able to start moving
at a moments notice.
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Figure 5.3: The Vehicle Covered Arc of the vehicle in vI2 is highlighted, the Turret Covered Arc is indicated in
red.
The M4A2(L) begins its move by spending 1 MP to start. It has a total of 14 MP, so there are 13 MP
remaining. It then spends 1 MP to turn its VCA to face vE5-vF4 (12 MP remaining) and spends 1
MP to enter vF4 (11 MP remaining).
The tank now spends 1 MP to enter the Orchard in vF3 (10 MP remaining), and 1 MP to turn its VCA
to vF2-vG3 (9 MP remaining). In conjunction with that last MP expenditure, the player announces
that the tank will turn its turret to face vG3-vG4 and it will also become CE, so a turret counter is
placed on top of the M4A2(L), facing towards vG3-vG4, with the CE side up.
A vehicles crew exposure status may be voluntarily changed only once during the MPh, in conjunction with any other MP expenditure. So a vehicle that begins its MPh BU may become CE at
some point during its move, and a vehicle that begins its MPh CE may become BU at some point. In
addition, a vehicle may also change its crew exposure status during the APh, regardless of whether
or not it changed CE/BU status during the MPh.
A turreted vehicles TCA may be changed at will in conjunction with any MP expenditure. There
is no limit on how many times the TCA may be changed during a vehicles MPh, nor is there any
restriction on how many hexspines it can turn each time it does change.
The M4A2(L) now spends 1 MP to turn its VCA to vG3-vG4 (8 MP remaining). This VCA change also
changes the TCA to vF4-vG4: if the player does not announce a specific TCA change in addition to
the VCA change, the turret will remain stationary with respect to the vehicles hull and the TCA will
thus change by the same number of hexspines as the VCA.
The CE tank can now move along the road at the road movement rate of 1/2 MP per hex (if it was
BU, it would have to pay 1 MP per road hex). The tank now expends 1.5 MP to move vG3-vH2-vI2
(6.5 MP remaining). As it enters vI2, it also changes its TCA to vH2-vI3.
The tank now expends 1 MP to enter vJ1 (5.5 MP remaining). This move costs 1 MP because, even
though vJ1 is a road hex, there is no road crossing the hexside between vI2 and vJ1, so the tank
must pay the Open Ground MP cost. If the tank had actually followed the road through vI1, the
cost to move to vJ1 would have been 3 MP: 1 MP to turn left, 1/2 MP to enter vI1, 1 MP to turn right,
1/2 MP to enter vJ1. Taking the cross-country shortcut was much faster.
The tank now spends 4.5 MP to move vK2-vL2-vM3-vN3-vO4 (1 MP remaining) and it changes its
TCA to vP3-vP4 as it enters vO4. The turret counter is not removed, even though the TCA is now
the same as the VCA, because the tank is still CE.
At this point, with 1 MP remaining, the M4A2(L) has a decision to make: should it spend this last
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Tanks
Figure 5.4: The tank moved from vF5 to vO4 with 1 MP remaining.
MP to move one more hex, or should it pay 1 MP to come to a full stop where it is? If it chooses to
stop, it remains where it is and its MPh is completed. If it continues moving, then it could spend
its last MP to enter either vP3 or vP4, at which point it would be marked with a Motion counter to
remind the players that this tank has not stopped, and then its MPh would be over.
Whenever an AFV expends any MP during a MPh, it must spend all of its MPs. A tank with 14 MP, for example,
cannot just spend 1 MP to start, 1 MP to move one hex, 1 MP to stop and then declare that its MPh is over... it
still has 11 unused MP unaccounted for, and they must be spent on something.
This is one of the biggest differences between AFV movement and Infantry movement. AFV movement works
this way in order to account for the different vulnerabilities of AFVs and Infantry.
A squad becomes less vulnerable to enemy fire when it stops moving: the troops go to ground to take advantage of any available cover. Thus when a squad stops moving before using its full MF allowance, it becomes
much harder to hit and is no longer vulnerable to any additional enemy Defensive First Fire.
But when an AFV stops moving, it becomes more vulnerable to enemy fire: it cant go to ground or otherwise
take cover, and a vehicular target is much easier to hit when it is stationary than it is when it is moving. It would
be unrealistic to allow a moving AFV to limit its vulnerability to Defensive First Fire by moving slowly (not
spending all of its MP).
There are two ways in which an AFV can use up excess MP:
Whenever a moving AFV is stopped, it can spend any number of MP as Delay points.
When a moving AFV enters a new hex, it may pay more MP than is required.
Movement Example #2
Place the following units on board v:
vP7: German 2-2-8 crew
vP7: German 50L AT Gun facing vP6-vQ7
vT6: American M4A2(L) facing vS6-vS7, BU
The American tank wants to move into vS6 so that it will be in position to attack the Germans in
vP7. There are three basic methods that it may use to execute this move.
(A) The M4A2(L) expends 1 MP to start, 1 MP to enter vS6, 1 MP to stop, and finally 11 Delay points
in vS6.
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Its perfectly natural to think that these are just three different ways of describing the same thing, but these
are actually describing three different things. I cannot emphasize enough how important it is for you to learn
and understand these three movement states and how they interact with one another. If you dont understand
them properly, you will become hopelessly confused when trying to figure out how vehicles move and fight in
ASL.
The following vehicular movement status summary, written by Ole Boe, a noted ASL rules expert, is the best
and most concise summary of these movement states that I have found:
Vehicular Movement Status
moving : A vehicle that is currently executing its MPh.
Motion : A vehicle that is not moving and not stopped.
non-stopped : A vehicle that is moving and not stopped.
Moving Target : A vehicle that is/has been in Motion and/or entered a new hex this Player Turn.
Oles summary is not just for beginners... I keep a printed copy with my player aids for full ASL as well (the full
ASL version has one small addition to the Moving Target line that doesnt apply to ASLSK).
The phrase Moving Target is used interchangeably with the phrase Moving Vehicle, but even though they
have the same meaning, Moving Target is preferable as it is less likely to be confused with the term moving
that simply refers to a vehicle that is executing its MPh.
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Tanks
For example, to ask: Is the moving vehicle a Moving Vehicle? just seems silly, but if we rephrase that question
as: Is the moving vehicle a Moving Target? it makes a little more sense. And the question is a valid one, because
a vehicle that is moving (executing its MPh) is not always a Moving Target.
Lets examine how these three movement states work in more detail.
A moving vehicle is a vehicle that is currently executing its MPh: a vehicle that is expending MPs to enter new
hexes, change its VCA, start and/or stop, etc. Only one vehicle at a time can be a moving vehicle.
A moving vehicle that ends its MPh without stopping becomes a Motion vehicle, and it is marked with a Motion
counter. A vehicle that is in Motion remains in Motion until a combat result forces it to stop, or until it begins to
execute its next MPh (when it once again becomes a moving vehicle instead of a Motion vehicle). Thus moving
and Motion are mutually exclusive: a vehicle can be one or the other, but never both at once.
A vehicle that is moving can be either stopped or non-stopped, and could possibly change back and forth
between those two several times in a single MPh. That is, a moving vehicle could expend some MPs, then stop
and expend some Delay points, then start again and expend more MPs, then stop again and expend more Delay
points, etc., up to the limit of its available MPs.
Stopped/non-stopped status really only applies to moving vehicles, because vehicles that are in Motion are
always non-stopped. Vehicles that are not moving and not in Motion are always stopped.
A vehicle is a Moving Target if it is in Motion; it is also a Moving Target if it had been in Motion, or if it entered
a new hex, earlier in the current Player Turn. Once a vehicle becomes a Moving Target, it remains a Moving
Target until the end of the current Player Turn. Thus it is entirely possible to have a vehicle that is not moving,
and is not in Motion, that is nevertheless still a Moving Target.
Players must keep track of these confusing vehicle movement states because of their effect on combat. If you
look through the TH DR Modifiers list, you will see several references to Motion, Moving Vehicle (meaning
Moving Target), stopped, and non-stopped.
But before we get to actual combat using vehicles, lets look at some more movement examples to demonstrate
exactly how these movement states work.
Movement Example #3
Place the following units on board v:
vK6: German 2-2-8 crew
vK6: German 50L AT Gun facing vL5-vL6
vO7: American M4A2(L) facing vN6-vO6, BU
It is the beginning of the American MPh. The American tank is not moving, it is not in Motion, it is
stopped, and it is not a Moving Target.
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Note that if the American player declines to do any activities with this tank during this MPh it will
not expend any MPs at all and will remain stationary throughout the MPh.
The American player now announces that the tank will start moving, and it expends 1 MP to start
(13 MP remaining). It is now a moving vehicle, or, if you prefer, the moving vehicle (because you
can never have more than one moving vehicle at any given time). In addition, it is not in Motion, it
is non-stopped, and it is not a Moving Target.
Why is it still not a Moving Target, even though it has begun to expend MPs? Because, so far in
this Player Turn, it has not yet been in Motion or entered a new hex, which are the only two things
that can give it Moving Target status. And, since the tank cannot be in Motion until after its MPh is
complete (remember that moving and Motion are mutually exclusive), the only way for this tank to
gain Moving Target status in this MPh is for it to enter a new hex. The M4A2(L) is in a curious state
where it is no longer stopped, but not yet a Moving Target.
The tank now spends 1 MP to change its VCA to vN6-vN7 (12 MP remaining), but it still is not a
Moving Target. It has now spent 2 MP in the German AT Guns LOS, which means that the Gun
could have fired at it twice, and the tank would not have received the defensive benefit of being a
Moving Target for either shot.
The tank now spends 1 MP to enter vN7 (11 MP remaining), which moves it out of the Guns LOS
(the Gun on the hill cannot see over building vM7 to any lower level hex). The tank also finally
gains Moving Target status, so it is now: moving, not in Motion, non-stopped, and a Moving Target.
Another MP is spent to enter hex vM8, and then the tank spends 1 MP to stop. The remaining 9
MP are spent as Delay points, which concludes the tanks MPh. The tank is now: not moving, not
in Motion, stopped, but still a Moving Target. It will remain a Moving Target until the end of the
American Player Turn.
A vehicle that moves as a Moving Target and then stops retains Moving Target status only until the end of the
current Player Turn. The tank would therefore have Moving Target status during the German DFPh, but in the
following German Player Turn it would not be a Moving Target during the German Prep Fire Phase.
To understand why the tank remains a Moving Target even after it ends its MPh stopped, remember that almost
all of the actions that occur during a turn would actually be happening simultaneously in real life. Thus, a tank
that comes to a stop during its MPh, and then much later in the turn is fired on in the DFPh, is a Moving Target
because, in a real battle, this firing would be occurring as the tank was moving and coming to a stop. Or, to put
it another way: choosing to wait until your DFPh to fire at a moving tank that stops does not allow you to treat
it as if it spent the entire turn motionless, which would certainly not be realistic.
Movement Example #4
Place the following units on board v:
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Tanks
Movement Example #5
Place the following units on board v:
vK6: German 2-2-8 crew
vK6: German 50L AT Gun facing vL5-vL6
vO7: American M4A2(L) facing vN6-vO6, BU
It is the beginning of the American MPh. The American tank is not moving, it is not in Motion, it is
stopped, and it is not a Moving Target.
The tank spends 12 Delay points, and then spends 1 MP to start and 1 MP to change its VCA to
vN6-vN7 (all MP expended). Place a Motion counter on the tank. The tank is not moving, it is in
Motion, it is non-stopped, and it is a Moving Target.
But it was never a Moving Target during its MPh! The German AT Gun could have taken up to 14
Defensive First Fire shots at the tank, but none of them would have been against a Moving Target.
The tank became a Moving Target only when the Motion counter was placed on it, after the tanks
MPh was completed.
At this point, if you are getting frustrated with the whole confusing business of: moving vehicles are not in
Motion and vehicles in Motion are not moving, etc.... well, welcome to the club. Its unfortunate, but the ASL
vehicle movement rules use a lot of unnecessarily confusing terminology. The game plays fine once you get
used to this terminology, but keep Oles movement status summary handy... just in case!
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5.4.1
When ordnance is fired at an Infantry target and scores a hit, the shot is resolved with a DR on the IFT. But firing
ordnance at an AFV introduces a new method of resolving a hit: the To Kill process.
Firing ordnance at an AFV is a two-step procedure. First you select the type of ammunition that you wish to
fire, figure a TH#, and make a TH DR to see if your shot hits the target. If a hit occurs, you then figure a To Kill
number (TK#) from your ammunition type and the targets applicable AF value, and make a TK DR to see if
your shot has any effect on the target.
The IFT is usually not used at all when firing ordnance at an AFV, except to resolve any collateral attack on an
AFVs exposed crew (Rule 7.12). If the AFV is BU, then no collateral attack can occur.
Theres a tremendous amount of material to cover just to demonstrate the most basic elements of combat with
AFVs, so this first Combat Example is going to be quite lengthy.
Combat Example #1
Place the following units on board v:
vK6: German 2-2-8 crew
vK6: German 50L AT Gun B facing vL5-vL6
vP7: German 4-6-7 squad
vR5: American M4A2(L) facing vQ5-vQ6, CE, TCA of vQ5-vQ6
vR5: German 1 Acquired Target counter B (from a previous shot)
It is the beginning of the German Prep Fire Phase. The German player decides to fire his AT Gun at
the American tank. The Gun has three types of ammunition available: HE, AP, and APCR. The type
of ammunition to be used must be selected before the TH DR is made.
When you fire ordnance at a vehicle, you will normally use the Vehicle Target Type (VTT) section of
the To Hit Chart. The VTT works in much the same way as the ATT and the ITT, with one important
difference: when you fire using the ATT or the ITT, your shot will affect all of the units in the target
hex (except that a shot using the ITT cannot affect a BU AFV); but when you fire using the VTT,
your shot will only affect the one specific vehicle that you are firing at.
The range here is 7 hexes, which gives a basic TH# of 9 for a German 50L on the VTT.
Youll notice that, along with the addition of the VTT section to the To Hit Chart, the number of
possible To Hit modifiers has increased from 18 (in ASLSK #2) to 25. There really are no shortcuts
to learning this long list of TH DRMs; just go through the entire list each time you shoot to see
which ones apply to that shot. This will become much easier and faster with repetition, and people
who play on a regular basis can often actually memorize the list and do all of the TH DRMs for
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Tanks
common situations in their heads. This list looks daunting, and it does take a while to understand
everything that affects a TH DR... but once you get the hang of it the system is actually pretty simple
to use.
For this first look at a shot against a tank, Ill run through all 25 cases (NA means not applicable).
Firer Based TH DRMs:
1. NA
2. NA
3. NA
4. NA
5. NA
6. NA
7. NA
8. NA
9. NA
10. NA
11. NA
12. NA
13. NA
14. NA
15. NA
16. NA
Target Based TH DRMs:
17. NA
18. NA (Grain Hindrance does not apply because the Gun is on a higher level than the Grain)
19. NA
20. 1
21. NA
22. 1 (large target)
23. NA
24. NA
25. NA
Thus only two cases on the list apply to this shot, and both of them are obvious just from looking at
the map (theres a 1 Acquired Target counter, and the tanks counter shows that it is a large target).
This shot is then a TH9/2, so the Gun will either score a hit or malfunction... it cannot possibly
fire and miss! (An original TH DR of 11 or less is a hit; an original TH DR of 12 is a malfunction).
When the VTT is used, a Critical Hit (CH) occurs only on an original TH DR of 2.
The shot will hit the front of the tank, so the AF value used will be 11 for a hull hit, and 8 for a turret
hit (a circled 11 means that the turret front armor is one step less than the hull front armor).
Assuming that the shot actually hits the target AFV, a turret hit occurs if the colored dr of the TH
DR is less than the white dr; if the colored dr is equal to or greater than the white dr, then a hull hit
occurs.
AP (Armor Piercing)
The German 50L has a basic TK# of 13 at range 7. This basic TK# would be doubled to 26 if a CH
occurs. The final TK# is found by subtracting the targets AF from the basic TK#. Here, a hull hit
would have a final TK# of 2 (TK# 13 11 AF), and a turret hit would have a final TK# of 5 (TK# 13 8
AF).
Once the final TK# is known, a TK DR is made and the result found on the Direct Fire column of
the AFV Destruction Table. Assuming that the final TK# was 5 for a turret hit, the possible results of
the TK DR are as follows:
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Tanks
The German 4-6-7 squad in building vP7 can also fire at the American tank, because the crew is CE.
This attack would be a 4/+2 on the IFT, with the +2 DRM again being due to the partial protection
that the tank offers its exposed crew. The squad would need to roll a DR 5 or less for its attack to
have any effect.
The squad could also try to fire a Panzerfaust (PF) at the tank, but this would have little chance of
success. First, the range is 3 hexes, so this action would have to be taking place in 1945 for a PF to
even be able to hit a target that far away. Next, the squad would have to see if they have a PF ready
to fire, which would require a PF availability dr of 4 or less (1 drm for 1945). The basic TH# for
a PF at range 3 is 4, so the shot would be either TH4/+1 (+2 avoid backblast, 1 large target) or a
TH4/1 if they choose to not avoid the backblast.
They are unlikely to score a hit if they avoid the backblast, and if they accept the backblast they
have a good chance of harming themselves (Rule 4.4.3). However, should they fire a PF and hit the
tank, well... theres no point wasting time calculating a TK# for a PF hit; just make a DR to check for
a dud (original DR 12). If its not a dud, the tank is killed. PFs are so incredibly powerful that only
one Allied tank in ASLSK #3 even has a chance of surviving a PF hit: the Russian IS-2m, and it only
has a chance to survive if the PF hits its front hull (26 AF)!
Note that in the ASLSK rules, a PF is the only weapon that suffers a dud on an original TK DR of 12,
but in full ASL, an original TK DR of 12 is a dud for all weapons.
Lets assume that the German units fired at the American tank with no effect, and that no German
units moved in the MPh, which will allow us to explore the American attack options in the DFPh.
The American M4A2(L) can fire its MA and all three of its MGs, and the MA can possibly fire multiple times if it retains ROF. This AFV is equipped with an AAMG, which can fire in any direction
without penalty (it does not have a CA). However, an AAMG can only be fired (and repaired) if the
AFV is CE.
If the tank wants to fire MGs at the 4-6-7 squad in vP7, the AAMG is currently the only MG that can
fire at it. An attack by the AAMG alone would be a 4/+2 on the IFT, and the MA, BMG, and CMG
could then be used against the German AT Gun in vK6.
The CA change DRMs that apply when a Gun fires outside its CA, listed in #8 on the TH DR Modifiers list, also apply to the IFT DR if a BMG fires at a target outside the VCA, or a CMG fires at a
target outside the TCA.
If the tank wanted to fire both the AAMG and the CMG at the 4-6-7, the TCA would have to change
to vQ6-vR6. The resulting shot would be a 8/+3 (+2 TEM, +1 T TCA change), and the BMG could
still be used against the AT Gun. If the tank then fired the MA at the 4-6-7, the +1 T TCA change
DRM would apply to that shot as well (the CMG and the MA would actually be firing simultaneously
at the 4-6-7, so the TCA change would affect both attacks), or the MA could fire at the AT Gun, which
again would have a +1 T TCA change DRM for turning the turret back to its original facing.
You might think that, if you turn the turret to fire the CMG at the squad, and then turn the turret
back to fire the MA at the Gun, that the MAs shot would have a +2 TCA change DRM because of the
two turret turns (+1 each)... but it doesnt work that way. CA change DRMs are never cumulative
when firing at different targets. In other words, when you fire at a target and then change CA to fire
at a different target, only the CA change DRM involved in turning from the first target to the second
target applies; any CA change DRM that applied to the attack on the first target is ignored for the
attack on the second target.
If the tank wanted to fire the BMG and the CMG at the 4-6-7, it would have to change its VCA to
vQ6-vR6. This shot would be a 6/+5 (+2 TEM, +3 NT VCA change). The AAMG could then be used
against the AT Gun, but could not make a separate attack on the 4-6-7, because Mandatory FG
applies to an AFVs MGs.
The tank could also fire all three MGs at the 4-6-7, but this 10 FP attack would actually only be an
8/+5 because the IFT does not have a 10 column. Thus nothing is gained by firing the BMG in
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Tanks
conjunction with the other two MGs, so the tank would be better off just turning the turret to fire
the CMG & AAMG at the 4-6-7 (8/+3) and using the 2 FP BMG to fire at the AT Gun.
Lets assume that the tank decided to fire the AAMG at the 4-6-7 (4/+2) and the BMG & CMG at the
AT Gun (6/+2) and that these two attacks had no effect. No TCA or VCA changes were necessary
for these attacks. The tank can now select a target for its MA. (Note that the tank could have fired
its four weapons in any order that it wished; there is no requirement that the MGs fire before the
MA.)
The M4A2(L) can fire HE, AP, Smoke, and WP, but in this demonstration it will only fire HE against
the German Infantry targets.
If the tank fires at the AT Gun at a range of 7 hexes, the basic TH# using the ITT is 7. The TH DRMs
would be +2 TEM (emplaced Gun) and +1 small target, making the shot a TH7/+3. The Gun does
not get the +1 Height Advantage TEM because it already has a positive TEM from being emplaced,
and it also cannot use the +2 gunshield TEM for the same reason (although if the tank scores a hit
that is not a Direct Hit, the gunshield +2 DRM would then apply to the IFT roll).
A hit on the Gun is resolved as a 12/+0 IFT attack. If this attack does not result in a K or KIA (which
represent a Direct Hit on the Gun itself ) you then add +2 to the IFT DR (the gunshield +2 TEM) to
find the result that is applied to the crew. In other words, if the 12/+0 does not result in a Direct
Hit, you then treat it as a 12/+2 because of the gunshield.
If there was another squad in the AT Guns hex, the tanks HE shot using the ITT could hit it as well.
Against this additional squad the shot would be a TH7/+1 (+1 Height Advantage TEM). If the tank
then rolled a TH DR of 5, the shot would miss the Gun and its crew (5 + 3 = 8) but it would hit the
additional squad (5 + 1 = 6) which would then suffer a 12/+0 attack on the IFT. A TH DR of 4 or
less would hit both the Gun/crew and the additional squad.
If the tank wishes to fire its MA at the 4-6-7, it must change its TCA to vQ6-vR6. The shot at range
3 using the ITT is a TH8/+3 (+1 T TCA change, +2 TEM). Had the tank chosen to change its VCA
instead of its TCA, then the shot would be a TH8/+5 (+3 NT VCA change, +2 TEM).
And finally, note that an AFV does not have to be in Motion in order to change its VCA when firing,
nor does such a VCA change cause an AFV to gain Motion status.
A battle between a tank and a Gun, as depicted in the previous example, will tend to favor the Gun unless the
tanks armor is too thick for the Gun to penetrate. The Gun will usually get the first shot as the tank moves into
position to attack. It is easier to score a hit on a tank than to score a hit on a Gun, and the Gun will often have
a higher ROF than the tank. In addition, even if the Guns crew does break, theres always a chance that they
might rally and get the Gun back into action... but a knocked-out tank is permanently lost.
Take a look at case #13 on the TH DR Modifiers list: if an AFV is BU it has a +1 DRM added to its TH DR. This
did not come into play in the above Combat Example, but it is one of the most commonly used DRMs. Players
will often face a difficult choice in deciding whether to be CE to avoid this +1 DRM, or to be BU to keep the AFV
crew safe from IFT attacks and HE. And for those who might be considering moving to full ASL at some point,
note that this choice becomes even more critical in ASL... as CE AFV are prime targets for ASL snipers, who can
attack without warning and knock a tank out of the battle with a single rifle shot!
Whenever a hit on a AFV will result in a TK DR, you must determine which target facing the shot actually hit:
front, side, or rear. An AFVs strongest armor is always in the front, so avoiding a side or rear shot is often a top
priority for a player with AFVs. Unlike a weapons CA, which is rather limited, an AFVs front target facing is
quite generous; a firing unit must be way off to the side to qualify for a side shot.
To see how this works, set up an American tank as in the previous Combat Example (in vR5, VCA of vQ5-vQ6)
and refer to the target facing diagram on page 11 of the ASLSK #3 rules.
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5.4.2
The first Combat Example, despite its length, was pretty straightforward: nobody moved. But in battles where
AFVs are present, movement is likely to play a key role. When the attacker has tanks, the defender must find
ways to limit their mobility advantage.
Tanks
Figure 5.14: The HIP American crew and 57L AT appear on the board.
At which point the American player triumphantly yells: I have a shot! The tanks movement is
paused here so that the American player can take a Defensive First Fire shot.
An American crew is now placed on the map in vT7, along with an American 57L AT facing vT6vU7. After placing these units, the American player gives the German player the piece of paper on
which he had recorded the location and facing of his HIP AT Gun & crew, so that the German player
can verify that they have been placed correctly.
The American player decides to fire AP. The 57L has a basic TH# of 10 at range 2 when using the
VTT. The TH DRMs are: 1 large target, and +2 Moving Target (Moving Vehicle) with more than
3 MP spent in the Guns LOS (case 24). Case #25, 1 for 2-hex range, does not apply because the
target is not stopped. The shot is thus a TH10/+1, so a TH DR of 9 or less will score a hit.
If a hit occurs, the basic TK# for the 57L is 16, and the Panthers side AF is 6, which gives a final TK#
of 10. The possible results of a hit are:
TK DR 9 or less Elim (flip AFV over to wrecked side)
TK DR 10 Shock if turret hit; Immobilized if hull hit
TK DR 11 Possible Shock (crew NMC)
TK DR 12 no effect
The Panther has very little chance of surviving this attack. What little survival chance it does have
comes from it being a Moving Target. But if it does somehow survive, then it is the AT Gun that
is doomed: before the Gun can fire a second shot, the tank would spend 1 MP to change its VCA
to vS6-vT6. With this VCA change, the 57L could now only hit the Panthers front, and most of its
shots would bounce harmlessly off of that thick armor unless a CH occurs. The Guns crew, on the
other hand, would not last long against the MG and HE fire of the tank.
After the VCA change, the Panther would end its MPh by spending 1 MP to stop, and its last MP as
a Delay point.
94
In this situation, there were only two road hexes in which the 57L could get a good side shot against
the tank: vT5 and vU5. A shot fired at vV4 would have hit the tanks front armor, and a shot fired
at vS6 would have hit the tanks side armor but with an additional +6 CA change TH DRM (+3
doubled because of Woods).
Its interesting to note that, if the Panther had changed its VCA to vX3-vY4 before moving down the
road, the Gun would never have had a side shot at it. This, of course, is completely unrealistic:
in real life theres no way a tank could drive down that road without giving up a side shot to the
hidden Gun at some point. This is not a flaw in the game system... stuff like this is bound to occur
whenever you constrain movement & firing to an artificial hexagonal grid. But it is a good example
of how ASLs depiction of reality will always fall short of the real thing, even though the game usually
does a good job of convincing you that it really is realistic.
This Combat Example demonstrates just how vitally important the ability of Guns to set up using HIP is. The
American 57L AT Gun is totally out-classed when facing a Panther; it has almost no chance of knocking one
out... unless it can use a HIP set up to get a side shot, which turns it into a deadly threat to a Panther.
Few things will slow down your opponents armored assault more than having a HIP Gun hidden somewhere
on the map. In a real game, knowing that a 57L was hiding somewhere, a prudent German player would not
have dared to move the Panther at all! He would have first sent Infantry to sweep through the Woods on both
sides of the road, looking for that hidden Gun. And the American player, of course, would have set up his own
Infantry to try to prevent this. While this Infantry battle raged, the German armor would be stuck in place,
unwilling to do more than offer some long range fire support to the German Infantry as long as the location of
the Gun remains unknown.
But if you then add in victory conditions that require the German armor to move, and a time limit that makes
it impossible to win if the armor is too cautious, things could get a little... tense.
The meta-game that can develop when one player has AFVs that need to move, and the other player has Guns
that can set up HIP, can become incredibly interesting as they try to outguess and outwit one another. But a
closer look at the tactics involved is unfortunately outside the scope of this chapter.
Tanks
It is the start of the American MPh. Both tanks have only AP and HE ammunition remaining. There
is no LOS between these two tanks, as it is blocked by the Woods in vCC7. Note that because both
tanks are on a hill, only LOS obstacles that are also on a hill can block LOS between them.
The American M4A2(L) first expends 10 Delay points (4 MP remaining). It then spends 1 MP to
start (3 MP remaining), and 1 MP to enter vDD6, changing its TCA to vCC6-vCC7 as it moves (2 MP
remaining).
A LOS now exists between the two tanks; the range is 19 hexes. A shot from the German Pz IVH
would hit the American tanks front armor, but a shot from the American tank would be a side shot
if it hits the German tanks hull. Thus the German tank is in a vulnerable position, and it needs to
change its VCA so that the hulls front armor is facing the American tank.
AFVs have the unique ability to fire during their MPh (assuming, of course, that they did not fire in
their Prep Fire Phase). Firing during movement is called Bounding First Fire, and any vehicle that
takes such a shot is marked with a Bounding Fire counter (unless it retains ROF). Obviously, whenever both attacking and defending units can fire during movement, the potential for confusion will
be high, so here is a summary of how the Defensive First Fire/Bounding First Fire combination
works:
After each MP expenditure, both Defensive First Fire and Bounding First Fire may occur.
Defensive First Fire occurs before Bounding First Fire.
Defensive First Fire may result in multiple shots if multiple MPs were used in the MP expenditure (assuming ROF and/or Intensive Fire allows multiple shots).
Bounding First Fire is limited to a single shot per MP expenditure, even if multiple MPs were
used.
After using Defensive First Fire, a weapon that retains the ability to shoot (due to ROF or
Intensive Fire) may use Defensive First Fire again after any future MP expenditure, regardless
of how many MPs are actually used.
After using Bounding First Fire, a vehicle that retains the ability to shoot (due to ROF or Intensive Fire) may use Bounding First Fire again, but only after expending at least 1 additional
MP.
The defender clearly has the advantage here. He gets to shoot first and may possibly get to take
more shots, and take them more often. But the attacker faces an even more serious problem:
WWII-era tanks could indeed fire while moving, but their chances of actually hitting a target with
such a shot are usually pretty slim. Thus a stationary defender is far more likely to score a hit than
is a moving attacker.
After the American tank spends the 1 MP to move into LOS in vDD6 there are two shot possibilities.
First, the German tank has the option to take one Defensive First Fire shot. Then, regardless of
whether or not a Defensive First Fire shot occurred, the American tank (if it survived any Defensive
First Fire shots) has the option to take one Bounding First Fire shot.
Lets see what chance of success these shots might have.
Defensive First Fire: The German 75L has a basic TH# of 8 when using the VTT at a range of 19
hexes. The German tank needs to get his front armor facing the Americans, and he needs to get his
TCA turned to face the target. Changing the VCA to vK5-vL4 will accomplish both goals (the turret
turns along with the tank, so the TCA will change to vL3-vL4 when the VCA changes).
The TH DRMs for this shot are thus: +3 NT VCA change, 1 large target, +4 Moving Target with 1
MP in firers LOS (case 24), making the shot a TH8/+6. The shot is unlikely to score a hit, but it
would get the hulls front armor facing in the correct direction and put an Acquired Target counter
on the American tank. And since a TH DR of 2 is needed, a hit will also be a CH.
The German player could also choose to just change his TCA, which would result in a +1 T TCA
change DRM instead of the +3 NT VCA change DRM, making the shot a TH8/+4. This would give
the tank a better chance of scoring a hit, but leave it vulnerable to a side hull hit.
96
Bounding First Fire (BFF): The American 75 has a basic TH# of 7 when using the VTT at a range of
19 hexes. The only applicable TH DRM for this shot is +6 BFF with less than 2 MP in LOS (#14),
making the shot a TH7/+6. This shot cannot score a hit (even a CH will miss), and it would not
allow the American tank to place an Acquired Target counter, so it would be pointless to actually
fire.
Note: The ASLSK #3 rules do not actually prohibit a vehicle that is in Motion or using BFF from
gaining acquisition when it fires, but designer Ken Dunn has stated that acquisition should not be
allowed under these conditions. This will certainly be corrected in some future errata, so you may
want to go ahead and disallow acquisition by a vehicle in Motion or using BFF, which is exactly how
it works in full ASL as well.
There is another penalty that would also apply to this shot. Because the American tank did not
come to a stop before firing, once the TH DR is made the lower of the two drs must be doubled.
Doubling the lower dr further reduces your chance of scoring a hit, assuming you had any chance
of scoring a hit to begin with. This is case 16, Motion Fire, on the TH DR Modifiers list. (Again
we encounter potentially confusing terminology... this case should really be titled Motion/NonStopped Firer as it is in full ASL.)
A lot of players get confused about how to use cases 14 and 16 on the TH DR Modifiers list, so Ill
try to clarify the usage: If you take a BFF shot while stopped, you use case 14; if you take a BFF shot
while non-stopped, you use case 16, which tells you to also use case 14. In other words, the add
case 14 text found in case 16 is simply reminding you that case 14 also applies... its not telling you
to add in case 14 twice!
It works the same way if a vehicle fires in the AFPh: If the vehicle is not in Motion, use case 14; if
the vehicle is in Motion, use case 16 and case 14.
There are two cases on the TH DR Modifiers list that are MP-dependent: case 14 and case 24. The
only time that you have to actually count MPs is when a shot takes place during the MPh, and
the firing unit and the target have been out of LOS at some point during that MPh. In all other
instances, case 14 will always be +4 or +5, and case 24 will always be +2.
In this current Combat Example, the two tanks began the American MPh out of LOS, and the American tank has so far only spent 1 MP in LOS, which made case 14 a +6 (T turret) and case 24 a +4
in the TH calculations above.
Now, having looked their respective chances of scoring a hit, what should our players do here?
The German player gets to fire first, but he will decline to shoot. The American tank is currently no
threat to him, and he would prefer to let the American tank spend more MP in LOS to increase his
own chances of hitting. The American player of course will not fire, because his shot would have
no chance of success.
Please note that I am going through these TH calculations in exhaustive detail simply to help you
learn how these game mechanisms work. In a real game between experienced players, none of
these TH calculations would have been made... both players would be well aware that the American tank cant hit the broadside of a barn until it stops, and the German tank doesnt need to be
concerned about it until it does stop. In other words, this tutorial is probably making the game
sound much more difficult to play than it actually is.
The American player now announces that he will attempt to fire his Smoke Mortar (sM8, see rule
7.5). His usage DR is 5, which is successful so he places a +2 Dispersed Smoke counter in vBB6
and expends 1 MP (1 MP remaining). If the Smoke Mortar usage had failed, there would not have
been any MP cost. The American player, understanding that the German has the initial advantage
in this fight, placed the Smoke to reduce the chance of the German tank scoring the first hit. The
Smoke will disappear at the start of the next American Prep Fire Phase.
The American tank has now expended 2 MP in LOS, and once again the German player has the
option to take a Defensive First Fire shot, after which the American player could take a BFF shot.
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Figure 5.16: The American M4A2(L) first expends 10 Delay points, starts and enters vDD6, changing its TCA to
vCC6-vCC7 as it moves. It then places Smoke in vBB6 and stops.
Both players decline to fire, however, since the addition of the +2 Hindrance from the Smoke will
make the shots even less likely to hit than they were previously.
The American tank then spends its last MP to stop, for a total of 3 MP spent in LOS.
Now the German player has a concern. With the American tank stopped, case 16 will not apply if
it takes a BFF shot... but the German player decides that the +2 Smoke Hindrance will probably
prevent a BFF shot from being a serious threat. Lets see if his judgment is correct.
Defensive First Fire: If the German tank fires, its shot will be a TH8/+7 (+3 NT VCA change, +2
Smoke, 1 large target, +3 Moving Target with 3 MP in LOS). Theres no chance of scoring a hit.
Bounding First Fire: If the American tank fires, its shot will be a TH7/+7 (+5 BFF with 3 MP in LOS,
+2 Smoke). No chance of scoring a hit.
The American MPh is now over.
In the DFPh, the German tank fires AP with a TH8/+6 shot (+3 NT VCA change, +2 Smoke, 1
large target, +2 Moving Target case 24). The VCA changes to vK5-vL4 and the TCA changes to vL3vL4. The TH DR is 4 (colored dr is 1), so the shot misses but ROF is retained. A 1 Acquired Target
counter is placed on the American tank.
The German tank now fires again, and this time the shot is a TH8/+2 (+2 Smoke, 1 acquired target,
1 large target, +2 Moving Target case 24). The TH DR is 7 (colored dr is 3) which is a miss. ROF is
lost, and the Acquired Target counter is flipped over to its 2 side. This ends the DFPh.
This second shot had much more chance of scoring a hit, primarily because it did not have the +3
NT VCA change DRM that applied to the first shot. This illustrates an important point: if you must
move into the LOS of an enemy AFV/Gun, try to do so outside of that units CA. If the defending
unit doesnt have to change its CA to fire at you, its going to have a good chance of scoring a hit.
In the AFPh, the American tank may take one Bounding Fire shot at the Pz IVH because it is not
already marked with a Bounding Fire counter. ROF will not apply. The shot is a TH7/+6 (+4 Bounding Fire case 14, +2 Smoke). The shot cannot score a hit, but the American player takes it anyway
(making a TH DR only to check for a weapon malfunction) in order to put a 1 Acquired Target
counter on the German tank.
Note that case 1 applies only to an AFPh shot taken by a vehicle that didnt move. A vehicle that
moves and then fires in the AFPh must use case 14 instead of case 1.
The RtPh is skipped (no broken units). The APh is skipped: vehicles cannot move in the APh, and
the American player declines to use the APh to BU. And the CCPh is skipped.
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Figure 5.17: The German tank fires AP, changes VCA to vK5-vL4 and TCA to vL3-vL4. It then takes a second
shot.
With the end of the American Player Turn, the M4A2(L) ceases to be a Moving Target.
The German tank will fire again in the Prep Fire Phase. The shot is a TH8/1 (+2 Smoke, 2 acquired
target, 1 large target), so a TH DR of 9 or less will be a hit. The 75L has a basic TK# of 16 at a range
of 19 hexes, so the possible results of a hit are:
Turret hit with a final TK# of 8:
TK DR 7 or less Elim (flip AFV over to wrecked side)
TK DR 8 Shock
TK DR 9 Possible Shock (crew NMC)
TK DR 10 or more no effect
Hull hit with a final TK# of 5:
TK DR 4 or less Elim (flip AFV over to wrecked side)
TK DR 5 Immobilized
TK DR 6 Possible Shock (crew NMC)
TK DR 7 or more no effect
The American tank, if it survives, will return fire in the DFPh. The shot is a TH7/+1 (+2 Smoke, 1
acquired target), so a TH DR of 6 or less will be a hit. Any subsequent shots will have a 2 acquired
target DRM, so they will be a TH7/+0. The 75 has a basic TK# of 13 at a range of 19 hexes, so the
possible results of a hit are:
Turret hit with a final TK# of 7 (13 - 6):
TK DR 6 or less Elim (flip AFV over to wrecked side)
TK DR 7 Shock
TK DR 8 Possible Shock (crew NMC)
TK DR 9 or more no effect
Hull hit with a final TK# of 5 (13 - 8):
TK DR 4 or less Elim (flip AFV over to wrecked side)
TK DR 5 Immobilized
TK DR 6 Possible Shock (crew NMC)
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Tanks
TK DR 7 or more no effect
This is now a very even matchup. The German tank is slightly more likely to score a hit, and slightly
more likely to score a kill with a turret hit. The key difference between these two tanks is that the
German high-velocity 75L is a better antitank weapon than the American 75: it is more accurate at
long range, and it has better armor penetration (even though the American tank has better armor
protection than the German tank).
The previous Combat Example developed in a way that was typical of real WWII tank battles: stationary tanks
exchanging shots at long range. But battles of maneuver did occur during the war, and you will see them occur
quite often in ASL/ASLSK scenarios.
A word of warning: the next Combat Example is extremely complex. Its probably going to feel more like an
advanced master class than a beginners tutorial... and I did agonize about whether I should even include
it. But if you are going to use armor effectively in ASL/ASLSK, you really need to see how the rules all come
together in a wild mobile battle situation.
However, if you are not yet completely comfortable with the concepts discussed to this point, you may wish to
skip over Combat Example #4 for now and continue on with AFV Combat: Miscellaneous. You dont need to
go through this combat example in order to start playing the scenarios included in the game.
The MPh begins with T-34 M41 A spending 1 MP to start (16 MP remaining). This tank model
suffers from Mechanical Reliability problems (indicated by its red MP value), so the Russian player
must make a DR whenever this tank starts. If the Mechanical Reliability DR is a 12, the tank is
immobilized... which would probably be disastrous for the Russians. But the DR is a 2, so the tank
starts safely.
Had the Mechanical Reliability DR been an 11, the T-34 M41 would have stalled, as explained in
Russian Vehicle Note M in the Vehicle and Ordnance Historical Notes booklet. This stall possibility on a Mechanical Reliability DR applies only to certain Russian vehicles, and is (surprisingly) not
indicated anywhere on the tank counter itself, so you have to check the historical notes to know
about it.
Tank A then spends 2 MP to move to uQ4 (14 MP remaining), which is in the Tigers LOS but outside
of its TCA. As the T-34 moves into its LOS, the Tiger has a couple of defensive options available to
it:
It could fire its Smoke Discharger (sD7), Rule 7.5
These defensive options, if successful, would make it harder for the Russians to hit the Tiger... but
they would also make it nearly impossible for the Tiger to score a hit itself. If the game situation is
such that the defending tank needs to kill some of the attacking tanks, then these special defensive
options should be avoided. If the defending tank simply wants to try to escape, then smoke dispensers and Motion Status attempts might be useful. Here, the German player elects to stand and
fight.
The German player doesnt want to allow the T-34 to simply drive up and get a side shot, but he
wont fire until the T-34 has spent at least 4 MP in LOS, so that the TH penalty from case 24 is only
+2.
Tank A now spends 2 MP to move to uS5 (12 MP remaining). It has now spent 4 MP in the Tigers
LOS. If the German player were to declare a Defensive First Fire shot using the 88L at this point,
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Tanks
the shot would be a TH10/+5 (+2 ST TCA change, +1 BU, +2 Moving Target). A TH DR of 5 or less
would be needed for a hit, which is not a great shot, so the Tiger holds its fire.
Tank A spends 1 MP to enter uT5 (11 MP remaining). A shot from this hex would be a side shot,
unless the Tiger elects to shoot first and changes its VCA/TCA to do so. If the Tiger decides not to
shoot, a Bounding First Fire shot by the T-34 would be a TH10/+4 (+1 BU, +4 BFF, 1 large target),
with the lower dr doubled due to case 16. A TH DR of 6 or less would normally result in a hit, but
case 16 will dramatically reduce the actual chances of a hit:
TH DR results with lower dr 2
1,1 = 3 : hit (critical hit)
1,2 = 4 : hit
1,3 = 5 : hit
1,4 = 6 : hit
1,5 = 7 : miss
2,2 = 6 : hit
2,3 = 7 : miss
2,4 = 8 : miss
3,3 = 9 : miss
So four of the possible DRs that would normally result in a hit will now result in a miss due to the
doubling of the lower dr. If you were to take the time to count this out, looking at all 36 possible
results of rolling two colored dice, you would find that 8 of the 36 possible DRs will result in a hit,
giving a 22% chance of a hit.
But if the T-34 stops before firing, case 16 will not apply, and a 2 DRM from case 25 (point blank
range) will. A stopped T-34 would thus have a TH10/+2, with a 72% chance of scoring a hit! Its
easy to see why the Tiger might be willing to ignore a T-34 until it stops.
I unfortunately dont know of any shortcuts for estimating how much harder it will be to score a
hit when the lower dr is doubled. Personally, I just assume that any shot taken with the lower dr
doubled is probably going to miss.
Tank A now spends 1 MP to enter uU6, 1 MP to change its VCA to uT6-uU7, and 1 MP to stop (8
MP remaining). Now the T-34 has stopped and has a rear shot (+1 to the TK# if a hit is scored); the
Tiger must respond with Defensive First Fire.
If the Tiger fires its 88L MA, it has two options:
Change VCA: TH10/+5 (+4 NT VCA change, +1 BU, +2 Moving Target, 2 case 25 point blank
range)
Change TCA only: TH10/+4 (+3 ST TCA change, +1 BU, +2 Moving Target, 2 case 25 point
blank range)
Changing the VCA is safer, in that it prevents the T-34 from getting a side or rear shot... but turning
just the turret gives the Tiger a better chance of scoring a hit and killing the T-34, and it at least gets
the Tigers impenetrable front turret armor facing the T-34.
This aggressive Russian maneuvering has presented the German player with a painful dilemma: he
wants to take the best shot he can, because he desperately needs to kill some of the Russian tanks...
but if he does take the best shot available, hell leave himself at least partially vulnerable to a return
shot from the T-34, if it survives.
The German player elects to change his TCA only, by two hexspines to uT5-uU6, and takes the
TH10/+4 shot. The TH DR is 6 (colored dr is 1), so a front turret hit is scored on the T-34, and ROF
is maintained. The TK# is 13 (21 - 8) which is a guaranteed kill. Tank A is flipped over to its wrecked
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Figure 5.19: Russian tank A starts and moves to uQ4 and then to uS5. The Tiger does not fire. The T-34 then
moves to uT5 and on to uU6, changes VCA to uT6-uU7 and stops. It now has a rear shot on the Tiger. Unfortunately the Tiger changes TCA and manages to score a front turret hit, wrecking the T-34.
side, and a 1 Acquired Target counter is placed in uU6. The Acquired Target counter might seem
to be useless, since the Tiger obviously has no need to fire at a wrecked T-34, but should another
T-34 attempt to move into or through uU6, the Tiger could use the 1 Acquired Target counter to
fire at it (which would transfer the Acquired Target counter from the wreck to the new target).
The Tiger can no longer fire its Smoke Discharger (the sD7 must be fired before any other weapon
is fired), but it could still make a subsequent Motion Status attempt because it retained ROF and
thus is not yet marked with a First Fire counter.
Tank C will move next. Since this tank is already in Motion, no Mechanical Reliability DR is required.
Tank C spends 2 MP to move to uP9, 1 MP to change VCA to uP8-uQ9, 4 MP to move to uT7, and
1 MP to stop (9 MP remaining). By stopping in uT7 instead of uU7, the Russian player forces the
Tiger to make a two hexspine TCA change in order to shoot at him.
The Tiger again takes a Defensive First Fire shot as soon as the T-34 stops, changing TCA to uT7uU7. This shot is again a TH10/+4, and the TH DR is 8 (colored dr is 3), so the shot misses and ROF
is lost. A First Fire counter is placed on the Tiger, and the 1 Acquired Target counter is placed on
Tank C.
Tank C now takes its Bounding First Fire shot, which is a TH 10/+2 (+1 BU, +4 BFF, 1 large target,
2 point blank range). The TH DR is 10, which is a miss. A Bounding Fire counter is placed on Tank
C.
Tank C now spends 1 Delay point (8 MP remaining). The Tiger could now take an Intensive Fire
shot, but declines to do so because there are other T-34s yet to move. But Tank C does decide
to take an Intensive Fire shot. This shot is a TH10/+4 (+2 Intensive Fire, +1 BU, +4 BFF, 1 large
target, 2 point blank range), and the TH DR is 11, which is a miss and the 76L MA malfunctions.
Tank C is marked with an Intensive Fire counter and a MA Malfunction counter.
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Tanks
Figure 5.20: Russian tank C moves to uP9, changes VCA to P8-uQ9, moves to uT7 and stops. The Tiger changes
TCA to uT7-uU7 and takes a Defensive First Fire shot that misses. Tank C takes a Bounding First Fire shot at
the Tiger, but also misses.
(5 MP remaining)
The German player declares an Intensive Fire shot against it as soon as it stops. The Tigers TCA
changes to uT5-uU6, and the shot is a TH10/+6 (+3 ST TCA change, +2 Intensive Fire, +1 BU, +2
Moving Target, 2 point blank range). The TH DR is 8 which is a miss. The Tiger is marked with an
Intensive Fire counter, and the 1 Acquired Target counter is removed from Tank C and placed on
Tank D. The First Fire counter that was on the tank is removed, and not flipped over to the Final
Fire side like it would be for a Guns crew, because there is no manning unit for a tank.
Fire counters are normally placed on an AFV only for that vehicles MA. The non-MA MGs can each
only fire once, so its usually easy for the players to remember which ones have fired without the
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Figure 5.21: Tank C takes an Intensive Fire shot at the Tiger, but misses and malfunctions. It then moves out
of the way for the other T-34s to uV6 and changes VCA to uU6-uU7.
need to clutter up the map with additional multiple fire counters. Note, however, that a Defensive
First Fire shot taken with a non-MA MG will still prevent that vehicle from making a subsequent
Motion Status attempt, even though an actual First Fire counter might not be placed on the vehicle.
Tank D now takes a Bounding First Fire shot, a TH10/+2 (+1 BU, +4 BFF, 1 large target, 2 point
blank range). The TH DR is 3 (colored dr is 2), so a side hull hit is scored on the Tiger. The TK# is 6
(14 - 8), and the TK DR is 11, which has no effect. Tank D is marked with a Bounding Fire counter.
Tank D spends 1 MP to start (Mechanical Reliability DR is 10), 2 MP to enter uU6 (1 MP plus 1
additional MP for the wreck), 1 MP to change its VCA to uT6-uU7, and its final MP to stop.
The T-34 now takes an Intensive Fire shot, which is a TH10/+4 (+2 Intensive Fire, +1 BU, +4 BFF,
1 large target, 2 point blank range). The TH DR is 5 (colored dr is 3) which scores a rear hull hit on
the Tiger. The TK# is 7 (14 - 8, +1 for rear target facing), and the TK DR is 8, resulting in a possible
Shock.
Tiger crews were composed of elite combat veterans, so they have a Morale Level of 9 (ML:9 on the
back of the counter) instead of the Morale Level 8 used by other German AFVs. The MC DR is 9, so
the crew is not Shocked. The hit thus has no effect, and Tank D is marked with an Intensive Fire
counter.
Tank E now spends:
4 MP to move to uP9
5 MP to move to uU7
(5 MP remaining)
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Tanks
Figure 5.22: Tank D moves to uT5, changes VCA to uT6-uU6 and stops. The Tiger now takes an Intensive Fire
shot at the T-34 but misses. Tank D takes a Bounding First Fire shot that results in a side hull hit, but to no
effect.
Figure 5.23: Tank D starts and moves to uU6, changes VCA to uT6-uU7 and stops. It then takes an Intensive
Fire shot that scores a rear hull hit. This results in a possible Shock, but the Tiger crew succeeds the morale
check.
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Figure 5.24: Tank E moves to uU7, changes VCA to uT6-uU6 and stops. The Tiger changes VCA and TCA to
uT7-uU7 firing its CMG.
Faced with the possibility of a T-34 getting two shots at the rear of the Tigers hull, the German
player fires the Tigers CMG at Tank E, changing both the VCA and the TCA to uT7-uU7. The
Tigers turret counter can now be removed because the VCA and TCA are identical and the tank is
BU.
The CMG cannot possibly harm the BU T-34, so the IFT DR is meaningless except to see if the CMG
malfunctions, which does not occur with a DR of 4. Note that, had this shot been able to damage
the target, the combined effect of the two-hexspine VCA change and the two-hexspine TCA change
would have added a +7 DRM to the IFT DR. Remove the 1 Acquired Target counter from Tank D.
This is a perfectly legal shot: there is no rule that prevents you from making an attack that cannot
possibly harm the target. And although you might think that firing a MG just to get your front
armor facing the enemy is a sleaze tactic, it is an accepted part of the game, and even a necessary
part. The combination of (A) vehicles with high MP values, and (B) the close range battles that are
typical of ASL scenarios played on the geomorphic mapboards, would make it far too easy to just
drive past your opponent to get a side or rear shot. Defending AFVs must be able to respond to
such manoeuvres, but there must also be a limit as to how many times they can react. Linking such
reactions to the firing of a MG, while certainly gamey and unrealistic, is a very simple solution that,
most of the time, works quite well.
Tank E thus finds itself facing the nearly impregnable front armor of the Tiger. But the Russian
player has an answer to that.
Tank E spends 1 MP to start (Mechanical Reliability DR is 7), 2 MP to enter uT6 (1 MP plus 1
additional MP for the Tiger!), 1 MP to enter uS6, changing its TCA to uS7-uT6 as it does so, and its
final MP to stop. It once again has a rear shot on the Tiger.
The Tiger now fires its last weapon, the BMG, at Tank E, changing its VCA to uS6-uT5. The IFT DR
is 6, so the BMG does not malfunction. Tank E is once again facing the Tigers front armor... but
the Tiger has now absolutely, positively used up all of its possible defensive options for this MPh.
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Tanks
Figure 5.25: Tank E starts again and moves to uS6 through uT6, changes VCA to uS7-uT6 and stops. It again
has a rear shot at the Tiger. The Tiger fires its BMG, changing VCA to uS6-uT5, so to T-34 again faces the Tigers
front armor.
Tank E has used up all of its MP, so it will only be able to fire once. The Russian player therefore
decides to wait, and take this shot during the AFPh. Shooting in the AFPh wont give the shot any
better chance of success, but it will allow Tank E to place a 1 Acquired Target counter on the
Tiger.
Tank B can now simply drive over to uT7, stop, and take two point blank shots at the Tigers rear
armor (Bounding First Fire, followed by Intensive Fire). The German player has no options remaining and can do nothing to prevent this.
The Russians have successfully obtained the attack opportunity that they wanted, but if Tank B
fails to kill the Tiger, the German player may have a good chance of winning this battle: the T-34s
will be terribly vulnerable to the Tigers shots in the following German Prep Fire Phase.
The Immobilized Pz IVH was on the map simply to give the Russians a reason to not drive around the Woods
to get behind the Tiger. I wanted to demonstrate how aggressive maneuvering can result in side and rear shots,
even when you have to drive right at the target.
ASL players refer to this type of swarming attack, where numerous weak tanks try to overwhelm a single strong
tank, as a Dance of Death attack. I believe that this term was first used by J. R. Tracy, as the title of his article describing the technique that was published in the British ASL newsletter View from the Trenches (issue
26/27), although the swarming attack technique itself has been a part of ASL right from the start.
5.4.3
Weve so far looked at a lot of obvious ways of attacking an AFV... now heres a way that is not so obvious:
firing HE ammunition using the Area Target Type (ATT). This technique is not often used, but it can sometimes
actually improve your chances of stopping an enemy AFV.
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Tanks
is deciding if giving up the possibility of multiple shots via ROF is a worthwhile trade for a single
ATT shot with a slightly better chance of affecting the target.
A Bog Check is required, which could potentially leave the AFV immobilized.
High TEM terrain severely penalizes shots taken outside of a weapons Covered Arc (CA).
In short, mobility is arguably an AFVs greatest asset... and setting up in, or moving into, high TEM
terrain sacrifices much of that mobility. Sacrificing mobility to gain a TEM benefit is a decision that
youll always want to consider carefully.
Another interesting aspect of Open Ground is that an Armored Car pays 3 MP to enter while a tank
pays only 1 MP to enter. The reason for this is that the MP value for an Armored Car reflects its
movement ability when on a road. On-road, an Armored Car is many times faster than a tank, but,
off-road, that same Armored Car may be no faster and may possibly even be slower than a
fully-tracked tank.
Terrain Example #1
Place the following units on board t:
tJ9: Russian T-34 M41 facing tK9-tK10, BU, in Motion
tO10: German Pz IVH facing tN9-tN10, BU
It is the start of the Russian MPh. The T-34 wants to use the cover of the trees to engage the German
tank. There are three ways in which it can do this.
(A) The T-34 can expend half of its MP allowance (8.5 MP) to enter tK9, 1 MP to stop, and 7.5 MP in
Delay. Entering a Woods hex requires a Bog Check (Rule 7.6). A Bog Check requires a DR on
the Bog Check chart, which can be found inside the To Hit Chart folder. This Bog Check DR
would have a +3 DRM for entering a Woods hex at half MP. A Bog DR of 9 or more would result
in the T-34 bogging: it would immediately stop and be marked with a Bog counter, which ends
its MPh. A bogged vehicle cannot move or change its VCA until it removes the Bog status by
making a successful Bog Removal DR at the start of its MPh.
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(B) The T-34 can expend all of its MP allowance to enter tK9 and stop. A Bog Check DR must still
be made but no DRM would apply, so only a DR of 12 would cause a Bog. In this case, the
T-34 is moving more slowly and carefully than it did in (A), which greatly reduces its chances
of bogging.
Note that here the tanks MP expenditure is counted differently depending upon whether it wishes
to stop or not. If it wishes to stop, it pays 16 MP to enter tK9 and 1 MP to stop; if it wishes to remain
in Motion, it pays 17 MP to enter tK9. Even though it requires all of a vehicles MP to enter a Woods
hex without incurring the +3 Bog DRM, you may still use 1 MP to start or stop in conjunction with
that move. Had the T-34 not been in Motion at the start of its MPh, it could have paid 1 MP to start,
15 MP to enter tK9, and 1 MP to stop.
Also note that if the T-34 did not begin its MPh adjacent to the Woods hex, it would not have the
option to spend all of its MP to enter the Woods. If an Armored Car does not begin its MPh adjacent
to a Woods hex, it cannot enter that Woods hex at all (except along a road).
(C) The T-34 can expend 1 MP to enter tK10 along the road, 1 MP to stop, and 15 MP in Delay. No
Bog Check is made.
As you can see, a Woods-Road hex is ideal terrain for an AFV: theres no extra MP cost to enter,
theres no chance of a Bog, and the AFV will receive a +1 TEM benefit against most shots.
If the German Pz IVH does fire at the T-34 as it enters tK10, the +1 TEM will apply because the
LOS crosses (just barely) the Woods depiction in tK10. However, if the Pz IVH was in tO9 instead
of tO10, then a First Fire shot against the moving T-34 in tK10 would not have a +1 TEM, because
the LOS runs along the road without crossing any Woods depiction. A road can only negate the +1
TEM when the target is moving along the road during a MPh; if the target is not moving using the
road movement rate, or if the shot does not occur during the targets MPh, then the +1 TEM will
always apply regardless of whether the LOS follows the road or not.
And finally,
(D) the T-34 could choose to ignore the road altogether and enter tK10 using the methods described in (A) and (B), in which case it would have to make a Bog Check DR, but it would also
receive a +1 TEM to all shots against it.
Driving into a building with a tank works just like driving into the Woods, except that you must be BU, and
you do not have the option to reduce your Bog chances by expending all of your MP to enter the building hex.
Driving into a building will always involve a Bog Check DR with at least a +3 DRM (wooden building) or a +4
DRM (stone building).
Players who are planning on moving to full ASL at some point really should not get into the habit of driving into
buildings: in full ASL, a tank driving into a building not only has to run the risk of bogging, but theres also a
chance that it could fall through the floor into a cellar, or that the entire building could collapse into a heap of
rubble on top of it!
5.5
There will be times when Infantry will find themselves facing an enemy tank without having any useful antitank weapons available. When this occurs, theyll just have to fight it the old-fashioned way: advance into its
hex and attack it with Close Combat.
A number of things change in Close Combat whenever a vehicle is present:
All CC attacks are sequential instead of simultaneous, with each side alternating in making one attack at
a time. Thus if a unit is eliminated by a CC attack before it gets a chance to make its own attack, it will
not be able to attack at all.
The non-vehicular side always attacks first, unless theres an ambush.
No more than two units (one of which must be a SMC) may combine to attack a vehicle.
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Tanks
Vehicles are attacked using a units Close Combat Value (CCV) instead of its FP.
A vehicle attacking in CC may only use its CMG, RMG, AAMG (if CE), MA IFE (if turreted and less than
15mm in caliber), or Nahverteidigungswaffe close defense system.
The T-34 cannot use its BMG in CC, but a functioning BMG would be sufficient to avoid the 1 DRM for a CC
attack vs a vehicle with no manned/usable MG (had the CMG been malfunctioned).
As you can see, CC vs AFVs tends to favor the Infantry, particularly if any good leaders are present. Large caliber
MAs and thick armor are of no benefit in CC, so AFVs will tend to stay clear of enemy Infantry.
AFVs are somewhat hindered in their ability to fight Infantry at close range because their best weapon against
Infantry in the same hex the overrun attack did not make it into the ASLSK rules. AFVs can drive into or
through a hex containing enemy Infantry, but in ASLSK the only way they can attack the Infantry while doing
so is by taking Bounding First Fire shots.
Infantry, however, does get a chance to attack a vehicle moving into or through its hex. There is a special form
of CC known as Reaction Fire (Rule 3.3.4) that Infantry can use as Defensive First Fire, Subsequent First Fire, or
Final Protective Fire. The key features of Reaction Fire are:
5.6
Reaction Fire may only be used against a vehicle moving into or through the units hex.
MMC must pass a PAATC.
Reaction Fire is resolved as a normal CC attack against a vehicle.
The moving vehicle does not get a CC attack of its own, even if it survives the Infantrys Reaction Fire
attack.
Final Thoughts
To say that this is a long chapter is something of an understatement. It contains nearly 20,000 words!
With all five tutorial chapters together totalling about 54,000 words, this single chapter represents nearly 40%
of the full tutorial. And yet, even with an chapter so lengthy, there are many rules and situations concerning
the use of armor in ASLSK that I have completely ignored. You will have to read and study the rulebook to
completely master the use of armor in the ASLSK system, but hopefully Ive demonstrated enough of the rules
to make learning the rest easy.
This final tutorial chapter has been, by far, the single most difficult writing project that I have ever attempted.
It was so difficult that I had to call in some reinforcements. I am grateful to Peter Fisla, Alpha Mastrano, and
Todd Pytel for the valuable assistance they provided in reviewing various parts of this chapter, making useful
suggestions, finding numerous errors, and even, in one case, providing a remedial math course to remind me
how to calculate probabilities correctly! But the responsibility for any errors that remain in this tuorial is mine
alone. I will correct and update this tutorial as these errors are pointed out to me.
I apologize for the many delays in getting this chapter finished. I worked on it off and on over a period of 10
months, and spent several months prior to that reading about and studying the ASL armor rules to be sure that
I understood them enough to be able to write a useful tutorial for them. I resumed playing ASL only about four
years ago, after a 10+ year absence, so my confidence level with the armor rules wasnt very high when I started
this project. I can only hope that I havent messed up any rules explanations too badly.
The illustrations accompanying this tutorial were created using map images from the VASL program (www.vasl.org)
along with scans of the countersheets. Scanning the actual printed mapboards would have looked better, but
using the VASL maps saved me some time and effort, since they were already at the size and resolution that I
needed. Ive also added similar illustrations to all of the previous tutorial chapters.
Ive received a surprising number of requests from people seeking permission to translate these ASLSK tutorials
into another language. While Im always happy to grant these requests, I think it will be easier for everyone if I
just make it official right here:
I hereby grant permission for these tutorials to be translated into another language and then to be distributed
or reposted for the benefit of players who speak that language. All I ask in return are the common courtesies:
dont claim to be the original author, and dont sell your translations.
Players have also asked about printable versions. Although you can find copies of these tutorial articles in PDF
format in the ASLSK file sections on BGG, the ones that are available at the time of this writing are very plain:
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Tanks
theres no special text formatting, and my low-resolution 72 dpi illustrations (when included) probably wont
print out very clearly. In the past, some players have talked with me about their interest in preparing a high
quality PDF version with extensive text formatting and high-resolution illustrations, and one individual even
provided me with some sample pages of how his ideas would look. But I dont know if anyone will ever go ahead
with a project like this or not.
It would probably be a good idea for anyone who plans to work on a translation or a high quality PDF of the
tutorials to put up a post to that effect, to avoid unnecessary duplication of effort.
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Chapter 6
6.1
Desperation Morale
When a unit breaks, it is always marked with a Desperation Morale (DM) counter. During the RtPh, only units
that are marked with DM can rout. A DM marker does not by itself force a unit to rout, but a unit cannot move
in the RtPh without one. (The only exception to this is an unbroken, unpinned leader stacked with a broken
unit: that leader may choose to accompany the broken unit when it routs.)
This is why a broken unit with DM that is not currently in a woods or building hex will sometimes choose to
keep the DM marker at the end of a Rally Phase instead of removing it: it accepts the +4 Rally penalty in order to
continue to move towards cover in the next RtPh. Broken units in woods or buildings do not have this option;
DM markers are always removed from them at the end of a Rally Phase unless they are adjacent to a Known
Enemy Unit. This is an example of your lack of control over broken units... once they end a Rally Phase in cover,
they will not move again unless enemy action forces them to.
Broken units without a DM marker can regain it in three ways:
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Whenever an enemy unit moves adjacent to a broken unit, the broken unit immediately regains a DM
marker.
Whenever a broken unit is hit by enough firepower to possibly cause a Normal Morale Check (NMC)
taking into account Terrain Effects Modifiers (TEM) and possible cowering it immediately regains a
DM marker (regardless of the actual result of that attack).
Whenever a broken unit begins the RtPh in an Open Ground location in the normal range and Line of
Sight (LOS) of a Good Order Known Enemy Unit that would be able to Interdict a unit routing through
that location, it immediately regains a DM marker.
The application of Desperation Morale means that recovering from breaking is usually a two step process: First,
the DM needs to be removed so that the unit, while still broken, is no longer running from the enemy and no
longer has the +4 DRM penalty to Rally rolls. Then the non-DM broken unit can be rallied. It is possible to do
this in a single step and rally a unit still under DM, but this usually requires a good rallying leader, a broken unit
with a high broken-side morale, and some luck.
6.2
The ATTACKER conducts all of his routs first, one unit at a time. When the ATTACKER has completed all of his
routs, the DEFENDER then conducts all of his routs, one unit at a time.
Units that are forced to rout, but have no legal rout path, are eliminated for failure to rout.
There is a problem with the wording of the rout rules in both the ASLSK #1 and ASLSK #2 rulebooks. These rules
imply that a unit that is eliminated for failure to rout is removed at the END of the RtPh. This is probably an
error in the rules, since when using the full ASL rules such units are eliminated immediately. If the ATTACKER
has a broken unit that must be eliminated for failure to rout, leaving it in place until the end of the RtPh could,
in rare instances, cause it to block the rout paths of broken defending units, causing them to be eliminated as
well.
This will probably be fixed at some point, either in an official errata or in a future edition of an ASLSK rulebook.
If both players agree, however, you could use the ASL rule and eliminate units as soon as you determine that
they must rout but have no legal rout path.
Here then is a detailed description of how routing works, presented in a question & answer format. Examples
are given to help you see the rules in action. You will need boards y and z, one German squad counter, and
three American squad counters to set up the Examples.
6.2.1
Any broken unit currently marked with a DM counter may rout. Routing is always done one unit at a time, even
if the broken units were stacked at the beginning of the RtPh.
However, an unbroken, unpinned leader that is stacked with a broken unit that is marked with a DM marker
may accompany that unit when it routs. This is the only instance in which two units may rout together, and it
is also the only instance in which a unit (the leader) may rout without being broken and under DM.
6.2.2
through any Hindrance. In ASLSK #2, Guns that would have to change CA to fire at that location, or that are
more than 16 hexes away, also cannot force a broken unit to rout.
However, all of the units mentioned above will force a broken unit to rout if they are adjacent to it.
6.2.3
How Far Can I Rout (And What Can I Take With Me)?
All routing units have 6 MF except for wounded leaders, who have 3 MF. These movement values can never be
increased.
When routing, MMCs must abandon any SW whose PP exceeds 3, and may carry only 3 PP total, abandoning
any excess. Routing leaders may only carry 1 PP, and may not assist a routing MMC in carrying anything. In
other words, routing troops will abandon anything that would slow them down, but will otherwise carry as
much as possible... even if you would prefer them to leave it behind so an unbroken unit could pick it up!
6.2.4
Units that rout must leave their current hex and move to the nearest (in MF) building or woods hex that is a
legal rout destination. If there is more than one hex that is a legal rout destination, and they are all the same
distance away, the routing player may choose which one he will use as his rout destination.
6.2.5
A woods or building hex is a legal rout destination if it can be reached by the routing unit in the current RtPh.
For most routing units, this means the destination hex must be one that can be reached using no more than 6
MF, but for wounded leaders a destination hex can be no more than 3 MF away.
There are a number of conditions that can prevent a woods or building hex from being a legal rout destination:
A routing unit will never move closer to a Known Enemy Unit, even if that Known Enemy Unit is broken.
In addition, once a routing unit is aware of a Known Enemy Unit, it remains aware of it throughout the
RtPh, even if its rout path takes it out of the LOS of the Known Enemy Unit. Any potential rout destination
hex that would require the routing unit to move closer to a Known Enemy Unit at any point along the rout
path is not legal and must be ignored.
Example #1:
Place the following on board y:
yBB8: Broken German squad
yZ5 and yCC8: US squads
The potential rout destinations here are yZ7, yZ8, yZ9, and yAA10, all 3 MF away. But yZ7 and
yZ8 are not legal rout destinations, because they cannot be reached without moving closer to the
Known Enemy Unit in yZ5. Notice that yAA9-yZ8 is not legal, even though yZ8 itself is no closer to
the Known Enemy Unit than the broken units starting hex, because in moving from yAA9 to yZ8
you would be moving closer to the Known Enemy Unit (from 4 hexes away to 3 hexes away). Even
if no LOS existed between yAA9 and yZ5 the routing unit would still remember the Known Enemy
Unit in yZ5 from seeing it from yBB8 and would not be allowed to move closer to it by entering yZ8.
The German player must select either yZ9 or yAA10 as his rout destination.
A routing unit may not move adjacent to a Known Enemy Unit.
The only exception to this is the very rare situation in which a routing unit is leaving a hex that also
contains a Known Enemy Unit, in which case it must move adjacent to the Known Enemy Unit in
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order to be able to move at all (that is, in moving adjacent to the Known Enemy Unit, it is actually
moving away from it by leaving its hex).
In all other cases, any potential rout destination hex that would require the routing unit to move
adjacent to a Known Enemy Unit is not legal and must be ignored.
Example #2:
Place the following on board y:
yO4: Broken German squad
yN3 and yP5: US squads
The German squad cannot rout towards the Known Enemy Unit in yP5, and it cannot rout to yN5
because it is not allowed to move adjacent to the Known Enemy Unit in yN3 by entering yN4. The
only legal rout destination for the German squad is yP1.
A building/woods hex may be ignored as a rout destination, at the discretion of the routing
player, if it is no further from a Known Enemy Unit than the broken units current hex.
Example #3:
Place the following on board y:
yX4: Broken German squad
yY6: US squad
The nearest woods or building is yW6, which can be reached via yW5-yW6 for 3 MF. But yW6 is two
hexes away from the American squad, and the broken units current hex is also two hexes away
from the American squad. The German player can choose to ignore yW6 and select a different rout
destination, because yW6 is no further from the Americans than his current hex.
In this situation, the German player may select yW6 as his rout destination, or he may ignore it and
select either yU3, yU6, or yV6 as his rout destination, which are all 4 MF away.
And finally, if a woods or building hex cannot be entered because of stacking limits, it cannot be
selected as a rout destination.
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6.2.6
If there are no woods or building hexes within 6 MF (3 MF for a wounded leader) of a routing unit, or if none
of the woods and buildings within range are legal rout destinations due to the reasons listed in the previous
section, then the routing unit does not have a rout destination.
A routing unit that does not have a rout destination can rout to any hex it wishes, as long as it obeys all of the
other routing rules (it cannot move towards a Known Enemy Unit, it cannot move adjacent to a Known Enemy
Unit, etc.). It does not have to move towards a distant woods/building hex, nor does it have to use all of its
available MF.
Example #4:
Place the following on board y:
yW6 Broken German squad
yU4, yV6, and yZ7: US squads
There are no possible rout destinations within 6 MF of the broken German unit. The closest
woods/building hexes that it could reach are yX0 and yZ1, both 7 MF away.
Because it does not have a rout destination, the broken unit has quite a lot of freedom as to where it
can rout. Initially, it can only rout to yX5, as any other move is illegal (moving towards or adjacent
to a Known Enemy Unit). It could then end its rout in yX5, or continue on to either yX4 or yY5.
From these two hexes there is a large section of the map that it could legally rout to, and it could
end its rout at any point it wishes.
6.2.7
If a routing unit has a legal rout destination, it must move to that destination hex in that RtPh. The only time
this is not true is when the routing unit is using Low Crawl (which will be explained in detail later).
However, a routing unit will occasionally discover during its rout that it can no longer legally continue to move
towards its rout destination. When this occurs, a new rout destination must be immediately selected, based on
the unused MF that the routing unit has remaining. The routing unit must then rout to this new rout destination.
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If a routing unit discovers that it cannot legally reach its rout destination, and it has no other legal rout destination, it then may continue its rout without a rout destination, as described in the previous section.
Example #5:
Place the following on board y:
yR7: Broken German squad
yO6 and yR6: US squads
The German squad must rout to yP6. Assume that it will take the shortest rout path, which is yQ8yP7-yP6.
Upon entering yP7, the routing unit will suddenly see the American squad in yO6, which immediately becomes a Known Enemy Unit. This new Known Enemy Unit will now prevent the routing
unit from entering yP6, because you cannot rout towards a Known Enemy Unit.
A new rout destination must immediately be selected, and the building in yO10 is now the nearest
woods/building hex. But the routing unit has already used 2 MF to reach yP7, so it only has 4 MF
remaining. Routing to yO10 requires 4.5 MF (yP8-yP9-yO10), so the routing unit does not have
enough MF remaining to reach this potential rout destination in this RtPh.
Because no woods or building can now be reached in this RtPh, the broken squad can use its remaining MF to rout to any hex that does not violate the basic Rout rules. One good option would
be yP8-yO9 to get next to building yO10, so that you could rout into yO10 in the next Rout Phase.
(This situation was originally posted by David Ramsey on the SZO ASL forum. SZO = Strategy Zone
Online; now part of GameSquad: www.gamesquad.com).
6.2.8
What is Interdiction?
Panicked troops in a reckless, disorganized retreat are highly vulnerable to even sporadic fire from anyone who
happens to see them running across a field. ASL calls this situation Interdiction. Whenever a routing unit
enters an Open Ground hex that is in the LOS and normal range of an enemy unit that is not broken, pinned,
CX, or in Melee, it may suffer Interdiction.
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In the previous Example, the routing unit would be interdicted in yQ8 by the unit in yR6, and again in yP7,
which is visible to both enemy units.
A routing unit that is interdicted must make a NMC. If it fails this NMC it suffers Casualty Reduction, but any
remaining HS may continue to rout. A routing leader wounded by a failed Interdiction NMC may continue to
rout if he has not yet spent 3 MF. If the interdicted unit is pinned, it must immediately end its rout in that hex.
A routing unit can undergo only one Interdiction NMC per Open Ground hex entered, regardless of how many
enemy units might have a LOS to, and be in range of, that Open Ground hex.
An interdicting unit can use either its inherent FP and range, or the FP and range of any SW it possesses, so a
MMC with a MG will be able to Interdict routing units at a much greater range than a MMC without a MG.
Units that wish to Interdict must be able to fire upon that Open Ground hex with at least 1 FP and with no
Hindrance modifiers. Leaders without a SW, or a single leader with a MG, cannot Interdict. Weapons that fire
using the To Hit process can also be used to Interdict, out to their normal range or 16 hexes, whichever is less,
as long as they do not have to change their CA in order to aim at the Open Ground hex. There is no limit to the
number of Interdictions a single unit can make.
Although Interdiction is technically shooting, since it is based on range and FP, it does not count as an actual
shot. No IFT or To Hit rolls are made, and no Residual FP is left in the Interdiction hex. Units can Interdict even
if they have exhausted all of their normal firing opportunities, and they suffer no penalty for interdicting (that
is, there is no chance of a weapon breaking down, etc.).
This is a key point for the routing player to consider! Allowing your routing unit to be interdicted is essentially
giving your opponent a free shot: he gets a guaranteed NMC result at absolutely no risk to himself.
The way to avoid being interdicted is to use Low Crawl.
6.2.9
Instead of simply running away and leaving itself vulnerable to Interdiction, a routing unit can instead choose
to use Low Crawl. When Low Crawl is used, the routing troops are laying flat on the ground and slowly crawling
away from the enemy.
Low Crawl is a rout of one hex that requires all of the routing units MF, regardless of the terrain in the hex
entered. A routing unit that uses Low Crawl cannot be interdicted.
Low Crawl follows the same rules as a normal rout: you must select a legal rout destination, if possible, and
move towards it if you have one; and you cannot move towards or adjacent to a Known Enemy Unit.
Although Low Crawl is commonly used to avoid Interdiction, it can also be used even when there is no possibility of Interdiction. Low Crawl is an option available to every routing unit except one that is routing out of an
enemy-occupied hex.
6.2.10
Whether or not to use Low Crawl is a judgment call that can only be made in the context of the overall situation
in the game.
Low Crawl is a completely safe rout, but it will often leave your broken unit in a highly vulnerable position.
Using a normal rout and risking Interdiction can easily turn out badly, but it can also possibly get your broken
unit away from the enemy, which makes an elimination for failure to rout less likely, and a successful rally in
the future more likely.
6.2.11
Whenever a broken unit is forced to rout, but has no legal rout path at all, even with Low Crawl, the broken unit
is automatically eliminated for failure to rout.
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If a routing unit ends its rout adjacent to an unbroken Known Enemy Unit, it is also automatically eliminated
for failure to rout.
Example #6:
Place the following on board y:
yZ3: Broken German squad
yW4, yZ8, and yAA3: US squads
The only legal rout destination for the German squad is yZ7, exactly 6 MF away. But if the squad
routs to yZ7, it will end its rout adjacent to the previously unknown American squad in yZ8 and be
eliminated for failure to rout, because it has no MF remaining which could be used to rout away.
The only way to keep the broken squad alive is to use Low Crawl to rout to yZ4.
Now look at the same situation, but put the squad in yZ8 into yZ7 instead. The broken unit cannot
rout at all, because any move it makes will either be towards or adjacent to a Known Enemy Unit.
The broken unit is thus eliminated for failure to rout... it has no place to go.
6.2.12
A routing unit can move adjacent to an enemy unit, if that enemy unit was unknown to it. When this occurs,
the routing unit must immediately rout away from this new Known Enemy Unit or be eliminated for failure to
rout. This will almost always involve selecting a new rout destination.
This highlights some of the difficulty encountered in learning the Rout rules: youre told repeatedly that you
cannot ever move adjacent to an enemy unit... and then youre suddenly told that you can! It all depends upon
whether it is a Known Enemy Unit or not. If your routing troops dont realize that the enemy unit is there, they
will run right up to it... and then immediately turn and run in some other direction.
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Example #7:
Place the following on board y:
yK5: Broken German squad
yK7 and yL4: US squads
The only legal rout destination for the Germans is yK6. But as soon as the routing unit enters yK6,
it finds a (now) Known Enemy Unit adjacent to it in yK7, so it must rout away. From yK6 it must
choose either yI5 or yI6 as its new rout destination, and rout there. It will be interdicted in yJ5 by
the enemy unit in yK7.
This illustrates the frustration you can feel during a RtPh: as a player with a full view of the map,
you would like to simply rout to yI4 via yJ4 with no Interdiction because of the orchard. But the
Rout rules wont allow you to do this. Your panicked troops see yK6 as being much closer than yI4,
so thats where they go... only to discover their error too late.
This is a situation in which Low Crawl is useless. If the broken unit Low Crawls into yK6, it will end
its rout there and be eliminated for failure to rout; and once it routs into yK6 normally, it can no
longer use Low Crawl, so it must suffer Interdiction as it runs away from yK6 through yJ5.
6.2.13
Must a Routing Unit always take the Shortest Path to its Rout Destination?
No. As long as a routing unit reaches its rout destination, it is not required to use the shortest path.
Example #8:
Place the following on board y:
yS4: Broken German squad
yR4: US squad
The routing units rout destination is yU3, which is 3 MF away. But if it routs directly to yU3 it
will be interdicted in yT3. To avoid this, it can choose to rout to yS3-yT2-yU3 for 5 MF, avoiding
Interdiction because the grainfields are not Open Ground, while still having enough MF to reach
its rout destination.
If it uses Low Crawl, it must move to yT3. A Low Crawl must always be made towards the units rout
destination (if there is one), so a Low Crawl to yS3 is illegal because it does not bring the routing
unit closer to its rout destination.
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Note that if the broken unit here was a wounded leader, the only options would be to either run
directly to the building (suffering Interdiction) or use Low Crawl. A wounded leader only has 3 MF,
which is not enough to allow him to run through the grainfields to reach the building.
6.2.14
No. Once a routing unit enters its rout destination, it may continue to rout, but only to adjacent woods/building
hexes.
In other words, once your broken troops successfully reach cover during a RtPh, they will not voluntarily move
back out into the open... but they can continue to rout through other woods and building hexes.
Example #9:
Place the following on board y:
yM4: Broken German squad
yN4: US squad
The routing units rout destination is yL3, which it enters for 2 MF. Because it still has MF remaining,
it may continue to rout to yK4 and even yJ3. The routing unit can choose to end its rout in any of
these three hexes.
The routing unit cannot rout to yL3 and then continue to rout to yK2, even though it has enough
MF to reach it, because it would have to enter a non-woods/building hex.
6.2.15
Yes. A broken unit in a multi-hex building may ignore all other hexes of that building when choosing a rout
destination.
The idea here is that, if one part of a building is no longer safe for the broken squad, running into an adjoining
room and slamming the door shut is unlikely to make them much safer. They would be much more likely to
abandon that building altogether. The Rout rules give them that option, although they are not required to leave
the multi-hex building.
Example #10:
Place the following on board z:
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6.3. Summary
6.2.16
Yes. You cannot rout in place. If you choose to rout, or if you are forced to rout, you must leave your hex and
go somewhere else.
6.2.17
Broken units under a Melee counter may not rout, so the only time you can rout from an enemy-occupied hex
is when the hex contains only broken units from both sides. A Melee condition exists as long as there is at least
one unbroken unit, from either side, in the hex.
6.3
Summary
I used to think that the Rout rules were pretty straightforward. Sure, lots of weird things can happen in the Rout
Phase... but really, how hard could it be to write a simple explanation of how the rules work?
Heh.
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This chapter was much more difficult to write than I ever imagined! To cover all of the different things that
can occur in the Rout Phase, and to explain them in a way that might actually make sense to people, was a
challenge.
Please let me know if you spot any errors, or if you have any suggestions as to how this chapter might be
improved and made more useful. I will update the chapter as necessary.
6.4
Full-Throttle ASL
Those of you who are not interested in full ASL can skip this last section.
The Rout rules in the Starter Kits and the Rout rules in full ASL are almost identical. As an aid for ASLSK players
who are planning to move up to full ASL, and to make this chapter more useful to ASL players (who can have
just as much trouble understanding the Rout rules as ASLSK players), I will briefly discuss what changes occur
in routing when you play with the full ASL rulebook.
The biggest single difference is that ASL includes surrender rules: if a broken unit is adjacent to a Known, Good
Order, armed enemy infantry/cavalry unit, and is unable to rout away from it without being interdicted, and
without using Low Crawl to avoid that Interdiction, that unit will surrender instead of routing. Under the ASLSK
rules, such units will always rout.
What this means is that, if the only path away from an adjacent unit is an Open Ground hex that can be interdicted, the broken unit will throw down their weapons and surrender rather than be gunned down when they
run away across the open field. I think the reasoning behind this is that Interdiction at point blank range is
going to be difficult to survive, and Low Crawl cannot protect you when the enemy is right next to you... you
must have some distance between yourself and the enemy before Low Crawl can make you harder to hit.
Other things that change under the full ASL rules include:
DM is placed on broken units that are attacked by CC/WP.
Concealed Units are not Known Enemy Units, even if you have a LOS to them.
Under certain conditions, units may voluntarily break at the start of the RtPh in order to be able to rout
in that RtPh.
A routing unit is not always required to move to its rout destination. For example, if the only way to reach
its rout destination in 6 MF or less would require moving through a known minefield hex, or a hex being
fired upon by off-board artillery, the routing unit is allowed to take an alternate, safer path, even if that
means it will not reach its rout destination in the current RtPh. Your troops might be panicked, but they
are not suicidal!
As long as a routing unit follows the shortest path to its rout destination, it may use shellholes, entrenchments, and pillboxes to avoid Interdiction... even if doing so means that it cannot reach its rout destination in the current RtPh.
A rubbled building is no longer a building.
There is no absolute stacking limit in full ASL, so a woods/building hex cannot be ignored as a rout
location simply because of the number of units already in it. But as the number of occupying units
increases past a certain point, the MF cost to enter that hex also increases... and if the MF cost increases
too much, that could make the hex ineligible to be a rout destination.
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Chapter 7
ROF really is an inspired game mechanism. HMGs in WWII were particularly effective weapons... but how do
you represent that in a game? If you give the HMG a huge FP number, then the weapon is only effective against
a single target per turn, which is not historical. If you allow a HMG to fire 10 times per turn while squads can
only fire once, that is more historical, but then you might spend 90% of your playing time firing MGs... and
players probably would end up hating the game. The ROF rules give the HMGs the potential to fire repeatedly
within a single turn which makes infantry realistically fearful of facing them but the game still moves
along at a reasonable pace because extra shots do not occur in excessive numbers.
Now heres how ROF is actually used in the game.
7.1
The simplest case to handle is the attackers AFPh. There is no ROF at all. Any unit that did not fire in the Prep
Fire Phase can fire once with 1/2 FP, and thats it.
The AFPh is how ASL handles units that fire while moving. Soldiers firing weapons while running are not going
to be very accurate with their shots, so ASL penalizes them by cutting their firepower in half and by delaying
their attacks until after all defensive fire is complete (so squads that move and break dont even get a chance to
shoot). ROF is not allowed during the AFPh because advancing fire is inherently inaccurate.
Note that FT and DC do attack with full FP in the AFPh.
In the full ASL rules, there is a way that units can fire in the AFPh with full FP and possible ROF for their
weapons, as well as a reason for them to do so. But in the starter kits, there is no way to do this, and no reason
to want to do it.
7.2
The PFPh is also an easy case. If a weapon prep fires and makes its ROF, it does not get a Prep Fire marker
(although the squad firing it does if it also attacked)... so the weapon can shoot again, at the same target or
a different target. As long as it continues to make its ROF, it can continue to shoot until it either runs out of
targets, breaks down, or voluntarily stops.
If the weapon stops shooting before it loses its ROF, it will not be marked with a Prep Fire marker. But, because
it did fire, it will not be able to move during the Movement Phase, and it will not be able to fire during the AFPh.
7.3
Defensive Fire
Now things get a little complicated. Theres really no way to explain how ROF works with defensive fire without
explaining how defensive fire itself works.
I think that a key to understanding defensive fire is to realize that a defending squad can fire an almost unlimited number of times... something the rules dont really make plain. These multiple defensive shots come
with increasing restrictions on when they can be taken, and increasing penalties to the firing unit, but theres
no limit on how many can occur.
This seems odd at first glance, considering that attacking squads are limited to a single attack each. The reason
for allowing multiple defensive shots is to recreate the reality of a WWII battlefield, where if you simply charged
an enemy position you risked suffering fearful casualties... even if you greatly outnumbered the defenders.
Limiting defending squads to a single shot would make it far too easy for the attacker to charge a defenders
location and overwhelm them in close combat.
Heres a summary of what a defending squad can do during the attackers MPh:
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7.3.1
Restriction:
Penalty:
Result:
7.3.2
target must be moving, defender must not have a First Fire or Final Fire marker
none
place First Fire marker on defender, but not on any weapon that makes its ROF
Restriction: target must be moving, there must not be any other known enemy units closer to the defender,
and the defender must not have a Final Fire marker
Penalty:
Result: place Final Fire marker on defender and any MG defender possesses (even if the MG was not previously marked, and even if the MG did not fire with the squad)
7.3.3
Restriction:
Penalty:
MGs must fire, Area Fire + Point Blank Fire, Sustained Fire, IFT DR is also a NMC roll for the defender
Result: Final Fire marker remains on defender and any MG defender possesses, unless the defender fails the
NMC and breaks
A squad can take one First Fire shot, one Subsequent First Fire shot, and an unlimited number of Final Protective Fire shots, but all of these shots are triggered by the attacker moving a unit. If the attacker doesnt move,
the defender cant shoot.
These shots can also be taken in combination against a single target, if its location and MF expenditure allows
it. For instance, if a unit spends 3 MF to move ADJACENT to an unmarked defending squad, the defender can
take a First Fire shot, followed by a Subsequent First Fire shot, followed by a Final Protective Fire shot (3 MF =
3 shots) - but if the moving unit was not ADJACENT then only two shots could be taken, since Final Protective
Fire is only allowed against ADJACENT targets. If the moving unit was ADJACENT but the defender was marked
with a First Fire marker, three shots could still be taken: one Subsequent First Fire shot, and two Final Protective
Fire shots. Note that all shots against an ADJACENT target always receive the Point Blank Fire bonus, even if
they are not Final Protective Fire.
ROF is only applicable to a First Fire shot. If a weapon takes a First Fire shot, and makes its ROF, it is not marked
with a First Fire marker (but, just like in Prep Fire, the squad that fired the weapon would get a First Fire marker
if it also attacked). The weapon can take additional First Fire shots as long as it makes its ROF and the attacker
continues to move units.
Note, however, that when a squad takes a Subsequent First Fire shot, it must use any MGs it possesses or forfeit
their use for the remainder of that Player Turn (except for Final Protective Fire). Such MGs will fire using Area
Fire/Sustained Fire even if they are not marked with a First Fire marker. In other words, the squad cannot fire
as Subsequent First Fire while its MG fires as First Fire. Both must fire as Subsequent First Fire, and then both
will be receive a Final Fire marker. The same applies to a squad taking a Final Protective Fire shot, except that
MGs must be always be used.
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Subsequent First Fire penalizes MGs by forcing them to be marked with a Final Fire marker, regardless of their
previous status, regardless of the IFT DR, and regardless of whether they even fired. Im not sure why the rules
do this, but presumably it is to keep MGs from being too effective on defense.
7.3.4
Example
Assume that the defender has one squad with a HMG, and that the attacker has two squads, the first one 4
hexes away from the defending squad, and the second one 5 hexes away. It is the start of the attackers MPh.
The first attacking squad spends 1 MF to enter a hex 3 hexes away from the defender. At this point the defender
interrupts the attackers move to announce a First Fire shot with both the squad and the HMG. The result of the
shot is that the attacking squad breaks, the defending squad is marked with a First Fire marker, and the HMG
makes its ROF (1, 2, or 3 on the red die on the IFT DR) so it is not marked.
Now the defender has to decide whether or not to accept the HMGs ROF. If he chooses to retain ROF, the HMG
will not be marked and will remain eligible to take another First Fire shot, but the Residual FP left in the target
hex will be calculated using only the squads FP. If he chooses to give up the ROF, the HMG will be marked with
a First Fire marker and the Residual FP will be calculated using the squads and HMGs combined FP. Whenever
a MG retains ROF it leaves no Residual FP at all. The defender chooses to retain ROF.
Since the attacking unit only spent 1 MF to enter its hex, it cannot be fired upon again by the defending squad
or its HMG in this MPh.
Now the attacker moves his second squad, spending 2 MF to enter a hex 4 hexes away from the defender. The
defending squad cannot attack using Subsequent First Fire, because there is a known enemy unit that is closer
(the first attacking squad, now broken, 3 hexes away). But the HMG, which is not marked, can attack using
First Fire and does so. The result of the shot is no effect to the attackers unit, and the HMG again makes ROF
and is not marked.
Because the attacking unit spent 2 MF to enter the hex, the HMG could take a second shot at it, but it must
decide immediately whether or not it will do so. If the additional shot is not taken at this time, the opportunity
to do so is forfeited. The HMG declines to take the second shot.
The attacker continues moving his second squad, spending 1 MF to enter a hex 3 hexes away from the defender.
Again the HMG, because it has made its ROF on all of its shots and is not marked, can take a First Fire shot on
the attackers unit.
But the defender decides to instead take a Subsequent First Fire shot with his squad, possible now because
there is no known enemy unit that is closer, and also fire the HMG with the squad. The shot is Area Fire for
both the squad and the HMG, Sustained Fire for the HMG, no ROF is possible, and both squad and HMG will
be marked with a Final Fire marker.
Even if the HMG did not participate in the Subsequent First Fire with the squad, it still would be marked with
a Final Fire marker. If you wonder why you would not fire the HMG, since its going to get a Final Fire marker
either way, the answer is to avoid the extra chance of a breakdown from Sustained Fire... thus ensuring that you
will have a functioning HMG for at least one Final Protective Fire shot.
Once the defending squad and its HMG are both marked with a Final Fire marker, they cannot shoot any more
in that MPh unless an attacking unit moves ADJACENT to them, at which point they may take a Final Protective
Fire shot. There is no limit to the number of Final Protective Fire shots that they can make... as long as the
defending squad keeps passing its NMCs, and the attacker keeps moving units ADJACENT, it can keep shooting.
And now we come finally to the Defensive Fire Phase itself. Just like the attacker in the PFPh, the defender in
the DFPh can shoot at any of the attackers units (even those that were also attacked during the MPh), and any
weapons that make ROF can continue to make additional attacks.
But some of the defenders units might have First Fire or Final Fire markers on them, that were placed during
the MPh. Units that are marked with a Final Fire marker cannot shoot at all in the DFPh; units marked with a
First Fire marker can only shoot at enemy units in an adjacent hex with Area Fire/Sustained Fire.
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I hope that this will help you understand how ROF and defensive fire works in ASL. Keep in mind that even expert players cannot always agree on how the defensive fire rules are applied in every situation... in researching
this article I read through some rules discussions that made my head spin from the complexity of their arguments and counter-arguments! If you find that I have made an error in my analysis, please let me know so that
I can make the necessary corrections.
131
24
13
12
11
16
11
20
59
59
72
32
12
IF : Intensive Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
IFE : Infantry Firepower Equivalent . . . . . . . . . . .
IFT : Infantry Fire Table . . . . . . . . . . . . . . . . . . . . . .
INF : Infantry Howitzer . . . . . . . . . . . . . . . . . . . . . . .
IPC : Infantry Portage Capacity . . . . . . . . . . . . . . .
ITT : Infantry Target Type . . . . . . . . . . . . . . . . . . . . .
78
70
10
62
24
63
K : Kill number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
KIA : Killed in Action . . . . . . . . . . . . . . . . . . . . . . . . . 12
LATW : Light Anti-Tank Weapons . . . . . . . . . . . . .
LLTC : Leader Loss Task Check . . . . . . . . . . . . . . .
LMG : Light Machine Gun . . . . . . . . . . . . . . . . . . . .
LOS : Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . .
60
27
23
10
MA : Main Armament . . . . . . . . . . . . . . . . . . . . . . . . 75
MC : Morale Check . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
MF : Movement Factor . . . . . . . . . . . . . . . . . . . . . . . . . 9
MG : Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
ML : Morale Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
MMC : Multi-Man Counter . . . . . . . . . . . . . . . . . . . 35
MMG : Medium Machine Gun . . . . . . . . . . . . . . . . 32
MP : Movement Point . . . . . . . . . . . . . . . . . . . . . . . . 76
MPh : Movement Phase . . . . . . . . . . . . . . . . . . . . . . 11
MTR : Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
NMC : Normal Morale Check . . . . . . . . . . . . . . . . . 13
NT : Non-Turreted . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
PAATC : Pre-AFV Advance/Attack Task Check 112
12
59
10
59
24
59
11
36
76
32
10
76
13
76
78
10
59
87
133
You should also print and use the excellent gameaid tip sheet for this game available at:
http://www.boardgamegeek.com/filepage/5398/asl
-starter-tip-sheet11-5-pdf
(one point of errata for same: in the Special DR/dr
Rolls to Watch For box, insert B/ before X
(breakdown) in the 6th item so as to read Rolling SW B/X (breakdown)
Then stage for battle to replay scenario S1, Retaking
Vierville, by preparing the stuff you need (i.e. find all
the required unit counters and place on the
scenario card as indicated). One other thing; I like to
make a photocopy of the board(s) in play for
checking LOS, rather than moving units and using
the actual play board.
This scenario is limited to infantry units with only
their inherent weapons (rifles, sub-machine guns,
side arms, fragment and smoke grenades, etc.,) not
using support weapons (SW, 4.0) such as heavier
machine guns (MGs), flame throwers and
demolition charges, and is therefore best suited for
starting to learn. Believe me, there is plenty for us
to get started without all the other macho stuff.
ASLSK1 does not include a dedicated turn counter,
so just use a Russian MMC (see 1.2.2 for this
abbreviation, front side [good order] for German
player turn, and back side [broken] for American
player turn) for that purpose on the turn record
chart on the scenario card. A word about
abbreviations: they permeate everything military,
and are found everywhere in ASL and ASLSKs too.
You just have to learn the language and do so fast!
Section 2.0 Definitions, is a list of abbreviations, but
is not complete. The following are not included.
Make a note in your rule book:
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W5: 8-0,747x2
The American has no broken units to rally, but the
German player does (both sides attempt rally during
the Rally Phase3). The German has no self-rallies to
attempt, so he proceeds with the unit-rallies.
The Ldr in Q6 attempt to rally his broken 467 squad.
They have a broken ML of 7 (coincidentally the
same as when in good order). They have the benefit
of being in good terrain (woods and buildings) that
provides a rally bonus of -1, plus the leader has a -1
DRM. However, the unit just finished breaking and
is sweating it very badly (i.e. has a DM counter on
them conferring a penalty of +4!) Adding up the
modifiers: -1, -1, +4 =+2. Since the units ML is 7,
they would have to roll a 5 or less to still get a 7 or
less (after adding the +2 DRM) and rally. Itll be tuff
but the Ldr tries, and rolls 1,2=3, +2=5 and rallies
those buggers! Flip them to good order (GO) side.
The DM counters are removed at the end of the
Rally Phase (except for the reasons mentioned in
the rules).
AT2 PFPh: If the American can break Q6, the
approaching units from the north could just run
right up and take em.
AMERICAN:
L3: 337
N5: 8-1
N6: 747
O5: 747
O6: 747
R7: CXd:8-1,747
U6: 747x2
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st
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AT2 APh:
M4(337)->L3 (this is Medal of Honor stuff),
O6(747)->N6,
747#1(P5)->O6,
747#2(P5)->P6,
Q5(747)->Q6,
S6(747)->R6, and finally
U6(747x2)->T5.
AT2 CCPh: None possible and no Pin counters to
remove either.
This ends AT2 and Game turn 2. Flip the turn
marker back to front side and place on 3 for
German Turn3.
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GT3 APh: K3(447) and K4(447) to L3. Place Red-onWhite CC counter on top of stack.
GT3 CCPh: Best that you read the pertinent rules
section now. See 3.8. First we determine if one side
ambushed the other. The only die-roll-modifier
(drm) in play here is +1 for the American for Pinned
status. The German rolls: 5; the American rolls
6+1(Pinned)=7, a difference of two. The German
missed ambushing the American by one, so there is
no Ambush. The German may not do two separate
attacks, because no unit attacks or is attacked
more than once per CCPh. The American must
decide whether he wants to attack both of the
squads, or only one squad this time, and he quickly
decides to attack only one squad.
CC Special Lesson: Pinned units Attack in CC at
half FP for being pinned, but DEFEND at FULL FP.
Though this is not clear in the ASLSK1 rules,
consider that even broken units defend in CC [at
full strength, 3.8 P3], therefore it is inconceivable
that pinned units would defend at less FP than
broken units! Unfortunately, this is not made any
clearer in the rules for ASLSK2 (Guns) or ASLSK3
(Tanks), but is explicitly clear in ASL.
The American HS is suffering the effect of being
Pinned, which results in Half FP for their attack
calculation, but not their defense calculation.
Therefore the German Attack-to-American defense
FP ratio is 8:3, which is more than a 2-to-1 odds
ratio (6FP:3FP), but insufficient for a 3-to-1 odds
ratio (9FP:3FP), and will therefore be resolved
under 2-to-1 odds ratio with Kill # of 7. The German
qualifies for none other of the FP/DR Modifiers
listed on the Close Combat Table (CCT) on the
QRDC. The Americans attack is focused only against
one German squad, so its pinned attack ratio is
1.5FP:4FP, which is better than 1-to-4 odds ratio
(1:4) but not sufficient to qualify for 1-to-2 odds
ratio (2:4), therefore is resolved under the 1-to-4
column with a Kill # of 3. The German rolls 4,2=6,
which is less than their kill #, for a kill. The American
rolls 5,2=7, way over their kill # for nada. The
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AMERICAN:
N5:8-1
N6: 747
O6: 747
P5: bk/DM747
Q6: 747
R6: 747
R7: 8-1,747
T5: 747x2
U3: bk8-0
AT3 RPh: Place the approaching reinforcements
along the north board edge to remind the American
to move them in the MPh.
Pre-Staging:
W5: 9-2,747x2,337x2
Since the American is the ATTACKER for this RPh, he
may attempt one and only one MMC self-rally in
addition to the regular SMC self-rallies. The squad in
P5 is DM (+4), attempting self-rally (+1), in a
building (-1), for a net DRM of +4. With a broken ML
of 8, theyll have to roll 4 to rally, They roll
2,5=7,+4=11 and fail to self-rally.
The SMC in U3 now attempts self-rally with
following DRMs: self-rally (+1), in building (-1), for
net of DRM=0. He rolls 4,2=6, and rallies (flip him
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N3(CXd747)->K3(Brk/DM236), 6FP/+0 (Ok, the 1FFMO is negated by CXd +1 DRM to IFT rolls), and
rolls 3,3=6 but cowers to 4FP column, for an
NMC. (No resid because it would be less than that
already there.) The poor broken 236 squad has a
broken ML of 4, and rolls 6,2=8, breaking again
and suffers casualty reduction, which eliminates a
HS. Goodbye! Mark firer with Final Fire (for
Cowering).
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L3: 447x2
L7: 9-1,548x2
AMERICAN:
M4: 747
M6: 747
N3: CX747
N5: 8-1,747
N6: CX:8-1,747
O4: 747
P3: 9-2,747x2,337x2
P5: 8-0,bk747
P6: 747
AT4 RPh: American attempts unit rally in P5. DRM=1 for building. DR = 2,6=8, -1=7 and rallies. Flip to
good side.
Wounded German leader in I6 (broken ML of 8 for
wounded) attempts self-rally. DRM=+0 (building vs
self-rally). He rolls 3,3=6 and rallies! Flip to good
side but keep the wound counter. He now attempts
unit rally, but remember that his Leadership is also
suffering reduction by one for wounded status (in
this case from -1 to 0). The non-DMd bk squad has
broken ML=8. The attempt has DRM of -1 for
building, +0 for Leader= -1. He rolls 3,4=7, -1=6, for
success! End of RPh. No DMs to remove.
AT4 PFPh: P3(9-2,747x2,337x2)->L3(447x2),
16FP/+1 (the HSs are at Long range). DR=5,1=6,
+1=7 for a 2MC. Mark with PF. 1st 447 DR= 1,2=3,
+2=5 for nice pass! 2nd 447 rolls 4,6=10, +2=12
(final). They break and ELR to a broken and DMd
436 conscript squad.
M6(747)+N5(747) FG->L3(447,Bk/DM436), 12FP/+3,
DR=5,4=9, +3=12 for NE. Mark with PF10.
Now M4(747)-> L3(447,BkDM436), 12FP/+3, DR=
2,3=5, +3=8 for 1MC. Place PF. 447 rolls 1,4=5,
+1=6 for pass. Broken 436 (with ML5) rolls and gets
2,1=3, +1=4, also amazingly passing! Since the
German 436 has survived thus far, review the short
entry on Conscripts in 5.4 Inexperienced MMC.
American ends PF.
10
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11
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
Here we are, ready to begin the EOP for
scenario S2, the second scenario for ASLSK1.
This EOP presumes that you have already used
my EOP for ASLSK1 scenario S1, have applied
the errata identified, and have acquired the
knowledge and game mechanics covered by
same, and maybe have developed some tactical
sense too . In S2, we move to the urban
setting of Stalingrad, Russia, a close-up of which
can be seen below during the Battle of
Stalingrad.
ACKNOWLEDMENT
I would like to thank Jonathan Adrain (BGG user
name jadrain) for offering his critical editorial
eyes to the discovery and correction of several
errors, typos, discontinuities, etc. Thanks!
This scenario introduces the remaining features
of ASLSK1: Support weapons (SW), namely
machine guns (MG), flame throwers (FT) and
demolition charges (DC). (If you havent already
read section 4.0, do so now.) With this addition
we will add the game concepts of possession/
recovery/transfer of SWs, destruction of SWs,
Inherent Portage Capacity (IPC) or how much
an infantry unit can carry and its effect if they
carry more than that limit, Portage Points (PP)
or the value of how much the SWs weigh or
encumber the infantry unit, Rate of Fire (ROF,
see 1.2.4) or the ability of weapons (in our case
MGs) to continue firing, and the dreaded
malfunction or breakdown of a SW and efforts
to repair it if possible, or the discovery that it is
permanently fouled! A SW can also be
abandoned by a routing or eliminated unit, and
then recovered by enemy units!
Having learned in the S1 EOP the principles of
Defensive First Fire (D1F), Subsequent First Fire
(SFF) and Final Protective Fire (FPF), all of which
occur during the Movement Phase (MPh), you
will now need to apply these to MGs. MMP has
figure 2 of page 8 of SK1 rules beautifully
illustrated at their web page in an interactive
presentation by Mr. Eric Miller. Go to
http://www.multimanpublishing.com/DFFDemo
/tabid/78/Default.aspx to view it. Also, please
download the excellent First Fire with MGs
Flow Chart at
http://home.comcast.net/~tomrepetti/misc/FFf
lowchartv3.1.PDF . (Use this as a player aid.)
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
the bottom of the scenario card). Predictably,
these are minor tweaking of the rules or
additions, etc., that enhance the realism and
play. The SSR in S2 stipulates that the German
elite squads (only) will be better equipped to lay
smoke than usual. In a case like this, you should
think that the Germans will need that
enhancement to accomplish their Victory
Conditions (VC). Speaking of VCs, Building
Control is nothing more than having been the
last side to have an unopposed good-order (see
Definitions 2.0) infantry unit in the building
[while no enemy units occupy the same
building]. In this case, the subject VC buildings
are presumed to begin under the control of the
Russians, and remain so until control is taken by
the Germans.
Optional LOS Rule Addendum
Map z has some building features never seen before
in ASL: some building depictions are entirely off-set
from the hex center dot (e.g., F8, J8, K9, AA8 or even
all of the 3-hex building BB9) such that some LOS
checks may never cross or enter the building
depiction at all. [This does not regard multi-structure
building hexes like zK1]. This has unfortunately
allowed for some ambiguities and unrealistic
situations (in game terms) that are contrary to the
integrated nature and realism of the ASL/ASLSK
system. Though the rules clearly disallow firing from
one end of a linear building, through an intervening
building hex into the far side of the same building,
(e.g., from D2 to D4, E3 to E5, L5 to L7, or R1 to R3),
as drawn, this map (and only this map in the entire
SL/ASL/ASLSK system thus far) would allow fire from
J8 to L8, V2 to X2, AA9 to CC9, or G9 to K9, H8 to F8,
and even S9 to CC9! This is all because these building
hexes have their building symbols uniquely off-set
from the hex center-dot, which is used for LOS
determination [see hex CC2 for a common variant
that is perfectly acceptable and offers no problem to
the games LOS simulation+. I find the LOS
consequences of such totally fanciful and an
uncharacteristic feature, that is at once both
contrary to the nature of the worlds finest tactical
war-game system, and apparently unique to only
this board. Consequently, and with certain
opposition from many, I have developed (and
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
different levels of playing ability (i.e., a
significant difference in the ELR of the players
themselves ), the play-balance of the battle
may be shifted slightly in favor toward the
selected side by implementing the suggested
play balance modifications. In this scenario, if it
were desired to favor the German force (or
player of same), then, according to the playbalance instruction on the scenario card the
Russian 9-2 leader would be replaced instead by
a 9-1 leader.
One point of additional ERRATA: In section 4.0,
2nd paragraph, 2nd line, 1st word: change Infantry
to Inherent. Its already correct in section 2.0
Definitions.
OK, time to move out!
Russian Set-Up
First the Russian player must consider the VCs:
if the Russian player can deny the German
Building Control of any one of the VC buildings,
the Russian wins. So he must decide how much
terrain he wants to defend, if he wants to use a
delaying tactic as he retreats, where he can get
the best use of his MGs, etc. This is not an easy
decision and probably has several approaches.
An important consideration for Russian set-up is
the movement by carrying, or portaging, of the
MGs by the infantry. Read paragraph 2 (P2) of
4.0. MMCs (even just half squads (HS)) have an
IPC of 3, and a SMC can help by adding their
one (1) IPC. Therefore, both together have 4
IPCs, but that is one less than the five Portage
Points (5PP) cost of the encumbering Russian
medium MG (MMG) with its accoutrements.
Comparatively, the German MMG with its
accoutrements weighs only 3PP. Consequently,
that heavy Russian MMG will slow down the
squad and leader portaging it by 1MF (4 IPC
together minus 5PP cost = -1MF difference). If it
were portaged by only a MMC, then they would
be slowed by 2 MF (3 IPC minus 5PP = -2MF).
Page 3 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
contested buildings in our Leaders namesake
city of the Motherland!) <I hear Male Chorus
singing!>
You should note that I have placed all the MGs
in the possession of 1st line quality squads (the
447s). The use of SWs usually require more
smarts and experience, therefore the
Inexperienced squads (i.e. the Russian
Conscript 426s, see 5.4) can only use the MGs
with the following penalty: the breakdown
number (B#) is reduced by one, (from 11 to
10!). If the original IFT DR is to the B#, the MG
has malfunctioned; flip the counter over. In
fact, you should note now the difference in
quality between the German MGs (which have a
B# of 12, as indicated by the absence of a B# on
the counter, see last paragraph of 4.1) and the
Russian ones. On top of that, any MG being
used in SFF (and FPF) has its B# lowered by 2
(last sentence of 4.1, thats cumulative with the
use-by-Inexperienced-MMC penalty)! Also,
dont forget that Inexperienced units have
reduced MFs too (3MF instead of 4MF) and
suffer a +1 ambush drm. The Russians are
hoping for reinforcements by elite squads, but
who knows if they will actually ever come.
As for the Germans, lets first note a few
particulars regarding their SWs. We have
already observed that their MGs are more
dependable than the Russian MMG and LMG,
but see too that they are more powerful (higher
FP and longer range). Then note on the reverse
side that the FT and DC have an X# instead of a
B#. This indicates that the FTs and DCs are not
repairable if they malfunction; if the original IFT
DR is the X#, that device ist kaputt! Further,
the FTs and DCs require guys with special
training to get the best chance of doing it right,
so if it is attempted by non-elite MMC, the X# is
lowered by two to indicate same. Also note that
Leadership DRMs dont apply in the use of a FT
(see 4.2) or DC (not mentioned in rule); these
Page 4 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
playing of the battle! Remember, the first die
listed in a DR is the colored die.
GT1 RPh: None.
GT1 PFPh:
H4(FT)->J5(LMG/447, 426), 12FP/+0 [No TEM
for FT attacks, and FP is halved at long range of
2 hexes]. Note that FTs cannot form FGs,
therefore must attack alone. DR= 4,3=7 for a
1MC. Place PF on FT but remember that the
squad hasnt fired yet. First the 447 checks and
rolls 5,3=8, +1=9, breaking [but no ELR]. Then
the 426 checks and rolls 5,4=9, +1=10,
breaking AND ELRing, but there is no lesser
quality Russian squad than the Conscript 426,
so no change; just flip the squads and mark with
DM. (Note that the LMG is still possessed by the
broken 447 right underneath it in the stack.)
Not bad for the first squirt out of the FT!
Now the 528 in H4 follows suit:
H4(528)->J5(Brk/DMd: LMG/447 & 426),
4FP/+3, and DR = 3,1=4, +3=7 which results in a
PTC, which is worthless since they are already
worse than pinned. Clearly mark with PF.
Now I4 attacks K5:
I4(9-2, MMG/467)->K5(LMG/447), 8FP/+1, and
the DR = 4,4=8, +1=9 for a PTC result. No
cowering for the doubles rolled due to
leadership of attack. Also, the colored die was a
4 exceeding the ROF of 2 for the MMG, so its
done with its normal firing. Place PF. The 447
checks and rolls 4,6=10 and is Pinned. Place
Pin.
M2(LMG/467)+L2(LMG/467)->M5(8-1,
MMG/447), 12FP/+3, DR= 2,3=5, +3=8 for a
1MC. No ROF maintained for the LMGs with
ROF=1 and colored die of 2. Place PF (I have one
straddling both hexes). The leader checks first
and rolls 4,3=7 +1=8 and Pins (highest possible
roll on MC without breaking, remember?), so
cant apply his leadership to the squads check.
Now the 447 checks and rolls 6,6=12, +1=13,
breaking, ELRing and suffering casualty
reduction for rolling the original 12! Therefore,
per the Nationality Chart, replace with a halfsquad for the reduction (would be a 237), and
demote it to a Conscript for the ELRing,
resulting in a broken/DMd 226! They still
possess the MMG.
Now N1(9-1, LMG/467)->O5(447), 6FP/+2, and
DR= 2,1=3, +2=5 for a 1MC (a great roll but if
the dice had been reversed, then the LMG could
fire again!). Mark with PF. Squad checks and
rolls 6,2=8, +1=9, breaking but no ELR. Place
DM.
End of German PFPh. Wow! What incredible
results! That FT and the MGs really helped hurt
the Russians, even though the MGs did not
keep ROF.
Remember that if units in the same hex
[exception: FTs] are going to attack the same
unit [hex], they must do so as a FG, they may
not make separate attacks. So in the above
attacks utilizing MGs, in every case the German
could have split his FP to attack different
targets/hexes, e.g., L2(467) could have attacked
K5, and then L2(LMG) could have attacked L5,
but as long as L2 (LMG/467) were going to both
attack the same target/hex, they were
mandated to do so as a FG (Mandatory FG).
GT1 MPh:
G5(467) moves: H4(MF1-2), Russian, seeing
quickly where this can lead, yells, I shoot you!
H6(426)+G7(426)+F7(426)->H4(467), 8FP/+2
(Study the ranges of the Russian units, dont
forget FFNAM DRM and realize that the other
units in H4 cannot be targeted in D1F because
they are not moving). Place First Fire on
shooters. The IFT attack roll is 6,1=7, +2=9 for
a PTC. Place 4FP Resid counter in target hex.
The squad checks and rolls 1,4=5, and passes,
and continues moving: I5(MF3) and stops. K5
D1Fs at same: First he calculates the FP (halved
for being pinned) and finds that it would be
resolved on the 2FP column, completely
negating any increase by the MG, and the same
as if he attacked only with the squad alone. His
choice is to fire both at target with wasted FP
Page 5 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
and risk of malfunctioning the MG, or save the
MG for another target. He chooses second
option. He does realize that the squad in the
street will suffer a -2 DRM, however. He decides
not to risk his temperamental MG, and attacks
with squad alone.
K5(Pinned 447)->I5(467), 2FP/-2, the DR= 2,1=3,
-2=1!!!! Resulting in a KIA of the unit! Place First
Fire.
N3 (the 548 NOT possessing the DC) attempts
placing smoke in M4, expending MF1-2. (Note:
smoke exponent of 2 is raised by 2 per scenario
special rule (SSR) to 4), and rolls 3, successfully
placing smoke in M4. K5 declares SFF, but
German rightly claims that he has another
closer enemy unit (in I4), and therefore cant
SFF at N3. Now the same 548 that just placed
smoke moves N4(MF3), N5(MF4). L5 attacks
with D1F.
L5(447)->N5(548), 4FP/-2, and DR = 6,2=8, -2=6
for an NMC. Place First Fire and Residual
counters. The squad checks and rolls 3,6=9
for failure and break, but no ELR. Place DM. The
Russian now wants to SFF on same in hopes of
killing them off, but the German rightly corrects
him stating that as the moving unit had only
spent 1MF in N5, they were therefore subject to
only one attack by any particular unit, though
subject to single attacks by several units. [3.3.1
P5]. The SFF is not allowed.
Now the BAD stuff! Other 548 WITH the DC in
N3 moves to N4(MF1), and spends MF2-3 by
placing DC in M5! (The forces behind him with
MGs did a fine job of providing cover fire!) Then
P3(DC/548) moves: P4(MF1), expends MF2-3 to
place DC in O5, and stops. Since neither of the
DC-placing units had to suffer and survive any
defensive fires, both DCs are operably placed
(lets hope they dont malfunction)!
Lastly Gruppe A:
A8(467 alone) moves: B8(MF1), and Russian
declares D1F.
Page 6 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
means a wound dr. This Ldr also ELRs because
he went over his ELR limit of 3. Before replacing
with a broken 8-0, lets see if he survives.
Wound dr= 2. OK, replace with broken/DMd
and wounded 8-0 (but well still call him Sgt
Zygin). If, the squad survives, they will finish
with a LLTC with a +1 DRM (if you dont
remember, read the penultimate paragraph of
page 5). Now the broken 226 HS with broken
ML of 4, rolls 3,2=5, +2=7, breaking again and
suffering casualty reduction, which eliminates a
HS! That hex now has only the following from
the bottom up: MMG (un-possessed), broken 80, wound, DM. Learn to place information
counters such that the next to be removed is on
top.
Now other Advancing Fire:
P4(548)->O5(Brk/DM 447), 6FP/+3 (Need to
explain. The rule for Assault Bonus (for units
with underlined Fire Power) says that the
addition of 1FP and the rounding up (FRU)
happens after all modifications to the squads
own FP. It is just a peculiarity that if the unit
were not adjacent to its target, its Advancing FP
with Assault Bonus would be 4FP (5/2=2.5,
+1=3.5, round up to 4FP), but if its adjacent, its
not 8FP but rather 6FP: 5FP/2 (AFPh)=2.5, x2 for
PBF =5, finally +1 for Assault Bonus =6, and no
fraction to round up. And the DR is 5,4=9, +3
=12 for absolutely nada. Mark with PF (again,
because ASL/SK doesnt have orange-on-white
AF counters).
Now N4 against same target; and the roll is
6,6=12, +3=15 for super nada! Place PF.
D9(467)->E8(426), 2FP/+3, DR= 3,6=9, +3=12 for
nada. Place PF.
And F9(8-1,467)->F8(7-0), 4FP/+2, DR= 5,5=10,
+2=12 for nada again. Mark with PF (if you can
find one).
End of GT1 AFPh. Remove all PF counters. Those
DCs were not as effective as the Germans
wanted and perhaps should have been saved
Page 7 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
I4(all)->J3
H4->I4
G4->H3
F9(all)->F8 (Place CC counter)
D9->E9
O5: 548
O7: BkDM 548
GT1 CCPh:
Check for Ambush in F8. The German has a -1
drm for Leadership. There are no other drms.
The German dr=5, -1=4. The Russian dr=1. The
Russian has Ambush Status. Unfortunately, the
Russian cannot single out a CC attack against
the German Leader alone, because, A SMC
defends in CC as part of the group it attacks
with by adding its FP to the FP of the unit it is
stacked on top of. Therefore the German
attack is 5FP to 1FP, sufficient for the 4:1 odds
ratio (Kill #9), and the Russian attack is 1FP to
5FP, sufficient only for the 1:6 odds ratio (Kill
#2). The Russian get -1 DRM for Ambush status
and rolls 6,5=11, -1=10, for no harm done to
German (no surprise). The German has a +1
DRM for CC vs Ambush, but -1 for Leadership,
for a net DRM of zero (0). They roll 6,2=8 (less
than the Kill #) and eliminate the Russian
Leader. End of GT1 CCPh. Remove the CC
counter (only Germans in the hex now) and the
Pin marker.
End of GT1. Flip Turn counter for RT1. Thanks to
incredible Prep Fire, the German has taken
Control of Buildings F8, O5 and M5. Though he
is in building [not hex] O6, he does not have
control yet because his unit is not in good order.
The Russian hopes that reinforcements will
arrive soon!
BOARD INVENTORY:
GERMAN:
E9: 467
F8: 8-1,467
H3: 8-0
I4: FT/548
J3: 9-2,MMG/467
L2: LMG/467
M2: 9-1,(LMG/467)x2
M5: 548, (unpossessed rMMG)
RUSSIAN:
E8: 426
F7: 426
G7: 426
H6: 426
H8: 8-0
K5: LMG/447
L5: 447,BkDM & Wnd 8-0
L6: BkDM:LMG/447,426
M5: unpossessed MMG
RT1 RPh:
The German squad in M5 attempts to recover
the Russian MMG; to do so they need only roll
less than 6 (see 3.1 (b)) with one die. The dr = 3,
recovered: place the MMG on the 548 counter
to indicate possession. <Read the last sentence
of column one of page 11, on the subject of
captured SWs.>
Now for rallies; Russian first: Since it is now the
Russian turn, the Russian may attempt one
MMC self-rally attempt of a leaderless broken
MMC. L6 holds a broken squad with broken ML
(bML) of 7 and a broken HS with bML of 5. He
will naturally attempt the squad. The DRM=+4
(DM, self-rally (SR), rally [terrain] bonus (RB)).
DR=3,5=8+4=12 for no success.
The brk/wnd/DM leader in L5, whose ML is
now 7 due to effect of wounding, has net DRM
of +4, so he needs to roll a three, but rolls
6,5=11, +4=15, failing to rally and almost killing
himself (missed box-cars by one on the original
DR).
The lonely German MMC in O7 cannot attempt
self-rally until it is the German player turn. End
of RT1 RPh. Remove the DM counters from L6
and O7, but not from L5 (adjacent enemy unit in
M5).
RT1 PFPh:
G7(426)+F7(426)+E8(426)->F8(8-1,467),
20FP!/+3, and the DR= 5,6=11, (UGH!) +3=14 for
Page 8 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
a miserable waste of ammunition! Thats what
you get with Conscripts! Mark with PF.
H6(426)->I4(FT/548), 2FP/+2 *dont forget that
attacks against an FT-possessing unit benefit
from a -1 DRM per FT]. DR= 4,2=6, +2=8 for NE.
Mark with PF. End of RT1 PFPh.
RT1 MPh:
The Russians know about skulking too:
L5(447)Assault moves to L6.
K5(LMG/447) Assault moves to K6 trying to get
out of the LOS of some of the Germans.
F8(8-1,467) declare D1F on same (K6). 4FP/+0,
[DRMs: +1 Orchard Hindrance and -1 Ldr] DR=
5,1=6, for a NMC. Place First fire and a 1FP
residual fire counters [the 2FP residual is
reduced by 1 column to 1FP for the orchard +1
hindrance, see Official Errata 1st item for 3.31
(should be 3.3.1)]. Russian 447 in K6 rolls 4,1=5,
for a pass. End of RT1 MPh. Remove green
counters (resid).
RT1 DFPh:
F8(1stF 8-1,467)->F7(426), 4FP/+2 (4FP halved
for 1stF and doubled for PBF), and DR=3,4=7
+2=9 for No Effect (NE). Flip to Final.
E9(467)->E8(426), 8FP/+3, DR = 2,5=7, +3=10
for NE. Mark with Final.
I4(548[only, beyond long range for FT])->
K6(LMG/447), LOS is confirmed. 4FP/+0, DR=
4,5=9 for NE. Mark stack with Final.
J3(9-2, MMG/467)->H6(426), 8FP/+1, DR=
6,6=12, +1=13 (WHAT?). Besides being totally
ineffective, the original DR of 12 means this
MMG has malfunctioned! [It has a B# of 12,
remember?] Flip the MMG and place Final.
L2(LMG/467)->H6, 6FP/+3, DR= 1,2=3, +3=6 for
a 1MC. Place Final Fire on squad ONLY, because
the colored die was a 1 which is to the
LMGs Rate of Fire (ROF) of one. The MG can
fire again! First resolve the attack: 426 rolls
2,1=3, +1=4 and passes! Now the LMG may fire
again with a 2FP/+3 attack; certainly not a high
Page 9 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
ROF, and malfunctioning the Russian MMG (flip
it over)! Place Final Fire. End of RT1 DFPh.
Remove all First/Final Fire markers.
<Man, its hard to imagine how things could go
any worse for these poor Russians. No wonder
their music is so sad and tragic!>
RT1 AFPh:
Only one attack possible: L6(447)->M5(Malf
rMMG/548), 2FP/+3, DR=3,6=9, +3=12 for NE.
Place PF. End of RT1 AFPh. Remove all PF
counters.
RT1 RtPh:
All broken/DMd units in L6 decide to take one
step further away from the action and rout to
L7 [leaving the GO 447 in L6 alone]. Attempting
to get away from M5, the wounded leader in L5
struggles into L6 (MF1-2). End of RT1 RtPh.
Germans have no routing required.
RT1 APh:
E8->F8 (place CC)
F7->F8 (place under CC counter)
G7->F7
H6->G7
L6->L5
End of RT1 APh.
RT1 CCPh:
First check for ambush. The Russian DRM is +1
for Inexperienced (Green without leaders and
all Conscripts). The German DRM is -1 for
leadership. The Russian rolls 3,+1=4, and the
German rolls 5,-1=4. No ambush.
The Russian attack will be 8FP to 5FP, which is
sufficient for the 3:2 odds ratio and has Kill # of
6. The German must decide whether to attack
one or both Russian squads. With the luck the
Germans have been having, he elects to attack
both squads of inferior conscripts! The German
attack is 5FP to 8FP, which is sufficient for the
1:2 odds ratio and has a Kill # of 4. The only CC
DRM is that for the German leader of
-1. The German rolls 3,2=5, -1=4 (the Kill #
exactly, resulting in casualty reduction of one
of the attacked units (randomly determined).
Page 10 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
only their own nationalitys stuff, i.e., same
color (3.1 b)].
Page 11 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
counter is placed because the +2 smoke
hindrance shifts the value to the left 2 columns
(off the table, see Official Errata 1st item for
3.31). DR=5,1=6, +1=7 for a PTC. Leader (9-1)
rolls 3,6=9 and Passes [remember this is a PTC
not a MC]. Now the squad: 1,1=2, -1(Ldr)=1!
<Again, rolling Snake-Eyes on a MC or rally
attempt [but not a PTC as here] would result in
other opportunities (Heat of Battle [A15.1]) in
ASL, but not here.> They continue their move:
O3(MF2), O4(MF3), N4(MF4), and M5(MF5-6).
Russian declares SFF on the moving stack. L5(1st
F447)->M5(9-1, LMG/467), 4FP/+2 (sBld &
FFNAM). DR=3,1=4, +2=6 for a NMC! Theyre
trying hard! The Leader rolls 6,3=9, passing
again, but is Pinned and cant give leadership.
Place Pin. The squad checks and rolls 3,3=6 and
passes. Place a 2FP residual and flip First to
Final side. <The stack in M5 should be as follows
from bottom up: Malfuntioned(m) rMMG, 548,
PF, 9-1, Pin, 467, LMG, 2FP resid.> At this time,
the Russian squad in L5 could elect to FPF on
the same target if they wanted to with another
4FP/+2 attack due to Germans expenditure of
2MF to enter, and using the original IFT DR as a
NMC, but they pass on same.
O5(548) moves N5(MF1), [the Russian in L5
would like to declare SFF but cant because he
has a closer enemy unit (in M5)], M6(MF2-3).
Now the Russian declares Final Protective Fire
(FPF) at same: 4FP/+2 (sBld & FFNAM),
DR=4,2=6, +2=8 for NE. Since it was FPF, the
original attack DR (here 6) is applied against the
defending unit (Russian 447) for a NMC. Their
ML is 7, so they pass. Place 2FP resid (just for
practice). End of GT2 MPh; remove all smoke
and residual counters.
GT2 DFPh:
F7(426)->E9(467), 4FP/+3, DR= 1,2=3, +3=6 for a
NMC. Place Final. German squad checks with
DR= 6,2=8, and breaks but no ELR. Place DM
and remove the PF. End of GT2 DFPh. Remove
all First/Final markers.
GT2 AFPh:
M6(548)->L5(447), 6FP/+3 [If the FP is confusing
Page 12 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
and do so now (MF1-2). Now they discover the
adjacent previously unseen/known enemy and
must move elsewhere. If they were starting
from this hex with no LOS to F8, they would be
able to go into K6, but having just come from
L5, they remember the KEU in F8, thereby
removing K6 as a possible escape hex (nor may
it move towards such a unit after leaving its LOS
during that RtPh). They cannot stay where they
are and have no options available. Therefore
they are eliminated for failure to rout. Note
that if F8 were not considered, they could have
stepped from L5 first into K6 (MF1), which is not
an open hex and therefore does not qualify to
cause interdiction from J4. They could not have
afforded any time to recover a weapon while
routing (costs 1MF during the MPh). Note also
that the rule states that A routing unit may
always rout out of a building in which it begins
its RtPh. Therefore they would not have had to
rout back into the same building [though
different hex like L7] that they had just routed
out of. This is made even clearer in a Rout
Phase Summary included in ASLSK2, which puts
it thusly: The routing unit may ignore any
building hex that is part of a building they are
already in. Therefore, they would have decided
to head for the K9 building. End of GT2 RtPh.
GT2 APh:
M5(548)->L5,
M5(LMG/467)->L5 *leader is pinned so cant
Advance].
M6(548)->L6 (place CC and causing immediate
DM of the adjacent broken units in L7),
J4(8-0, FT/548)->J5,
J3(9-2,467)->I4,
M3(LMG/467)->N3,
L2(LMG/467)->L3(street).
End of GT2 APh.
GT2 CCPh:
F8 has a Melee underway; no Ambush is
possible in a melee, only when advancing which
initiates a Close Combat. The Russian attack is
6FP to 5FP for a 1:1 odds ratio (Kill #5). The
German must decide again whether to attack
Page 13 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
just the squad or the half squad. Again he elects
to attack the entire force, so his attack is 5FP to
6FP, insufficient for the 1:1 column, so will be
under the 1:2 odds ratio (Kill # of 4). DRMs are 1 for German Leader only. The German rolls
4,6=10, -1=9 for NE on the Russians. The
Russian rolls 1,1=2!, for elimination of the two
attacked infantry units!
Now, since the Russian rolled an original 2 on
the CC attack roll, there is a possible Field
Promotion (5.3). Read the short rule for same
and then refer to the Leader Creation Chart on
the QRDC. The drms are +1 for ML6, and +1 for
Russian nationality = net drm of +2. The dr=
6+2=8 for no leader created.
Now for L6. The wounded Russian leader will
attack and defend as a SMC with 1FP. Checking
for ambush: Russian drm=0, German drm=0.
Colored die to the Russian and DR=2,4 for no
ambush. Now the attacks: Russian 1FP to 5FP
for 1:6 odds and Kill #2; the German is 5FP to
1FP for 4:1 odds and Kill #9. Russian rolls 3,6=9
for NE; German rolls 3,5=8 for elimination of
the Russian leader.
End of GT2 CCPh. Remove Pin counter. Flip turn
counter to reverse for Russian turn 2.
BOARD INVENTORY
GERMAN:
B7: BkDM467
I4: 9-2,467
J5: 8-0,FT/548
L3: LMG/467
L5: 548,LMG/467
L6: 548
M5: 9-1
N3: LMG/467
O7: Bk548
RUSSIAN:
F7: 426
F8: 426,226
G7: 426
H8: 8-0
K6: LMG
L7: BkDM: LMG/447,426
RT2 RPh:
Russian rolls for possible reinforcement this
turn; only a dr of 1 will do: dr=6, for no
reinforcements this turn. Oh boy!
Russian attempts one MMC self-rally (SR) in L7
(the MG-toting 447). DRM=+4 for DM (+1SR and
-1RB cancelling each other) DR= 1,1=2, +4=6 for
success! Also, once again there is a Field
Promotion resulting in possible Leader Creation
(5.3) for rolling 2 on a MMC Self-Rally. Referring
to the chart again, the drms are +1 for Russian
and +1 for broken status of base unit, for total
+2 again. The dr=2, +2=4 and a 7-0 leader is
created from the bunch! Now, since Self-Rallies
(step e of RPh) occurs prior to Unit Rallies
(step f of RPh), and since there is now a GO
leader in L7, the new leader who just rallied
himself and his buddies (the 447), may now
attempt to rally the bkDM 426 in his location,
just like a leader who rallies himself may then
proceed to attempt unit rallies. The DRM is +3
(RB terrain and DM). DR= 3,5=8, +3=11 for no
rally. <Ok, I hedged a bit here to exercise some
rules and make the battle more interesting!>
German cannot attempt MMC Self-Rally as it is
the Russian turn now. End of RT2 RPh; remove
the DM counter from the German unit in B7.
The broken Russian 426 in L7 must retain its DM
status due to the adjacent enemy unit in L6.
RT2 PFPh:
L7(LMG/447,7-0)->L6(548), 12FP/+3, DR= 1,4=5,
+3=8 for a 1MC and ROF. Place PF on squad.
548 rolls 5,3=8, +1=9, breaking but no ELR.
Flip and DM. Lucky Russian! Should he shoot
the LMG again? The attack would be a 4FP/+3,
and they would have to roll an original 3 (+3=6
for a NMC and chance to double break) but with
a B#11 he has equal chance of jamming the MG.
He passes on ROF shot.
Now F7 wants to fire on B7, for the express
purpose of placing them under DM again in
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
time for their approaching GT3 RPh. The 426
doesnt have to hurt them, just scare them
enough, which is defined in the rules as, is
attacked by enough FP (taking the possibility of
cowering into account) to possibly inflict a
NMC, is placed under DM. (see paragraph
immediately above 3.2.2). Well, this 426 is firing
at the limit of their long range, so FP is halved
to 2FP. If we add the DRM for sBld of +3 and
examine the IFT, we see that the DR would have
to equal snake-eyes for a final DR of 5 to get a
NMC. So far its possible. But then we have to
add the possibility of cowering into effect and
find that shifting even just one column to the
left and cross indexing a final DR of 5 on the 1FP
gets us only a PTC, so it is not possible taking
the possibility of cowering into account, and
this before we remember that Conscripts, as
Inexperienced units (5.4), cower two columns to
the left, not one. What if the Russian added the
adjacent unit in G7 to form a FG and beef up
the FP a bit? He cant because G7, even if he
had LOS, is beyond Long Range to target.
Therefore, the Russian cannot DM the unit in
B7. End of RT2 PFPh.
RT2 MPh:
L7 (7-0): Thinking of the rout of L6, Assault
Moves to M7 (MF1-2)
H8 (8-0): Assault Moves to G9. German declares
D1F on same: Intending to use J5 to attack L7,
the German directs L5 (548@LR, LMG/467) to
attack G9(8-0), 8FP/+6 (+3sBld and 3 hexes of
orchard hindrance); only to discover that LOS is
blocked by the corner of H8. The German must
still place First Fire (do so now), and must roll to
see if the LMG (B#12) jams. DR=6,2=8 for no
malfunction. [NOTE: Since only 3 points of the
attack DRM came from a LOS hindrance, the
other 3 points coming from the TEM of the
stone building, the attack is not disallowed
under the blocked LOS provision of 3.2, 2nd
paragraph, last sentence.]
G7 (426): Assault moves to F7. End of RT2 MPh.
RT2 DFPh:
J5 (8-0, 548)->L7(LMG/PF447, brk/DM426),
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
GT3 RPh:
MMC Self-Rally attempt (only one) of unit in O7
(higher bML than unit in B7): DRM=0, DR=3,4=7
for success. Flip to good side. This now allows
the German to claim building control of VC
building O6.
M5(brk/DM548 with 9-1Ldr): DRM=+2, DR=
4,3=7, +2=9 for no rally.
Now Russian: The unit in M8, since it has a
broken ML of 5, is DMd, and has a leader with
Leadership Modifier of +0 and with the -1
building bonus (net DRM=+3), must roll a 2 in
order to rally (same chance of rolling box-cars
for an elimination). No attempt is made. End of
GT3 RPh. Remove the DMs.
GT3 PFPh:
J5(FT)->L6(LMG/447), 12FP/+1 (FP halved for
LR; DRM: hindrance only, no TEM for FT attack),
DR= 4,6=10, +1=11 for NE, AND is removed
from play (its empty) because the original DR
was X#10.
L5(548,LMG/467)->L6(LMG/447), 24FP/+3, DR=
5,6=11, +3=14 for NE! Ugh! MG exhausts ROF.
Place all under PF.
End GT3 PFPh.
GT3 MPh:
O7(548) Assault Moves to N6
J5(548) attempts smoke in K6; dr=4, place
smoke counter; then moves into same (MF3-4).
Not having Double-Timed prior to move, the
German squad has used all its MF, so cannot
attempt to recover the rLMG (costs 1MF and a
dr<6). The Russian is considering his options:
either D1F on K6 with L6 for a 12FP/+1, possibly
hurting the 548, then can only SFF at same with
6FP/+1 (if MG retains ROF) or save for Final Fire
at L5 with 6FP/+3, or pass on the D1F and do
Final Fire at L5 with 12FP/+3, but possibly
hurting TWO squads. He decides to take the
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
doubled for PBF]. DR = 1,3=4, +2=6, for a NMC.
Place 2FP resid. German squad checks and rolls
6,5=11 for a break AND an ELR. Replace with
broken/DM 447. The Russian unit passes FPF
NMC with original IFT DR of 4. Again, the
Russian could repeat the FPF attack on the
same unit because the German unit spent 2
MFs entering L5, but feels lucky thus far and
holds.
The leader in J5 really wants that rLMG in K6,
and decides to brave the fire. He moves:
K6(MF1-2), suffering 1FP/+1 residual attack (-1
FFNAM and +2 smoke). DR= 2,3=5, +1=6 for NE.
Now he spends MF3 to attempt to recover the
rLMG and rolls dr= 5, for successful recovery.
The squad in L6 passes on FPF. The leader with
rLMG retreats to K5(not back to J5, MF4-5).
I4(9-2,467): J4(MF1), K5(MF2-3). The noose is
tightening! End of GT3 MPh. Remove all smoke
and resid counters.
GT3 DFPh:
No Attacks possible by Russian except for FG of
E9+E8+F7->B7 for a 4(5)FP/+3 . However, this
fire is insufficient even to reinstate DM status
(get a NMC result) given the +3 DRM and
possibility of cowering two columns for
Inexperienced (Conscript) status3, so is not even
rolled. Remove the Final Fire marker.
GT3 AFPh:
K6(548)->L6(mLMG/447), 6FP/+3, DR= 4,3=7,
+3=10 for NE. Place PF.
K5(9-2,467)->L6(mLMG/447), 2FP/+1,
DR=6,3=9, +1=10 for NE. Place PF
GT3 RtPh:
German:
L5(LMG/BkDM447): K5(MF1-2) and stops.
Russian: None. End of GT3 RtPh.
GT3 APh:
K5(Transfer rLMG from 8-0 to 467)
K5 (8-0,rLMG/467)->J5
M6(LMG/467)->L6. Place CC counter.
L5(548)->M6.
L5(LMG/467)->L6. Place under CC.
K6(548)->L6. Place under CC.
N6(548)->M7 (bestowing DM on Bk426 in M8
again!)
End of GT3 APh.
GT3 CCPh:
L6: Determine possible ambush. There are no
applicable drms. The Russian is assigned the
colored die, then both are thrown: 2,6. The
Russians have Ambush Status! Remember that
SWs do not play in CC. The Russian will attack
one LMG/467, for a 4FP to 4FP or 1:1 odds ratio
(Kill #5). He rolls 4,1=5 for a casualty reduction
to a 247 HS (which continues possessing the
LMG). The German may now attack with the
surviving HS, the LMG/467 and the 548, for a
11FP to 4FP attack, sufficient for a 2:1 odds
ratio (Kill #7). The German CC DR= 5,6=11 ugh!
By surviving, the Russian squad has managed to
command the attention of and effectively
neutralize a lot of Germans! The CC continues
as a melee; flip the counter. End of GT3 CCPh.
End of GT3. Flip turn counter for RT3.
See
http://www.boardgamegeek.com/filepage/50837/m
inimum-attack-fp-required-for-reinstating-dm-stat
for my player-aid table.
BOARD INVENTORY
GERMAN:
B7: Bk467
J5: 8-0,rLMG/467
K5: 9-2,LMG/BkDM447
L6: In melee: 548,LMG/467,LMG/247
M5: 9-1,Bk548
M6: 548
M7: 548
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
RUSSIAN:
E8: 426,
E9: 226
F7:426
G7: 426
G9: 8-0
(J5: rLMG)
L6: In melee: mLMG/447
(M5: mMMG)
M8: 7-0,BkDM426
RT3 RPh:
First, the Russian rolls for the provisional
reinforcements (3.1.a). It is now turn 3 so a
dr=1-2 will bring them on. The dr= 2! The
Russians are coming! The Russians are coming!
Set the reinforcements along the south board
edge as follows:
Pre-Staging of Russian Reinforcements
K11: 527
O11: 9-2,LMG/527,527
There are no weapons to recover. The Russian
unit in the melee possessing the malfunctioned
LMG cannot attempt to repair it because only
GO units can do so, and units in melee are not
in GO. No transfer of weapons. No Russian SelfRally needs, so on to unit rallies. Leader in M8
wishes to rally the conscripts with bML5. DRMs
are -1RB, +4DM, for net DRM=+3. Only a roll of
2 will rally them. The DR = 2,3=5 +3=8 They fail
to rally! Now the Germans try.
The German would love to MMC-self-rally the
unit in B7, but may not. If you dont know why,
go back and review 3.1.e again4!
Reinforcements:
527x1, K10(MF1), L9(MF2), and 548 in M7
declares D1F on same, but after checking, the
LOS is blocked by corner of L8. Mark German
with 1F. Continuing move: L8(MF3-4), end. The
German in J5 considers firing with D1F, but the
net DRM of +3 and a foreign LMG [for captured
use the ROF is reduced by one (here, from one
to zero), and the B# is reduced by two (here
from 11 to 9)] makes him hold.
RT3 DFPh:
J5(8-0,rLMG/467)->H6(426). 6FP/+3. For
captured use the ROF is reduced by one (here,
from one to zero), and the B# is reduced by two
(here from 11 to 9). DR=5,2=7+3=10 for NE.
Place FF.
5
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
M7(1F 548)->M8(BkDM426), 4FP/+3, DR=2,4=6
+3=9 for NE. Flip to FF. End of DFPh. Remove
First/Final Fire counters
RT3 AFPh:
L8(527)->M7(548), 4FP/+3, DR=2,4=6, +3=9 for
NE. Place PF. End of AFPh, remove PF.
K5: 9-2,LMG/bk447
L6: In melee: 548,LMG/467,LMG
M5: 9-1,548,rmMMG
M6: 548
M7: 548
RT3 RtPh:
M8(BkDM426): M9(MF1-2) and stop.
GT4 RPh:
Self-Rallies:
MMC Self-rally in B7 (+1SR, -1RB = 0), DR= 4,1=5
and rallies! Flip 467 to GO side.
RT3 APh:
P6(CX:9-2,LMG/527)->O7
P6(CX[place counter]:527)->O6
End of APh.
RT3 CCPh:
The Russian decides to use his force against the
247 (possessing the LMG), for a 4FP to 2FP
attack, or 2:1 odds ratio with Kill #7. The
German will attack the squad(/MG) for a 11FP
to 4FP, or also a 2:1 attack (Kill #7). The Russian
rolls 3,2=5 for a kill, remove the German HS but
the LMG remains in the hex un-possessed. The
German rolls 3,4=7, for a casualty reduction.
The 447 squad is reduced to a 237 HS that
continues possessing the mLMG. < to fight to
the last Comrade > The melee continues. End
of RT3 CCPh. End of game turn 3. Flip and
advance counter for start of GT4. We are half
way through and the Germans are wishing for
some reinforcements themselves!
BOARD INVENTORY:
RUSSIAN:
E8: 426x2
E9: 226
F8: 8-0
H6: 426
L6: In melee: mLMG/237
L8: 527
(M5: mMMG)
M9: 7-0,BkDM426
O6: CX527
O7: CX:9-2,LMG/527
GERMAN:
B7: bk467
J5: 8-0,rLMG/467
GT4 PFPh:
M7(548)->O7(CX:9-2,LMG/527), 4FP/+3,
DR=6,6! +3=15, for NE and cowering! Place
under PF. <Change of luck!>
End of GT4 PFPh.
GT4 MPh:
M6(548): Attempts smoke placement in
N5(FM1-2). Dr=4 for success (remember the
SSR). Place smoke counter. No D1F from the
Russians. They end their MPh.
M5(9-1,548): N4(MF1), O6 considers their
options: they could attack now with 4FP/+2, or
against them in O5 with 8FP/+3. The odds are
better for the second option so they pass for
now. Movement continues: O5(MF2-3) [In order
to win, the German, as the attacker, cant wait
for ideal conditions; he hopes to survive
defensive fires and advance into CC with O6.]
O6 declares D1F.
O6(CX527)->O5(9-1,548), 8FP/+3 (+3 sBld, -1
FFNAM, and +1 for CX), DR= 4,4=8 (cowering)
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
+3=11 for NE. Place Final Fire and a 2FP Resid
[shifted one column to left for cowering]. O6
would have desired to declare SFF on the
German next since they spent 2MF entering O5
but cant, because since they cowered, they get
marked with FINAL fire instead of First fire [see
penultimate sentence of page 4]. Instead, they
would have to declare FPF, and suffer its
possible deleterious effects, but they choose
not to.
B7(467): C7(MF1-2), E8 declares D1F on same.
E8(426x2)->C7(467), 8FP/+2, DR=6,5=11, +2=13
for absolutely NE! Mark with 1st Fire (and place
4FP resid [just for practice sake]). The conscripts
cant believe how bad they shot, and try again;
SFF (that is, a second shot) by the same firing
unit(s) is allowed, again, because the enemy
unit expended 2MF entering that hex. 4FP/+2,
DR =4,1=5, +2=7 for PTC. Flip to Final Fire side.
German checks and rolls 5,3=8, failing and
therefore pinning. Place Pin (under FP Resid).
K5(9-2,LMG/447): L4(MF1), M5(MF2-3). O7
holds steady, preferring to fire into the VC
building.
End GT4 MPh. Remove resid and smoke
counters.
GT4 DFPh:
O7(CX:9-2,LMG/527)->M6(548), 6FP/+2
(DRMs:+1CX,+3sBld, -2Ldr), DR= 4,6=10, +2=12
for NE. Place Final.
H6(426)->J5(8-0,rLMG/467), 4FP/+3, DR= 3,1=4,
+3=7 for a PTC! Mark with Final Fire. Leader
checks and rolls 1,6=7 for a pass. Squad
checks and rolls 1,2=3! Huge pass!
L8 (527)->M7(548), 4FP/+3, DR= 6,2=8 +3=11
for NE. Place FF. End GT4 DFPh. Remove
First/Final markers.
GT4 AFPh:
O5(9-1,548)->O6(CXd527), 6FP/+2, DR= 1,5=6,
+2=8 for PTC. Squad checks and rolls 4,2=6 and
passes. Place PF. [Note: CX Status does not
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
rolls 5,4=9 for elimination of the Russian unit6;
the VC building L6 is now German and the
mrLMG is abandoned and placed at the bottom
of the stack. VC building O6 is being contested
however.
Broken Units in CC. If youre wondering how it is
that a broken unit may appear in a Close Combat
fight [see CC modifiers on the Close Combat
Table on the QRDC, and see 3.8 P2], imagine this:
Major Pigott in M6 has had it with the lack of
progress eliminating the Russians in the Melee in
L6. He commands the units with him to do a
12FP(14FP)/+1 attack into the whole mess!
Everybody will suffer the consequences, and
some may break or be casualty reduced. Those
that break would only defend in CC and would
suffer a -2 DRM for the units attacking them!
End of GT4 CCPh. Remove the one Pin counter
and flip turn counter for RT4.
BOARD INVENTORY
GERMAN:
C7: 467
I6: 8-0,rLMG/467
L6: 548x2, LMG/467,LMG,(rmLMG)
M6: 9-2,LMG/447
M7: 548
O6: In melee: 9-1,548
RT4 RPh:
Russian has no SW activities so can go right to
rally attempt in M9. DRMs= -1RB. Their bML is
5. DR= 3,3=6, -1=5 for rally, finally!
German: One 548 in L6 attempts to recover the
German un-possessed LMG, and rolls dr=4, and
takes possession. The 467 transfers the other
LMG to the other 548. Can you figure out why it
might be better to have the 3FP LMGs with the
548s rather than 467s?7
End of RT4 RPh.
RT4 PFPh:
H6(426)->I6(8-0,rLMG/467), 8FP/+0, DR= 1,3=4!
For a 2MC. Place PF. Leader checks first and
rolls 6,4=10, +2=12 for a break and ELR
reduction to a 7-0 Ldr, and causing squad to
possibly check for LLTC. Now the squad checks
for the 2MC and rolls 2,6=8, +2=10 breaking
just at the limit of their ELR. Since the squad is
now broken, it does not undergo the LLTC,
which is only suffered by Good Order (GO) units
stacked with a leader of higher ML that breaks.
[Note that every unit of lower ML stacked with
an eliminated leader of higher ML undergoes
the LLMC]. Place DM on the stack, and very
good work Comrades! End RT4 PFPh.
RT4 MPh:
O6 (No move, only remove CX counter in melee
stack)
O7 (CXd 9-2,LMG/527), remove CX, then assault
move to P6.
E8 (426x2) Assault moves to E9.
E9 (226) Assault moves to F9.
F8: 8-0 Assualt moves to F9. End of RT4 MPh.
RUSSIAN:
E8: 426x2
E9: 226
F8: 8-0
H6: 426
(L6: mLMG)
L8: 527
(M5: mMMG)
M9: 7-0,Bk426
O6: In Melee: CX227
O7: CX:9-2,LMG/527
RT4 DFPh:
Major Pigott has much to think about in
building L6. Meanwhile, the 467 in C7 fires on
E9.
C7(467)->E9(426x2), 4FP/+3, DR= 2,4=6, +3=9
for NE. Place Final fire. OK. The Major directs his
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
units to attack the enemy where visible: M7 will
attack L8 and not the melee in O6, L6 will send
a hail storm (or a Hell Storm) against H6. And
Major Pigott, remembering how long the
Russians occupied his solders in the melee in L6,
makes a command decision to fire on his own
troops across the street into O6! <His thoughts,
known only to him, are that he knows the stuff
that Cpt Weiss is made of (ML9) and of the
troopers with him (ML8 but effectively 9 with
Cpt Weiss leadership) versus the handful of
62nd Red Army guys (ML7). This is a calculated
risk he must take if he wants a chance of
retaking the O6 VC building.>
M7(548)->L8(527), 4FP/+3, DR= 3,1=4, +3=7 for
a PTC. Mark with FF. Squad rolls 2,5=7 for a
pass.
L6((LMG/548)x2, 467)->H6(426), 20FP/+5, DR=
3,2=5, +5=10 for a 1MC and lost ROF. The squad
checks and rolls 1,6=7, +1=8, and breaks but
no ELR. Remove PF and place DM.
M6(9-2,LMG/447)->O6 Melee(g9-1, g548, r227),
6FP/+1, DR=1,6=7, +1=8, for PTC and ROF. Mark
with FF. The r227 rolls 5,6=11 and pins! The
g9-1 rolls 6,2=8 and passes. The g548 rolls
3,5=8, -1(Ldr)=7 and passes too. It worked! The
r227 will now fight less effectively during CC!
The Germans pass on the ROF (2FP/+1) retained
by the LMG.
End of RT4 DFPh. Remove Final markers.
RT4 AFPh:
L8(527)->M7(548), 4FP/+3, DR=1,1=2, +3=5!
Ouch, but cowers for a NMC! Mark with PF. The
squad rolls DR=5,4=9 for a break but no ELR.
Place DM. Those pesky Ruskies! End of RT4
AFPh. Remove PF counter.
RT4 RtPh:
Russian 426 in H6: H7(MF1, no interdiction from
L6 due to Orchard hindrance), G88(MF2),
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
Russian in O6 and Flip and advance turn counter
for GT5.
BOARD INVENTORY
RUSSIAN:
E8: 426x2
E9: 226
G9: 8-0, BkDM426
(L6: rmLMG)
L7: 527
(M5: mMMG)
M9: 7-0
N8: 426
O6: In Melee: 227
O7: 9-2,LMG/527
GERMAN:
C7: 467
K5: BkDM: 7-0,rLMG/467
L5: BkDM548
L6: (LMG/548)x2,467
M6: 9-2, LMG/447
O6: In melee: 9-1,548
GT5 RPh:
The German attempts one MMC self-rally in L5.
DRM=+4 (+1SR, -1RB, +4DM=net +4 DRM). DR=
4,2=6, +4=10 for no rally.
Then the SR of leader in K5 (DM,SR,RB) he rolls
2,3=5, +4=9 for no rally.
Russian doesnt even attempt rallying the
broken conscripts in G9. Hell give them time to
cool off. End GT5 RPh. Remove DMs.
GT5 PFPh:
Wanting to do some maneuver with units in L6,
the Germans wish to attack L7 sequentially
rather than en masse, hoping that some early
fire will break the Russian, and then allow the
unfired units to move. To review, however, he
cannot do that. Rule 3.2, 4th paragraph, last
sentence states, If units in the same hex are
going to attack the same unit, they must do so
as a FG [Fire Group], they may not make
separate attacks. This is termed Mandatory
Fire Group. The end result is that the German
must decide beforehand what to commit. The
Page 23 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
for NE. Place PF. End of GT5 AFPh. Remove all
PFs.
M7: 467,LMG/548
O6: In Melee: 9-1,548
GT5 RtPh:
German:
M6 (LMG/BkDM436 & Unbroken/Unpinned 9-2
Ldr): L5 (MF1-2) and stop.
RUSSIAN:
E8: 426x2
E9: 226, 8-0, BkDM426
(L6: mLMG)
(M5: mMMG)
M9: 7-0, BkDM527
N8: 426
O6: In Melee: 227
O7: 9-2, LMG/527
RT5 RPh:
Russian: No weapon activities or lone MMCs to
try to self-rally. Unit rallies: Not likely, but will
finally try to rally those DMd Conscripts in E9.
DRM=+3. DR=6,4=10, +3=13 for no rally and
no surprise.
Now in M9. Same DRM of +3. DR=2,6+8, +3=11
for no rally.
Russian:
G9 (BkDM426 & Unbroken/Unpinned 8-0
leader): F8(MF1-2), E9(MF3-4) and stop.
L7(BkDM527): M8(MF1-2), M9(MF3-4) and
stop. German has now gained control of VC
building L6 again.
GT5 APh:
H8 (CX:LMG/548)->G9
L6 (LMG/548,467)->M7
GT5 CCPh:
O6 Melee: German attacks with 6FP to 2FP for
3:1 odds and Kill #8. He has a -1 DRM for
leadership. The Russian attack is 2FP to 6FP,
insufficient for 1:2 so must be on 1:4 odds with
Kill #3. The German rolls 5,6=11, -1=10 for NE.
The Russian rolls 5,4=9 for NE. Melee continues.
End of GT5 CCPh.
End of GT5. Flip counter for RT5.
BOARD INVENTORY
GERMAN:
C7: 467
G9: LMG/CX548
K5: Bk: 7-0,rLMG/467
L5: 9-2, Bk:548, BkDM:LMG/436
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
N8(426) assault moves to O8.
End of RT5 MPh. No smoke or resid counters to
remove.
RT5 DFPh:
L5 would like to shoot at something, but cant
see enemy anywhere (E9 is obstructed by
building symbol in F8). C7 sees 2 target hexes
and M7 sees 1. G9 sees none.
C7(467)->E8(426x2), 4FP/+3, DR= 6,6=12, +3=15
for cower and NE. Mark with Final fire.
M7(LMG/548,467)->O8(426). 12FP/+3,
DR=1,1=2, +3=5 for a 2MC and retained ROF!
Place FF on squads, not MG. Squad checks and
rolls 6,6=12, +2=14 (I cant believe this!) for
break, ELR (but they cant get worse than
Conscripts) and Casualty Reduction for rolling
the original 12 (by an unbroken unit; a broken
unit rolling a 12 on a MC is eliminated: see
3.2.1, NMC, 1st paragraph). Replace with BkDM
226. Those stupid Conscripts! The German will
hold on a 2FP/+3 ROF attack on same target.
RT5 RtPh:
O8(BkDM226): The closest building or woods
in MF is the building in either P7 or P8. They
rout to P7.
RT5 APh:
E8(426x1)->F8
E9(226 only)->F8
P6(9-2,LMG/527)->O7
End of RT5 APh.
RT5 CCPh:
O6 Melee (same as before): German attacks
with 6FP to 2FP for 3:1 odds and Kill #8. He has
a -1 DRM for leadership. The Russian attack is
2FP to 6FP, insufficient for 1:2 so must be on
1:4 odds with Kill #3. The German rolls 1,1=2 for
an easy kill and a possible Field
Promotion/Leader Creation. The Russian rolls
2,6=8 for NE. Melee is terminated.
RT5 AFPh:
None
Page 25 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
BOARD INVENTORY
RUSSIAN:
E8: 426
E9: 8-0, Bk426
F8: 426,226
(L6: mLMG)
(M5: mMMG)
M9: 7-0, bk527
O7: 9-2,LMG/527
P7: BkDM226
GERMAN:
C7: 467
G9: LMG/CX548
K5: 7-0, rLMG/467
L5: 9-2,548, gLMG/Bk436
M7: LMG/548,467
O6: 9-1,7-0,548
GT6 MPh:
L5(LMG/436): Double time! (Place CX, they now
have 5MF [3MF as Conscripts + CX]): K6(MF1),
the Russians take notice, J6(MF2), the Russians
cock their rifles, I7(MF3), they take aim,
H7(MF4), Hold your fire! G8 (MF5), FIRE! They
could do an 8FP fire group, but dont.
F8(226)D1F->G8(CX:LMG/436), 4FP/-2,
DR=4,6=10, -2=8 for NE! Place 1F and Resid
counter.
GT6 RPh:
German: The leader in L5 would like transfer of
that German LMG away from the Bk436 to the
elite 548, but weapons transfer occurs only
between GO units, and transfers happen before
rallying, so its a no-go. Rally attempt of the
Bk436: DRM=-3, DR=1,5=6, -3=3 for a rally.
*Dont forget the Inexperienced Penalties they
suffer when using the LMG and other. See 5.4].
Russian: None. End of GT5 RPh. Remove DM.
GT6 PFPh: Ok, the Germans take a deep
breath, and proceed
O6(9-1,548,7-0)->O7(9-2,LMG/527), 8FP/+2,
DR= 4,3=7, +2=9 for a NMC. Place PF. The
Russian leader rolls 3,6=9 and Pins! Place pin on
him at bottom of stack. Now squad without
help of leader rolls 2,3=5 for HUGE pass!
G9(LMG/CX548)->F8(426,226), 16FP/+4, DR=
1,5=6, +4=10 for a NMC. Place PF and you may
remove the CX counter. (CX counter is removed
if the unit Prep Fires, breaks or at the start of its
MPh, whichever occurs first). Half squad rolls
Page 26 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
and F8 cannot SFF due to closer enemy in G8)
and F9(MF8), which confers DM on bk426 inE9.
F8(1F226)SFF->F9(CX: 7-0,rLMG/467), 2FP/-2,
DR= 3,4=7, -2=5 for a NMC. Flip to FF and place
resid. Leader rolls 6,6=12, breaking, casualty
reducing and ELRing! Lets see if he survived.
The wound dr=4 for a wounding (but wishes he
was dead); place wound counter, DM and
replace with 6+1 leader. (There will be no LLTC
here. Do you know why?9) Now the squad
checks and rolls: 4,2=6 for a stupendous pass!
The CX counter should now only be on the
squad with MG. Now its Major Pigotts turn.
L5(9-2,548): M6(MF1-2), N6(MF3). Now the
squad in O7 fires.
O7(527)D1F->N6(9-2,548), 8FP/-2, DR= 1,6=7, 2=5 for a 2MC. Russian squad is now also 1F.
Place Resid. German leader rolls: 2,2=4, +2=6!
What an bermensch! Now the squad: 5,5=10, 2(Ldr)=8, which Pins them!
Last but not least, C7 declares double time too.
C7(CX467): C8(MF1) *E8 is wondering if hes
going to run south and around or approach
closer on next move?! They cant wait any
longer and decide to shoot.] E8(426)D1F->
C8(CX467), 4FP/-2, DR=3,2=5, -2=3 for a 2MC!
Place 1F and resid. Squad rolls: 4,4=8, +2=10,
thereby breaking, but no ELR. The CX is not
needed anymore.
Wow! What a bloody MPh. End of GT6 MPh.
Remove the smoke and residual fire counters.
GT6 DFPh:
The only shots the Russians have10 are O7 at
two adjacent tagets:
O7(LMG/527)FF->N7(LMG/548,BkDM467). But
first, do you remember that the B# of a MG
being used in SFF (or FPF) [i.e., already 1F] is
11
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
which is open ground. He will Low Crawl there
now to avoid interdiction from the 226 in F8.
N7 (BkDM: LMG/548,247): M7(MF1-2),
M6(MF3-4), L5(MF5-6)
Russian:
E9 (only the BkDM426, not the leader too): E8.
F8 (BkDM426): E8 (and now they see Germans
in B7). End GT6 RtPh.
GT6 APh:
F9->E9 Place CC.
G8->F8 Place CC.
G9->F8 (for style !)
N6(9-2)->O7 Place CC and DM P7.
O6(All)-> O7 under CC.
GT6 CCPh:
E9: Check for Ambush. Russian drm=0; German
drm=+1 for CX. Colored die is Russian Ldr, and
the DR=6,6 for 6 to 7 final and no ambush. The
Russian attack is 1FP to 4FP for 1:4 odds and Kill
#3. The German attack is 4FP to 1FP for 4:1
odds and a Kill #9. But wait! Theres more! Since
the Germans are huffing, puffing and winded
from that long run they made (i.e., are CX
status), the Russian leader has a -1 DRM for
attacking against a CX unit, and the Germans
have a +1 DRM for attacking under CX status.
The Russian rolls: 2,1=3, -1=2! For elimination of
the Germans! The Germans roll: 2,6=8, +1=9 for
Casualty Reduction of the leader. Will he die?
Wound dr=5 for mortal wounding of the Leader.
<That roll may turn out to be the decisive factor
for victory determination in this scenario!> E9 is
now empty of combatants, but still contains the
rLMG.
F8: Check for Ambush. Russian drm=+1 for
Inexperienced (Conscripts). German drm=+1 for
CX and +1 for Inexperienced (the 436 squad is
Conscript material) for net drm=+2. Assign
colored die to Russian and roll: DR=4,1 for a
final of 5,3 and no Ambush. The Russian attack
is 2FP to 9FP for 1:6 odds and a Kill #2 with
DRM= -1 for vs CX. The German attacks with
9FP to 2FP, for 4:1 odds and Kill #9 and DRM=+1
Page 28 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
(O7: LMG)
P7: BkDM226
GERMAN:
B7: BkDM467
F8: LMG/238, LMG/CX436
F10: BkDM/Wnd6+1
L5: BkDM:247,LMG/548
N6: 548
O7: 9-2,9-1,7-0,548
RT6 RPh:
Russian: No chance for a MMC SR because the
units in E8 have a bML of 5 and a DRM=+4 (SR,
RB, DM).
Now for M9: DRM=-1 for RB. DR=1,1=2, -1=1 for
a fabulous and IMPORTANT rally!
German:
No MMC SR allowed. The leader in F10 would
like to attempt SR, but as a wounded 6+1 Ldr,
his bML is 5, and his DRM=+5 (DM and SR),
making it impossible. End RT6 RPh. Remove all
DMs except E8 & P7. If F10 had somewhere to
rout to, he could elect to keep the DM so as to
qualify for routing, but since he has no rout and
he is not currently in an interdictable condition,
he may remove the DM too.
RT6 PFPh:
None for Russian; they need to move!
RT6 MPh:
M9 (7-0,527): L8(MF1-2), L7(MF3-4), (the
German player may wish to attack from F8, but
per my House Rule for LOS on Board z, the
LOS is blocked by building in H8) and L6(MF5-6)
for style! Since they have no MFs left, they may
not attempt recovery of the mLMG. Place DM
on L5. The German still currently has control of
VC building L6, but will lose it in the RtPh when
he is forced to vacate and therefore loses this
battle unless, of course, the Russians can be
broken by fire from F8 (?)!
F8 (LMG/CX436,LMG/238)D1F->L6(7-0,527),
8FP/+5. Theres a lot going on here: The elite HS
is not able to apply inherent FP because they
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
German:
F10 Low Crawls to G10 (on the way to H10)
L5 (All or parts) must go to either K5 or M5
(better because closer for leader), and Building
Control is gained by the Russian. Russian Win!
Remember how at the start of this EOP we
observed the difference in quality between the
German and Russian MGs? And in this battle it
was the Russian MGs that malfunctioned. As it
turned out, the Russian Conscript squads
unexpectedly contributed importantly to this
battle. True to the Aftermath, the Russians
managed here to keep the Germans from
claiming the Premiers namesake city at least
in this sector on this day at this hour.
For continued learning on ROF/Defensive fire
with a more subject-based tutorial, I highly
recommend the following link to Jay
Richardsons tutorial on ROF and Defensive Fire:
http://www.boardgamegeek.com/thread/8835
0
Each of the other scenarios included in your
game add interesting features.
S3 SIMPLE EQUATION: geomorphic board
usage, HMG, and Fortification
S4 WELCOME BACK: Snow and new VCs (Exit of
units)
S5 CLEARING COLLEVILLE: indeterminate
reinforcements
S6 RELEASED FROM THE EAST: Winter
camouflage and Tactical Reserve units
Now that you have finished this EOP, be sure to
add to your scenarios those which use these
same rules and maps and are available for free
from the publisher. They are:
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011
http://www.boardgamegeek.com/filepage/444
33 .
Finally, the interesting thing about solo play is
that you continually win and lose . The
difficulty is that you dont have two players
watching the mechanics and rules. If you find or
suspect any errors, please geek mail (or e-mail
at edelrio3@cox.net) me with listing of same.
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