Benny’s Weblog

19/1/2005

ASL - Close Combat

Filed under: — SiteAdmin @ 10:57 am

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- CC with units in a pillbox never occurs in the same Location although it does occur between units in the same hex.
- Units in different terrain features of the same Location (such as foxholes) still engage in CC with each other.
- A Final DR which equals the Kill Number listed on the CCT is a Partial Kill: one (or more) defending unit suffers Casualty Reduction as determined by Random Selection.
- The ATTACKER specifies the order in which multiple Locations containing CC situations are to be resolved.
- Each side in a Location must designate all of its attacks in that Location prior to the resolution of any of them (ATTACKER designating his first).
- Units are not required to attack or be attacked.
- No unit attacks or is attacked more than once per CCPh.
- Each Gun/SW counter possessed by a unit eliminated in CC may also be eliminated if the Original colored dr of that CC DR is 1.
- The attacker makes a subsequent DR for each Gun/SW possessed by the eliminated unit and if the DR is less than or equal to the black Kill Number of that CC attack, the Gun/SW of the unit is eliminated also.
- A SMC may attack alone, but if he does, it must also defend alone and if occupying a Location with other friendly Personnel it must announce its solo attack status.
- If a SMC attacks with a MMC then it also defends as a combined unit.
- One leader may direct the CC attack of the unit(s) it defends with.
- Infantry are also held in Melee by enemy Cavalry, cyclists, and non-Abandoned, Stopped, “unbroken” (12.1) vehicles.
- Any unit which retains its concealment is not locked in Melee itself nor can it hold opposing units in Melee. It is free to fire in its next Fire Phase (into the Melee at TPBF) or leave the Location in its next MPh/APh.
- Therefore, a concealed unit may wish to decline its CC attack opportunity in an effort to save its concealment.
- Any non-guard broken unit unable to withdraw from Melee is eliminated at the end of that CCPh for Failure to Rout.
- Broken units may withdraw into any Accessible Location unoccupied by enemy units.
- ANZAC,Gurkhas, Finns, Heroes, Commandos, and Partisans are always considered Stealthy unless Lax.
- The FP of an attacking unit is always halved when attacking a concealed Unit in CC. For that reason, it is rarely wise to attack both concealed and unconcealed units in the same CC attack.
- Even though concealed, a unit in CC must reveal its Strength Factor prior to both sides’ declaration of CC attacks in that Location. dummies are removed prior to CC.
- A hidden unit must be placed on board beneath a “?” counter at the start of any CCPh in which it is in the same Location as an enemy unit.
- A unit loses its concealment in the CCPh only if it makes/directs a CC attack [EXC: a successful Ambush; 11.4] or suffers Casualty Reduction.

Melee Withdrawal
- Any withdrawing unit which is not eliminated/reduced/captured in the CCPh successfully withdraws, and if previously concealed, retains that “?” provided it withdraws into a non-Open Ground Location.
- If a unit withdraws into a concealed enemy’s (not Dummy) Location it is eliminated automatically but an enemy unit(s) in that Location (determined by Random Selection) must forfeit its concealment.
- Any unit withdrawing during the CCPh may carry only its IPC and must enter an adjacent Location which is Accessible to that Unit under normal APh conditions.
- The simultaneous nature of CC is momentarily suspended following an Original CC DR of 2/12.

Vehicles
- All CC attacks taking place in a Location containing a vehicle (even if abandoned) must be declared sequentially. The non-vehicular player attacks first, but he may make only one attack at that time.
- Thereafter, each side alternates taking its CC attacks one at a time until all units in that Location have attacked, been eliminated, or passed.
- If opposing vehicles are in the same Location, the ATTACKER makes the first attack, and attack opportunities then alternate between the players for the rest of the CC in the Location during the CCPh.
- Prisoners attempting to eliminate their captor may resolved all of their CC attacks first.

Ambush
- The side with an Ambush advantage may also maintain any concealment it has in CC until it attacks without eliminating/capturing its target.
- The side being ambushed loses all concealment it may have had.
- Any Infantry (unless pinned/berserk/Disrupted) that is part of a force which has qualified for Ambush has the option to decline CC altogether, prior to CC resolution, by immediate withdrawal into an Accessible Location or may withdraw from CC automatically after resolving all CC attacks by and against it, but only before Melee occurs.

vs Vehicle
- The CCV of a squad is 5, a Crew is 4, a HS is 3, and a SMC is 2.
- The CCV is modified by +1 for an Assault Engineer, -1 for an Inexperienced unit, and +1 for a SMC combining with the main attacking unit in the same attack.
- A CCV subject to any form of halving FP penalty (such as being pinned) is reduced by one fore each such penalty.
- No more than two unit may combine into a single CC attack vs a vehicle and one of the units in any combined attack must be a SMC who modifies the CCV of the other unit by +1.
- An Original 2 CC DR always results in a chance of success for the attacker even if a CC DRM or a small CCV otherwise makes success impossible. Whenever the attacker makes an Original 2 DR, he may roll a third die. If the subsequent DR is a 1, the vehicle is a burning wreck; if a 2, it is eliminated; if a 3, it is immobilized, otherwise there is no effect.
- CC attacks vs unarmored vehicles are eligible for a -3 DRM.
- A leadership DRM applies to CC vs a vehicle only when that leader is combining with another unit in that attack.

Capture
- Infantry may not attempt to capture a manned AFV or a Motion/non-stopped vehicle (or its PRC) but may attempt to capture or eliminate an Abandoned AFV.
- If an unarmored stationary vehicle has Passengers and the attacker wishes to capture (rather than eliminate) the vehicle, he must first attack and eliminate/capture all enemy Personnel in the Location, but must capture any Passengers.
- If all the Passengers are captured, so is the vehicle.
************* Need to learn more ************

- For inf to advance into CC it needs to pass a PAATC. If it fails it becomes Pinned.
- SMC, Fanatic, and Berserk units are exempt from PAATC.
- A leader may use his leadership modifier to aid any units in the same Location with their respective PAATC even if he does not advance into the Location himself.
- All Inexperienced Infantry must take a 1TC rather than a NTC in order to advance into a manned enemy AFV’s Location.
- A unit which passes a PAATC must immediately advance into the AFV Location.
- The PRC of a vehicle destroyed in CC are eliminated with no chance of survival.
- Riders can be attacked separately as an Infantry-vs-Infantry CC attack. All other PRC cannot be attacked separately in CC [EXC: capturing Passengers; 11.52] and must share the fate of their vehicle.
- An AFV usually attacks Infantry/Cavalry on the CCT only with its AAMG FP and/or its CMG factor and/or the IFE FP or Turreted MA 15mm.
- AAFP is usable only if the AFV is CE, or is fired by a Heroic Rider; 15.23
- CMG only if it’s not “CMG: VCA only”.
- A defender’s CCV cannot be reduced below 1; treat any condition that would do so as a CC DRM instead.
- 1 is the minimum CCV for a unit.
- Multiple ROF never applies in CC, nor do Intensive Fire penalties/restrictions.
- Anytime a unit attacks a non-Abandoned crewed vehicle in CC which is neither Shocked nor Stunned and rolls an Original 12, the attacking unit(s) suffers Casualty Reduction.
- Passengers/Riders of Immobile vehicles are held in Melee, but Cavalry, cyclists, skiers, and Passengers/Riders of Mobile vehicles who survive their initial round of CC are not required to remain in Melee.
- Should no friendly units remain behind to keep the enemy in Melee, those enemy units are freed from Melee and may Defensive First Fire on the moving units.
- All Infantry advancing into that road Location from ground level of one or more of those adjacent building hexes qualify for a Street-fighting Ambush -1/+1 DRM in CC vs the vehicle (not cumulative with Ambush DRMs)
- The unit(s) would be moved onto the vehicle(s) in the road hex to make their CC attack(s) and following any CC attack returned to the same Locations they came from with mines/FFE attacking normally when they return or at their option remain in the road Location.
- If broken or pinned or on top of Wire, they would no be returned to their building Location.
- Furthermore, any vehicle in such a road hex may be attacked with CC Reaction Fire (D7.21-.211) by Infantry on the ground level of those buildings as their Defensive First Fire attack.
- Reaction Fire is identical to Street Fighting CC procedures except that the vehicle may not attack back. (Crew Small Arms still applies though).
- Any vehicle in stationary Bypass or using VBM is also subject to Street Fighting rules from any Infantry in the Bypassed obstacle of their hex.

17/1/2005

ASL - Chapter A

Filed under: — SiteAdmin @ 4:04 pm

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Personnel Counters
- Crew counters have FP and range of 2 and are Elite. Dismounted vehicle crew have lower FP and are non-elite.
- If the Morale Number is underlined the unit is either Replaced by two broken HS (if a squad) or Disrupted (if a HS).
- Horses and all other “?” counters have a US# of 4 as do their riders or attendant crews [EXC: Any vehicle or Gun classified as large or very large (red “, AF, or M#) has a US# of 5].

The Mapboard
- If neither or both hexes contain a printed grid coordinate, the hex derives its board number and row letter from the northeastern most board of those two in the mapboard configuration.
- If such combined hexes contain two hex center dots, the dot used is the one belonging to the board used to designate the composite hex.
- If no hex center dot is visible in the composite hex, the hex center must be estimated.
- Units allowed to set up anywhere on a given board may set up on that board’s half-hexes only if the half-hex is either part of another board on which it is also allowed to set up or is not butted against another half-hex.
- If entry was to have been via a certain hex, but that hex is unentereable due to being occupied by an enemy unit during the friendly MPh, or is otherwise blocked by rubble or Blaze (even if the rubble or Blaze is not in that particular hex but does cut it off from the remained of the board), entry must be made in a non-obstructed hex within four hexes of the scheduled entry point, but one Game Turn later.
- If all hexes are still obstructed, the radius of permissible entry is extended another four hexes in both direction at a cost of another turn’s delay, and so on. However, delayed entry is never voluntary.
- The only offboard action allowed is a leader deployment.
- SW/ordnance may start dismantled/limbered
- An AFV may start CE or BU.
- Vehicles may start loaded up to their normal capacity and are assumed to be in Motion (D2.4). - - Units setting up onboard have these same options except that onboard vehicles may not set up in Motion unless so stated by SSR.
- Units may leave the mapboard using normal MPh/APh capabilities from any mapboard edge hex or half-hex as if they are entering an imaginary offboard hex which is the mirror image of the one they currently occupy.
- The mapboard cannot be left during the RtPh.
- Once positioned onboard, only the overlay’s (or topmost overlay’s, should two or more overlap) hexsides and vertices - not those covered by it - matter for rules purposes.
- In addition, treat any extraneous terrain as Open Ground.
- A unit may not set up overstacked or in a hex it could not enter during the normal course of play, but vehicles can set up free of Bog/Immobilization in hexes whose entry might cause Bog.
- Up to 10% (FRU) of the squads that enter in a given turn, may be freely Deployed (without leader/TC) prior to setup, if the nationality is capable of Deployment.

Infantry Movement
- The MF allotment of a SMC is reduced to four MF if it mounts, rides, or dismounts any form of conveyance during that Player Turn.
- Wounded SMC (17.2) and Inexperienced Infantry have their MF allotment increased to four MF if they mount, ride, or dismount any conveyance during that Player Turn].
- The Leader MF bonus also applies to units during the APh.
- If the target enters at the road rate, the firer has the option of tracing LOS to either: a) the hex center dot, or b) the point where the hexside crossed intersects the road used.
- An Infantry unit retaining at least one MF after deducting for portage costs exceeding its IPC, may make a Minimum Move of one hex during its MPh.
- An Infantry MMC may enter in the MPh a Location containing only one Known enemy SMC at double the total MF cost of entry provided it has passed a NTC to enable it to enter the Location.
- The SMC being OVR has two options if in Good Order. It may attack the moving units on the IFT normally (non-heroic leaders with no SW have no such FP) with PBF/TPBF as applicable, and then, if the MMC is in the SMC’s Location, engage in immediate CC during the MPh. or the SMC may immediately, prior to any Defensive First Fire vs the ATTACKER, enter (free of all enemy fire) into any adjacent Accessible Location of the ATTACKER’s choice which is not occupied by an enemy unit.
- The ATTACKER may not force the SMC into a minefield, FFE, Wire, or Open Ground hex if an alternate choice is available as the ATTACKER’s MMC enters its hex.
- A unit that decides to occupy an obstacle it is currently Bypassing must pay the entire in-hex MF cost to enter that obstacle even though it is already in the hex.
- If the unit breaks while using Bypass( or becomes pinned), it remains in the open portion of the obstacle hex until the end of its MPh and is subject to the FFNAM (and usually FFMO) DRM.
- A wall or hedge in the target hex is not an obstacle to LOS even though the target may be in Bypass on the other side of that same target hex.
- No MMG, HMG, mortar, INF/RCL SW, “?” non-vehicular ordnance counter which moved [other than being Recovered (4.44)] during the MPh may fire during the ensuing AFPh [EXC: German dm MMG/HMG may fire as LMG; 9.8].
- A SMC may never portage more than two PP although one SMC can add its IPC to that of any one Good Order Infantry unit to increase the IPC of the latter, provided the two units start the phase together and move together as a stack.
- An unbroken unit may drop possession of a SW/Gun at no MF cost during its MPh (and thus need not actually move), APh, or at the start of a CCPh (11.21) in order to Withdraw from Melee.
- If a unit drops possession of a SW/Gun at the start of an allowed phase prior to expending-MF/advancing/Withdrawing, that SW/Gun is assumed to have been unpossessed.
- Unpossessed SW in a marsh, shallow or deep stream, and unpossessed SW/Gun in any Water Obstacle, Blaze Location (or burning vehicle), or building Location when rubbled are removed from play.
- Units may transfer SW only during a RPh, at the start of their APh, or as a result of the creation of a sub-unit from a MMC.
- A unit can assault move if it does not use all of it’s Mf allowance (including Leader bonus and Road but not CX).
- An advance into any hex whose MF cost (excluding SMOKE) is four MF or all of a unit’s available non-Double Time MF allotment (whichever is less) may not be made if the unit is already CX. Otherwise it may advance but become CX.
- A TI unit may not move, advance, fire, or perform other labor tasks anytime during its Player Turn.

Stacking Limits
- For stacking purposes, squad equivalents are FRU.
- Personnel movement into a Location overstacked by vehicles is not penalized.
- If a vehicle is being attacked in a Location whose vehicular stacking limits its side has exceeded, it is not directly penalized. However, any Vehicle Target Type Final To Hit DR which exceeds its Modified To Hit Number by less than the amount of vehicles in that hex (excluding any out of the firer’s LOS, wrecks, and the firer itself if in the same hex) may still possibly hit another (even friendly) vehicle in the vehicular-overstacked hex. Roll a subsequent dr.
- the presence of a wreck does not effect overstacking.
- Five SMC equal a HS.
- If an Infantry crew/HS is manning a Gun it is considered equal to a squad for stacking purposes.

Line Of Sight
- A unit must be at least one level higher for every hex of range to units IN a Depression to have a LOS to them.
- A unit in a ground level hex always has a LOS INTO an adjacent level -1 Depression hex, but a unit two hexes away must be at level 1 or higher to have a LOS INTO that hex.

Fire Attacks
- Halftrack Passengers and OT AFV crews are subject to TPBF attacks even if not CE, but receive the +2 CE DRM (D5.31).
- The Moving units [EXC: BU PRC] may attack first as part of an OVR or in turn during their AFPh with both Area and TPBF if they are able to.
- A unit does not have the freedom to attack units in other Locations while its own Location is occupied by a Known enemy unit (even if disrupted) unless the only known enemy unit in its Location is an unarmed/unarmored vehicle.
- Whenever a unit is eligible for TPBF vs Known enemy units, it can attack only those units. Spotters (C9.3) are similarly limited, but Observers (C1.6) are not.
- Any Original 2 IFT resolution DR on the (star) Vehicle line of the IFT always yields the possibility of damage even if applicable DRM raise the Final DR above the indicated Kill Number for that FP column.
- Squad Spraying Fire is identical to MG Spraying Fire except that it is limited to a maximum range of three hexes. (and halved if unit’s max range is less.
- The Assault Fire bonus is not applicable to Opportunity Fire or Long Range Fire, but is still applicable to pinned-firers/Spraying-Fire in the AFPh.
- Two SMC manning the same SW are not a FG as they are considered one combined firing unit.
- Units inside a pillbox may not form a Fire-Groups with units outside a pillbox.
- Vehicles/Passengers/Riders may be part of a FG within certain restrictions; see D6.64.
- A single leader cannot direct more than one weapon/unit per phase unless they are part of the same FG.
- Leader can only support SFF, FPF attack of a unit it supported during the FF attack.
- Similarly, a leader may not affect more than one To Hit attempt per fire phase (except for a multiple ROF weapon)
- A berserk unit may never be part of a multi-location Fire-Group.
- The attack(s) constituting an Encirclement must be resolved consecutively; if a player fires at a different target in the interim, he cannot use previous attacks as the basis for his claim to Encirclement.
- Encirclement lowers the Morale by 1 and adds +1 to all attacks made from the location.
- The next hex entered by an encircled unit is done so at double MF.
- Encirclement also applies to any non-heroic/non-berserk unit in an upper level building Location that cannot trace a path free of an unbroken, armed, unconcealed enemy unit/Blaze to ground level through Locations it could legally traverse if so inclined. this kind can be broken when such a path can be traced.
- A unit failling a PAATC is Pinned.
- Pinning affects broken units only during Interdiction.
- The halved FP of a pinned unit in CC applies only to its attack, not to its defense.
- A Pin result vs the CE inherent crew of a CT AFV forces it to remain BU during that Player Turn, thus subjecting it to Case I (BU) To Hit DRM.
- The Inherent crew of an OT AFV remains CE vs a Pin result.
- An Inherent crew that suffers a Pin result when attack through an unarmored Target Facing (even if only hull or turret/upper superstructure) is subject to the same penalties as that of an OT AFV.
- Pinned Passengers must BU if CE and are considered Pinned for all purposes.
- Pinned AFV Riders must Bail Out.
- A moving leader who becomes pinned does cancel the two MF (if not already used; see 4.12) and/or portage (4.42) bonus that it might otherwise have given.
- Any unit that cowers (as well as all of its SW regardless of whether it was using its inherent FP) is automatically marked with a Final or Prep Fire counter as appropriate.

Defensive Fire Principles
- The DEFENDER may not request that a moving unit be returned to a previous position to undergo attack.
- However, the ATTACKER must give the DEFENDER ample opportunity (as previously defined between the players) to declare his fire before moving on and, before moving another unit, must declare the end of the first unit’s movement at which time it may be fired on as moving.
- Once the ATTACKER announces that he is unloading Passengers, it is too late for the DEFENDER to announce an attack on the vehicle with its Passengers/Riders still loaded.
- For a snapshot, the FFNAM/FFMO DRM cannot apply (even if the entire length of the hexside is along Open Ground), nor does the TEM of most other terrain in the target hex.
- However a wall/hedge/SMOKE/rubble hexside/spine of a hex being entered/exited can modify a Snap Shot if crossed by the LOF on the way to the target hexside.
- If affected by a Snap Shot, the moving unit is considered in the Location entered thereafter.
- Neither a MG that must change its CA (9.21), nor an ordnance weapon, nor a weapon using IFE/Canister can make a Snap Shot.
- Maximum residual is 12.
- Fire Lane Residual FP is not a Residual FP counter and therefore can co-exist with other Fire Lane counters or Residual FP counters.
- Fire that cannot affect units IN a Depression leaves Residual FP only on a Crest counter or bridge and can affect units in that hex only at/if crossing that higher level.
- MF/MP expended “simultaneously” (e.g., two MF to enter a building, two MF to cross a wall and enter Open Ground, eight MP for a truck to ascend a Crest Line, etc.) do not cause multiple Residual FP attacks.
- Residual FP does not attack until any activity that a MF/MP expenditure allowed is completed.
- A weapon does not automatically leave Residual FP if it retains a Multiple ROF.
- The amount of Residual FP left by any attack is reduced by one IFT column for each positive DRM caused solely by conditions outside (including CX, BU, Stun, leadership modifier, or hexside/bridge TEM of the target Location which modified (or could have modified; B9.31) the To-Hit/IFT DR, but excluding Height Advantage and LV DRM (E3.1)
- SFF cannot be used against a unit outside its normal range.
- SFF units must use all SW in its possession or forfeit their use for the remainder of that Player Turn (barring FPF).
- An armed, unbroken Infantry DEFENDER not in Melee must after all Residual-FP/minefield/OBA attacks then immediately attack any Infantry/Cavalry MMC unit that enters its Location during the MPh whether it used Defensive First Fire, Subsequent First Fire, or FPF.

Machine Guns & SW Malfunction
- Unless otherwise prohibited, a single leader may fire any one SW MG as Area Fire, while two SMC stacked together may fire any one SW MG counter at full FP.
- The SW is exempt from cowering and the leader sacrifices his leadership modifier.
- If a SW MMG/HMG in a woods/rubble/building hex fires and is entitled to another shot, it may continue to fire during that phase only inside the CA of the prior shot (which, unlike the CA of a Gun [C3.2], includes the MG’s own Location regardless of the hexside [if any] crossed by the target unit entering that Location)
- If it fired up or down a stairwell within its same hex, its CA is defined vertically and subsequent shots during that phase (other than vs its own Location) are limited to the same direction up or down the staircase.
- Remove the CA counter at the end of the current phase [EXC: a SW MMG/HMG with a fixed CA, and whose operator was pinned in the PFPh/MPh, retains that fixed CA until the end of the DFPh]
- Fire lane can be declared if the target is in normal range, not TPBF and is at the same level.
- Neither NVR nor any SMOKE/brush/grain/marsh/FFE/LV/DLV/Dust/hut Hindrance affects LOS for Fire Lane placement/attack purposes.
- A MG which has established a Fire Lane may not fire again until the DFPh [EXC: if its Location is entered by an enemy unit; 9.223]
- If Residual FP from a source other than another Fire Lane exists in a Location of a Fire Lane, it must be resolved separately prior to the Fire Lane Residual FP.
- A MG may cancel its Fire Lane in order to gain freedom to fire elsewhere (/its manning Infantry may use Subsequent-First-Fire/FPF after establishing the Fire Lane) only if a TPBF/CC-Reaction-Fire situation occurs.
- MG fire is limited to a 16 hex maximum range unless an Infantry leader (even a 0 or + DRM leader) is directing that fire.
- MG attacks vs unconcealed Infantry at a range greater than 17 hexes treat those Infantry as concealed unless they are broken/berserk/overstacked.
- MG vs an armored target facing uses the TH and TK tables. (always uses Black TH numbers if not captured). Normal range only.
- MG vs unarmored target uses the star vehicle line with no TH.
- Affects vulnerable PRC normally.
- A SW/Gun/vehicular-weapon may be destroyed or deliberately malfunctioned (instead of firing it) by the unit or inherent crew possessing it during any PFPh/DFPh in which the weapon and possession unit would otherwise still be allowed to fire it.
- When a Final KIA result occurs on the IFT roll for support weapon destruction.
- Any light mortar of four PP, 76-82mm mortar, or non-Russian HMG/MMG may have its PP halved (FRU) if in a dismantled state.
- A weapon may be converted to an appropriate dm SW counter (or vice versa) by the unit possessing it during any PFPh/DFPh in which the weapon has not fired.
- A mortar or MG Removed or Scrounged from a vehicle/wreck in which it was previously inherent armament is always removed as a dm SW if possible.

Morale
- LLMC only effects friendly Personnel units with a currently lower Morale Level and in the same Location.
- Riders, Passengers, Climbers, and units at a different level, or in CC neither take or cause LLMC/LLTC.
- Passengers take/cause LLMC/LLTC only to fellow passengers of the same vehicle.
- Any negative leadership modifier of the eliminated leader must be reversed to a positive DRM and added to each LLMC.
- Should an unbroken leader break, all unbroken friendly Personnel units with a lower Morale Level in the same Location (or moving stack during Defensive First Fire) must take a LLTC (and can become Pinned).
- Normal, un-reversed leadership DRM are NA to LLMC/LLTC.
- If a broken unit rolls an Original 12 during a MC, it is eliminated.
- A broken unit must rout with any SW ≤ its IPC limits if it possessed such items when it broke.
- A unit may opt to retain its DM status provided it is not in a woods/building/pillbox/trench so as to guarantee its ability to rout again in the next RtPh. If overstacked in a woods/building, it may also opt to retain its DM status.
- The leadership rating of a leader is worsened by one whenever influencing Allied Troops of a different nationality.
- Allied Troops take a LLMC/LLTC based on the reduced leadership modifier due to the elimination/breaking of a higher-morale Allied leader in their Location.
- A SMC created from an already Fanatic MMC (15.21, 18.2) is also Fanatic.
- Any unit classified as Fanatic has both its normal and broken Morale Levels increased by one and is not subject to Cowering, surrendering by the RtPh method , or PAATC.
- Fanatic troops are not subject to Disruption.

Concealment
- Good Order for “?” loss; unbroken (and Dummies) for denial of “?” gain.
- A vehicle that has neither an inherent crew, nor Passenger(s), nor Rider(s), is considered “broken” for “?” gain/loss purposes.
- A single “?” dummy counter cannot be placed beneath unconcealed units.
- Before announcing any mine attacks exposed by the movement of a stack topped by a “?”, the DEFENDER may force the ATTACKER to momentarily reveal a non-Dummy unit in that stack to show that an actual force exists there.
- A Dummy stack out of the LOS of all enemy ground units uses a Morale Level of 7 when attacked, or when taking a PAATC, or a Bombardment MC.
Any K/KIA result eliminates the stack. Otherwise, the owner declares how many DRs (at least one) he will make; any failed MC or Pin result eliminates the entire stack.
- A Snap Shot attack opportunity is not sufficient to cause the moving unit to lost its concealment unless the attack generates a “PTC” or better result.
- Whenever a non-berserk enemy infantry/non-charging Cavalry unit attempts to move into a Location containing a concealed unit during the Mph [EXC: Bypass; Human Wave], the DEFENDER must immediately reveal at least one concealed unit in that Location and thereby force the moving unit back to the last Location occupied before entering his Location where it will end its Mph[EXC: units allowed to enter an enemy Location during the MPh; 4.14].
- If the ATTACKER is concealed, the DEFENDER can (before he reveals any unit) force him to momentarily reveal a non-Dummy unit in the stack; if the ATTACKER cannot, his Dummy stack is removed.
- Already-existing Residual FP in the returned-to Location attacks the returning unit possibly again.
- Similarly, a unit forced back into a FFE or minefield Location is subject to FFE/minefield attack as it re-enters that Location.
- A unit forced back into a Wire Location is placed beneath the Wire counter.
- A unit forced back to a Depression Location is placed IN it - not in Crest status.
- A unit forced back to an entrenchment/shellhole Location can derive no TEM benefit there from vs an ensuing Defensive First Fire.
- Random Selection is used to determine which of multiple concealed units must lose their concealment, but all hidden Units in the Location must be placed on board beneath a “?” prior to that Random Selection.

Searching
- A MMC may attempt to reveal concealed enemy units (/Minefields; 12.33) in Accessible hexes (including its own) by expending one additional MF in its present hex and making a Search dr, provided that all units making the attempt are neither Pinned nor using Assault Movement.
- Regardless of the outcome, that unit or moving stack is TI for the remainder of that Player Turn.
- The Final dr indicates the number of Accessible hexes other than its own of the ATTACKER’s choice which the unit/stack may not Search.
- All Searched hexes (including all above-ground) Locations in those hexes) automatically revel their contents, including the presence of minefields (but not their type and strength) and Fortified Buildings. All enemy concealed units revealed lost their “?” (or if hidden are placed on board with a “?”).

Mopping Up
- During its PFPh, an armed unpinned Good Order Infantry MMC in a multi-hex/multi-level building that contains no unconcealed unbroken enemy unit, may declare that it is becoming TI so that it may secure the building provided it is within two hexes of every ground level Location of that building which it or a friendly unit does not actually Control.
- If necessary, two or more units in different hexes may declare Mopping Up simultaneously (e.g., so that between them they can be within two hexes of every ground level Location of that building which their side does not Control).
- Any hidden enemy unit(s) in the building is immediately placed in view beneath a “?”, and all enemy Dummies are removed. Other concealed units remain concealed.
- If no concealed enemy unit remains, the building is considered secured, all its Locations Controlled, and all broken enemy units therein immediately surrender to units of the Attacker’s choice inside that building regardless of their proximity.
- All Fortified Building Locations so Controlled are revealed.
- Mopping Up can be attempted only once per building per Player Turn but can be attempted even if no stairwell is available to reach upper levels.
- Once a side employs No Quarter/Massacre (20.3-.4), it may no longer use Mopping Up.
- If a Location that is Searched / Mopped Up contains an armed Good Order unit/minefield/Residual FP/HE FFE Blast Area, or if the DEFENDER has any Booby Trap capability (B28.9), the DEFENDER may make one Casualty DR per Search dr in an effort to cause casualties to the searching / Mopping Up unit(s).
-

ASL - Terrain Pt. 2

Filed under: — SiteAdmin @ 11:12 am

PDF

Rubble
- Ground level rubble is a Half-Level LOS obstacle through the entire hex (including hexsides).
- Rubble may be created by any HE, HEAT attack greater than or equal to 70mm resulting in a KIA.
- Flame may be created by any HE/HEAT attack resulting in a KIA.
- Indirect fire requires an effects DR for rubble, shellholes and fire.
- For Rubble. Before normally resolving the HE attack against any affected occupants, make a subsequent dr, adding a +1 drm if the building is of stone construction. If the result is the KIA# of the Original DR, that building level (and all levels above it in that hex) has been rubbled.
- The level hit in an Area-Target-Type/OBA attack vs a multi-level building is determined via Random Selection among those levels hit.
- Even if the KIA occurs in a higher building level, there is still a possibility that the entire building will collapse. Roll one die. On a dr 6 the entire building hex is rubbled. There is a +1 drm for every non-rooftop building level above the one in which the rubbled occured.
- If a KIA occurs and no Rubble has been created then roll a subsequent DR and add the EC (unless building) for flame creation.
- Falling Rubble eliminates any non-armored (including non-AFV wrecks) or OT AFV unit/Fortifications/TB in that hex. Each surviving armored unit must immediately check for Bog.
- A CE, CT AFV is also Stunned.
- It is possible that falling rubble can fall into another building hex (even a higher one), rubbling it, and thereby start a chain reaction of such collapses.
- Rubble is a half level LOS obstacle.
- The TEM of rubble is equal to the building type from which it was made.
- No Fortifications are allowed in a rubble Location.

Clearance
- Rubble, Wire, mines, Set DC, roadbloacks, and Flame may all be removed as Tasks by units (at least one MMC/dozer) in the same Location which becomes TI through the Clearance process using similar rules and DRM.
- it is considered engged in that attempt until it makes a Clearance DR, is pinned, or is no longer Good Order.
- A final DR 2 is always required for success. All attempts to clear the same item in the same phase must be combined into one DR.
- Any unit which fails a Clearance Attempt (or Entrenchment or Manhandling) DR is placed beneath a Labor (-1 DRM) counter.

Fire
- Any Good Order inf unit stacked with a leader may attempt to kindle a flame if the SMC passes a NTC.
- Leadership modifies a MMC Kindling DR with a reversed modifier.
- A FT attacking an unarmored target may cause a Flame in any Burnable Terrain target Location if it rolls an Original K or KIA.
- Any form of HE or HEAT attack may possibly cause a Flame in a Burnable Terrain Target Location if it rolls an Original KIA on the IFT.
- A Wreck Blaze occurs anytime a vehicle is eliminated by a FT or MOL attack less than the required Kill Number, by a To Kill DR less than or equal to half of the Final TK#, by an IFT DR less than or equal to half of the Vehicle IFT #, by a CC attack DR half of the highest DR needed for a kill, or by a 1 dr following a 2 DR for an Unlikely Kill.
- A wreck is 1MF to enter while a blazing wreck is 2MF.
- At the end of each succeeding AFPh after the Player Turn in which it first appears in the Location, a Flame may possibly turn into a Blaze unless earlier extinguished or Hampered by extinguishing attempts .
- Mark all newly placed Flame counters with a PIN counter during their initial turn on the board to signify that they are not eligible to spread during that Player Turn’s AFPh.
- Units may move into and remain in Locations containing Flames. More than one Flame counter can exist in the same Location, but all are removed when a Blaze occurs.
- A Flame becomes a Blaze by making a Final DR the Spread Number of the terrain in its Location.
- Any Burning Wreck or terrain Blaze is automatically shrouded by +2 smoke up to four levels.
- The SMOKE Hindrance DRM replaces the normal Wreck Hindrance DRM.
- Infantry in a terrain Blaze must leave by the end of the next RtPh or be eliminated.
- A non-pinned unit that cannot break voluntarily may move during its RtPh into an Accessible Location just as if it were Withdrawing from Melee even if berserk.
- Vehicular/Cavalry units in a terrain Blaze must leave in their next friendly MPh or be eliminated.
- Any ground unit that enters a terrain Blaze is eliminated.
- Before the start of any scenario taking place in temperate climates in which Environmental Conditions have not been specified, make a dr on the EC Chart to determine the EC DRM.
- Every Player Turn after the first Player Turn in which it appears, a Blaze may spread to any adjacent Burnable Terrain Location at the end of each AFPh.
- After the setup of any scenario in which Wind Force has not been specified, make a dr to determine it.
- If the Wind Force is “Heavy Winds”, Fire from a terrain Blaze spreads automatically to Burnable Terrain in the three adjacent downwind hexes as a Flame but not to other adjacent hexes. Fire from a Wreck Blaze spreads automatically to Burnable terrain in its Location. Smoke has no effect in scenarios while Heavy Winds are in effect.
- A FT has no Long Range FP during Heavy Winds [EXC: if being fired directly “with the wind”].
- “No Wind” is always in effect in non-rooftop Locations of an Interior Building hex.
- Gusts happen for that Player Turn only (no effect on wind), allows all terrain Blazes to automatically spread to Burnable Terrain in the direction of the Wind.
- A Gust eliminates all dispersed SMOKE and disperses all non-dispersed SMOKE currenlty on the board [EXC: smoke in a Blaze hex emanating from that Blaze hex is never affected by Gusts].
- In addition, at least one terrain Blaze crrently in effect will spread two hexes during that Player Turn if possible..
- A building Location(s) (determined by Random Selection) in which a Blaze exists (and all levels above it) will collapse into burning rubble on an Original Wind Change DR of 12.
- A Blaze cannot be purposely extinguished during play.

Wire
- Wire can be set up in any terrain except buildings, rubble, sewers, marsh, or Water Obstacles (unless frozen).
- Wire cannot be placed at Crest level in a Depression.
- Wire has no TEM or hindrance.
- Inf in wire adds +1 to its attack DRM. (in CC too and-1 to being attacked in CC also).
- There is no additional cost for Infantry to enter a Wire Location beyond the normal COT of that Location.
- When entering a Wire Location (regardless of phase), they are placed on top of the Wire counter (even if disembarking from a vehicle) and must remain there until they expend sufficient additional MF to move beneath the Wire.
- To move/rout beneath a Wire counter, each unit must make a dr (no leader mod) and expend that number of MF to be placed beneath the Wire counter in the same Location.
- Any unit whose Wire Exit dr is > its MF capability uses only its remaining MF, is hung up on top of the Wire, and cannot leave during that MPh/RtPh.
- However, a unit which started the turn on a Wire counter may decide after its Wire Exit dr whether or not to leave any excess PP on top of the Wire in order to move beneath it.
- A SW/Gun on a Wire counter cannot be Recovered by a unit beneath a Wire (and vice versa).
- A unit may not use a Minimum Move to get beneath Wire, nor do so in the APh.
- Cavalry, motorcycles, or horse-drawn vehicle may not enter a Wire Location.
- Infantry may neither Double Time (A4.5) nor Dash (A4.63) during a turn in which they attempt to move beneath Wire.
- A Placed DC can double as a bangalore torpedo and be used to remove a Wire counter with an Original KIA result on the IFT.
- The MF cost of Placing a DC in a Wire Location equals the MF cost of the Location the Wire is in; there is no additional MF cost due to the Wire.
- henever a fully-tracked vehicle passess a Bog check in Wire hex, it removes that Wire counter from the hex if the colored dr of the Bog DR is a 1.
- HE or FFE can remove Wire with a KIA result.

Entrenchments
Foxholes
- Foxholes may be placed in any terrain except paved, Sunken or Elevated Road, bridge, runway, marsh, crag, stream, Water Obstacle, rubble or building.
- A foxhole does not alter the normal stacking capacity of a hex nor does it create a different Location within the hex.
- The only 3/4″ counter which may be fired from/Placed beneath a foxhole counter is a mortar (and even it may not enter/exit unless dm).
- Any unbroken Infantry squad (or its equivalent) which has yet to attempt an action during that phase (and is not currently in an entrenchment or on a Wire counter) may paces a “1S” foxhole counter above itself and any participating leader(s) in its current hex during its PFPh by announcing an Entrenching Attempt an making a Final DR less than or equal to 5.
- Regardless of the outcome, all participating units are TI.
- A unit in a foxhole is not in the same Location as a unit outside that foxhole on the same level (not in a pillbox) and in the same hex for purposes of weapon Recovery or TEM, but is considerd in the same Location for all other purposes (including CC and LLMC/LLTC).
- Any intervening wall/hedge hexside/hexspine forming a part of a foxhole hex blocks the LOS of units beneath the foxhole counter to all non-adjacent hexes on the same or lower level.
- Foxhole TEM is cumulative only with -1 Airburst TEM.
- The capacity of a foxhole coutner is per side.
Trenches
- As per foxholes except as below.
- A trench (including an A-T Ditch) may not occupy the same Location as a foxhole.
- Any counter may start a scenario beneath a trench counter, but ⅝” counters may not be removed from that trench counter during play. (except dm Mortars)
- Any vehicle beneath a trench counter is considered HD, butr may not change its VCA or expend a Start MP.
- The beneficial TEM of a trench applies even if enemy units are in an adjacent, connecting trench.
- Trench counters are automatically connected to any adjacent trench counter not seperated by a cliff or Water Obstacle.
- The cost to enter a connecting trench hex is always one MF regardless of the other terrain in the hex [EXC: SMOKE].
- Units may use Non-Assault Movement between connecting trenches without loss of concealment.
- Infantry beneath a Trench or Sangar (F8) counter may move/rout/advance/Withdraw-from-CC directly to any Accessible, non-Crest-status lower-elevation Location without having to first exit to above that trench/sangar.

Minefields
- Minefields are a form of Fortificationbut are represented by counters only after they are revealed during play.
- Minefields may not be placed in a bridge, paved road, runway, sewer, marsh, crag, Interior Building Hex, rubble, or Water Obstacle hex.
- Minefields can be revealed by a searching MMC.
- The minefield’s strength is not revealed if the minefield attack results in no effect.
- An Anti-Personnel (A-P) minefield must be constructed with a strength of 6, 8, or 12 factors and is not reduced in strength due to the resolution of an attack by that minefield.
- There is no TEM or FP moddifier to a minefield attack.
- An A-P minefield attack affects only moving/routing/advancing units and those withdrawing from CC. Other units in the hex are not affected.
- A concealed unit attacked by a minefield is attacked at full (not half) strength and loses its concealment due to that attack (A12.14) only if it breaks or suffers a Casualty Reduction.
- Vehicles entering or leaving an A-P minefield hex also undergo attack on the IFT.
- Unarmored vehicles use the Vehicle line of the IFT normally. Armored vehicles do not use the Vehicle line but are unaffected by minefield attacks resulting in other than a KIA; a KIA result immobilizes an AFV.
- There is no armor modifier to a minefield attack, but any AFV whose lowest hull AF is 0 or whose side and rear are unarmored is treated as an unarmored vehicle for puposes of any type of minefield attack.
- PRC are immune to minefield attacks unless their vehicle is eliminated or immobilized.
- Minefields are allowed in non-Interior Building Hexes but do not attack units entering/exiting those hexes through a building hexside unless using Bypass Movement.
A-T Mines
- At the start of a scenario, a player may opt to exchange all or part of his OB minefield [EXC: Known Minefield; 28.45] factor capability for A-T Mines.
- An A-T Mine can be selected by the defender for every three A-P minefield factors he forfeits.
- Only a wagon or a vehicle [EXC: motorcycles] may trigger an A-T Mine attack.
- The number of A-T Mine factors per hex is the number which must be rolled with one die after a vehicle enters/exits an A-T minefield hex in order to cause an A-T mine attack.
- Each A-T Mine attacks on the 36+ column of the IFT. No TEM are applicable.
- Vs an AFV a 4 KIA results in a Burning Wreck, a KIA results in elimination, and any other result causes Immobilization. Vs unarmored elimination is automatic and burning wreck applies 1KIA only.
- The Aerial AF corresponding to the AFV’s lowest hull AF is used as an IFT positive DRM for KIA purposes only.
- A-T Mines may be placed on a bridge, paved road, ice, or runway where A-P minesfields are not allowed, but they must be in full view (i.e., their presence must be marked with an A-T Mine counter. Are eliminated at the end of the MPh by any Infantry expending an additional MF in that hex for that purpose which is not pinned, broken, or eliminated in that hex prior to or during that MF expenditure.
- A SSR may allow a certain number of A-T Mine factors to be placed across a road during the enemy MPh as a Daisy Chain.
- A TB may also be used to show fully-tracked AFV movement into or through a minefield.
- All A-P and A-T Mines in a hex are eliminated by any HE Concentration FFE or HE Aerial bomb attack resolved in that hex, provided an Original KIA was obtained.
- A Flail Tank may engage in Mine Clearance by specifying at the start of its MPh that it will do so and expending its entire printed MP allotment (other than any MP for Starting/changin-VCA) to enter a hex.
- Prior to setup, a player may spend some or all of his minefield factors [EXC: Known; 28.45] for a Booby Trap capability on a particular board(s). Booby Trap attacks are triggered by an Origiinal TC [EXC: Sighting TC; E7.3] DR of 12 if the player has spent ten minefield factors or of 11 if the player has spent twenty minefield factors etc…

Roadblocks
- Except as stated otherwise, a roadblock is treated as a stone wall across the hexside to which it points.
- In addition, the roadblock extends straight along that hexside to the center dot of any Accessible woods/building Location that includes a roadblock-hexside vertex.
- The TEM of a roadblock (and any extension) is equal to that of a wall in all respects.
- No vehicle may cross a roadblock hexside.
- Infantry/Cavalry may cross such a hexside as if it were a wall.
- A roadblock can be removed by Clearance (24.76); however, such attempts made by separate stacks must use separate DR.
- A roadblock can also be removed by any HE attack (including DC; see below) that results in a KIA against the roadblock.

Pillboxes
- A pillbox is a Fortification counter that can be set up only prior to the start of play, and only in Open Ground (including any road/shellholes but not bridges), brush, orchard, grain or woods.
- Except for its two CA hexsides, the pillbox hex itself is not in the pillbox CA.
- A pillbox is a separate non-vertical-level Location inside its hex.
- Factors are: Stacking Cap/CA DRM/NCA DRM.
- A pillbox may contain one (but not > one) Gun.
- Pillboxes may not be overstacked.
- Canister, MG, IFE and Small Arms fire vs a pillbox, as well as WP NMC vs pillbox occupants (30.34), are NA through its NCA.
- A pillbox is not an obstacle or Hindrance to LOS.
- LOS from inside a pillbox may be traced only within its CA.
- Pillbox TEM is not cumulative with any other +/- TEM but is cumulative with hindrances/SMOKE.
- Ordnance TH attempts vs a pillbox/its-contents are resolved on the Infantry (Other) or Area Target Type. There is no Target-Size TH DRM vs a unit/Gun inside a pillbox.
- Neither a pillbox nor its contents can be Encircled.
- Since a pillbox is a separate Location, each attack [EXC: Bombardment; Residual FP; Area Target Type; Aerial bomb; OBA] vs a pillbox hex can affect the pillbox/its-contents only if the pillbox is predesignated as a target Location.
- A predesignated attack vs the pillbox Location cannot affect another Location in that hex.
- An OVR never affects a pillbox/its-contents.
- Neither the CA nor the NCA Defense Modification nor other TEM applies to an AP/APCR/APDS attack against a pillbox/its-contents, provided the Basic TK# of that ammo type being fired is > twice the Defense Modification that would otherwise apply.
- An AP/APCR/APDS hit on a pillbox is resolved using the normal HE-Equivalency rule.
- Interdiction possibilities depend on the MF expended in the pillbox hexin exactly the same fashion as is applicable to entrenchments.
- Infantry (even if berserk) may never enter a pillbox Location that contains enemy Infantry, not evn via Infantry OVR.
- A berserk unit must remain in the pillbox hex and attack any enemy unit(s) in that hex until it eliminates them or is eliminated.
- Because enemy units never co-exist in the same Location with a friendly-occupied pillbox, TPBF and Target Selection limits do not apply.
- A Gun may set up using HIP in a pillbox (see 30.7).
- A pillbox is equivalent to a building for both rout [EXC: Known enemy units; see 30.7] and rally purposes - except that a broken unit inside a pillbox is never forced to rout.
- CC is resolved in the normal manner between Infantry units in and outside of a pillbox [EXC: Hand-to-Hand CC is NA; no Melee results (20.1; A11.15)].
- CC is NA between a vehicle(s)/PRC and a unit(s) in a pillbox.
- A unit in a pillbox cannot be attacked in CC if there is any friendly ground unit(s) [EXC: Disrupted; subterranean; Unarmed; unarmored vehicle with no PRC] in the hex outside the pillbox.
- A pillbox Location is Concealment Terrain; however, “?”/HIP in a pillbox neither halves the FP of, nor adds a TH DRM to, an attack on it/its-contents.
- The contents of a pillbox cannto be inspected by an opposing player except to verify the details of an announced attack (or successful SMOKE placement) from that pillbox.
- Once an attack has been made (or SMOKE has been placed) from within a pillbox, all units therein (even if they entered-subsequently/did-not-fire-originally) are considered Known to all other units (even those outside the pillbox’s CA) within 16 hexes that have/gain a LOS to that pillbox. If a pillbox sets up hidden, so do its contents.
- A Pillbox coutner in the same hex with a trench and/or in a hex Accessible to a Trench counter’s hex is considered a bunker.
- A pillbox is eliminated by any DC, or non-Area-Target-Type ordnance, attack whose IFT Original DR vs it/its-contents is a KIA, provided that KIA’s # is the pillbox TEM that applied to the DC-IFT or ordnance-TH DR.

ASL Scenarios Played

Filed under: — SiteAdmin @ 10:45 am

ASL - Guards Attack[108]: (Slightly modified from its original publication as A35 in the ‘91 Annual.): Played against Bruce Probst and got clobbered. I later found out that the balance according to Roar favors the British player. This didn’t help my plight :) I set up my AT gun facing backward from the woods in the hope I would get in a rear shot or two. Because the gun was placed so far forward I made sure I had plenty of backup inf nearby. this didn’t help as I because overrun very very quickly by Bruce’s own inf. He didn’t move a tank into range of my AT gun until quite late in the game. I think he was trying to figure out where it was. Also, I should have defended the building better with some inf and stacked my 10-3 leader in a more effective location. Many lessons learned, I’m looking forward to playing Bruce again soon.

Bruce 1 Ben 0

ASL - Gavin Take[T1]: Played against Tim. The game is unfinished but Tim has the exit area very well covered. I’m not at all convinced I can win it if we ever get around to completing it.

Update: I conceded and gave Tim the win.

Tim 3 Ben 0

ASL - Defiance on Hill 30[11]: Again vs Tim. We had a great game, even played it correctly. For a long time I thought I had the game sorted, right up to about turn 7. the turning point came in a CC attack. I had two 747 Para squads in CC with a single squad of his. the odds for Tim were 1:4 so he needed a 3 or less to kill both my squads (he opted to attack both at reduced odds). So as expected, he rolled exactly 3 :( This allowed him to take the one building required to win as he had already amassed more CVP than myself. At the end he had won by *one* CVP point as he had not captured all of the buildings! If I had killed one more half-squad of his I would have won the game This scenario is an absolute blast and a classic. I won’t be forgetting this game anytime soon.

Update: I was just reading the CC rules and discovered that a DR equaling the CC number is only a partial kill resulting in a Casualty Reduction. This would have made the game miuch tighter!!

Tim 2 Ben 0

12/1/2005

ASL - Terrain Pt.1

Filed under: — SiteAdmin @ 12:58 pm

PDF

Open Ground
- A runway hex is treated as Open Ground for most purposes with an additional -1 TEM (to IFT attacks) and prohibition against most Fortifications.
- The only Fortifications allowed in a runway hex are Wire, roadblocks, and/or unhidden AT Mines.
- Shellholes are treated as Open Ground only during Defensive First Fire and the RtPh, and only if the unit moving into them paid Open Ground entry costs as opposed to shellhole entry costs.

Shellholes
- Place a shellhole counter in Open Ground, orchard, brush or grainfield immediately after any Original KIA result during a PFPh/DFPh resolution of a Concentrated HE FFE (or aerial bomb/rocket) attack of >= 150mm.
- The conditional TEM of a shellhole is +1 and is not cumulative with any other possible TEM.
- Inf can expend 2MF to negate FFMO.

Roads
- The one MP penalty for entering a hex already containing a vehicle/wreck is doubled to two MP per vehicle/wreck if entering that hex across a road hexside while using the road movement rate.
- Hidden mines [EXC: in rubble/debris] and entrenchments may not be placed in a paved road hex due to the urban nature of the terrain.

Sunken Road
- A Sunken Road is a -l level Depression hex.
- Provided a LOS into it exists, a Sunken Road is considered Open Ground for TEM and Interdiction purposes.
- Infantry/Cavalry entering a Sunken Road hex through a non-road hexside do so at a cost of two MF.
- Vehicles may not enter or leave a Sunken Road hex except across a road hexside.
- All MP penalties for entering a hex containing a wreck/vehicle, or for changing VCA across a non-road hexside, are doubled while in a Sunken Road hex.
- Entrenchment cannot be placed in a Sunken Road hex.

Elevated Road
- An Elevated Road is a one level obstacle (inclusive of the contour lines which border it) to LOS.
- Even so, vehicles cannot claim HD status on an Elevated Road hex.
- Due to the Crest effects of an Elevated Road hex, a unit on an Elevated Road cannot see a unit at a lower level if it must trace its LOS through the brown contour lines of another Elevated Road hex.
- MP penalties for entering a hex containing a wreck/vehicle on a road (two MP), or for changing a VCA across a non-road hexside, are doubled while in an Elevated Road hex.
- Entrenchments may not be placed in an Elevated Road hex.
- +1 Height Advantage may apply.

Bridges
- Bridges hinder LOS if the LOS is traced through the bridge depiction.
- Indirect Fire against targets on a non-pontoon bridge/targets on or beneath that bridge has a TEM of +1.
- Only HE attacks can destroy a bridge.
- The same Original DR used on the IFT to resolve attacks against units on the bridge is used against the bridge itself by adding a +3 TEM for a stone bridge, or a +2 TEM for a wooden bridge, or a +1 TEM for a pontoon bridge. A KIA destroys the bridge.
- Whenever a non-pontoon bridge is destroyed, the bridge is replaced by a rubble counter at the level below it (unless Deep or Flooded).
- Only pontoon bridges, which are always at water level, permit exit/entry of a bridge through a non-road hexside without Scaling, Swimming, Fording, or Boating. Infantry may enter/exit a pontoon bridge as if it were Open Ground. Units may not move beneath a pontoon bridge. Pontoon bridge ⅝” counters are considered One-Lane vehicular bridges with unlimited weight capacity
- Wooden bridges may collapse under loads > their current weight limit. (10 tons)
- All MP penalties for entering a hex containing a wreck/vehicle on a road, or for changing VCA across a non-road hexside, are doubled while on a bridge.
- Once a vehicle moves across a One-Lane bridge in a direction opposite that used by any vehicle on that bridge during that Player Turn, no further vehicular movement is allowed onto that bridge in either direction during that Player Turn.
- Stone Brides do not burn. A bridge defined by SSR as wooden can be burned as if it were a stone building.
- Entrenchments cannot be placed on a bridge.

Sewers and Tunnels
- Manhole locations or any paved road hex which intersects with any other road such that at least three hexside of that hex are crossed by road (EX: 1Y9) are Manhole Locations.
- All fire vs a unit in a sewer is PBF and subject to the -2 Hazardous Movement DRM regardless of fire phase.
- Neither a vehicle nor ordnance/IFE/OBA may fire into a sewer.
- A unit may never start play already in a sewer.
- Only Good Order Infantry (or a dummy stack) may enter a Sewer system from a Manhole Location and only at the start of their MPh and do so at the cost of all their MF.
- Sewer movement must start in or beneath a Manhole Location and end in a Sewer Location no farther than three hexes away.
- Sewer movement must be performed as one combined stack whenever more than one unit starting their MPh in the same Location wants to use Sewer Movement.
- A unit using Sewer Movement is always concealed by being placed beneath a “Sewer ?” counter, even if not concealed prior to entry of the Sewer.
- However, prior to actual movement, a dr (triangle) is made to determine who moves the stack; on a dr of 6-7, the units become lost and must move to an allowable Sewer Location designated by the DEFENDER and the “Sewer ?” counter is flipped to the “Lost ?” side.
- This dr is repeated at the start of the stack’s MPh during every friendly MPh that the units remain in the sewer system, but with a +1 drm if the units in question are currently lost.
- Whenever a lost stack’s Final dr is 5, the “Lost ?” counter is flipped back to the “Sewer ?” side and the ATTACKER moves the stack that turn.
- Units in a Sewer must move during their MPh; they cannot remain motionless.
- Units in a sewer may use the APh only to advance vertically out of the sewer system.
- Upon ending their MPh, units in a Sewer Location must make a dr on the Sewer Emergence Chart and perform the result for the entire stack.
- A unit in a sewer can attack units in the Manhole Location above it only during the AFPh after having been “discovered” by a Sewer Emergence DR 7.
- Since units in a sewer are always concealed (8.41) they are never locked in Melee, and during the next MPh the ATTACKER must move to a new Sewer Location..
- Any unit which becomes broken or berserk while in a sewer is eliminated.
- Should a DC attack in a Sewer Location result in rubble (treating the Sewer Location as if a stone building), all units/SW therein are eliminated. Mark that hex with a rubble counter beneath a sewer counter; no Sewer Movement is allowed into that hex, and the Manhole Location is unaffected.
- No Fortification are allowed in a sewer.

Walls & Hedges
- A wall/hedge hexside never blocks LOS to any portion of its own hex even in the case of Snap Shots or vs Bypassing units on the opposite side of that hex.
- A unit in an entrenchment cannot see (or be seen) across a same-level wall/hedge hexside/hexspine to (or from) any non-adjacent same-level or lower Location.
- PRC [EXC: Motorcyclists] never receive a TEM for a wall/hedge.
- The wall/hedge TEM is not cumulative with positive TEM of other terrain in that hex, although it is cumulative with LOS Hindrances and SMOKE.
- A target unit not claiming WA receives only in-hex TEM, but may instead use wall/hex TEM vs enemy units which do not have WA over the hexside.
- In order for a wall to justify firing HEAT at Infantry/Cavalry (C3.81), those units must be claiming-WA/receiving-Wall-TEM.
- A unit claiming WA must always be marked with a “Wall Advan” counter.
- A unit unable to claim in-hex TEM of at least +1 must claim WA as soon as possible.
- A concealed unit (or dummy stack) may claim WA, but a dummy stack cannot prevent a non-dummy enemy unit from claiming WA over shared wall/hedge hexsides; the side trying to claim WA must first prove that it has at least one non-dummy unit by momentarily revealing one if all are concealed.
- If a non-Aerial firer is at an elevation above the wall/hedge > the distance in hexes to the target hex, reduce the TEM of that wall/hedge hexside by one for each full level.
- If the TEM of a wall is reduced to +1 by elevations effects, any HD target is subject to a -1 drm to the colored dr of the To Hit DR of any such Direct Fire shot against it for Location of Hit purposes only.
- The TEM of a wall/hedge hexside is lowered by one for Indirect Fire, but this TEM applies.
- WA rules still apply to non-adjacent units sharing the same hexside. (tracing LOS directly along a hexside).

Bocage
- LOS cannot be traced along a Bocage hexspine.
- A unit in a Bocage hex without WA is out of LOS to all but adjacent.
- Units must claim WA if there is no other in-hex TEM.
- Bocage units are always considered out of LOS and in Concealment terrain for Concealment gain purposes.
- Is a One Level LOS obstacle.
- A non-vehicular Direct-Fire Gun may not both change CA and fire through a bocage hexside in the same fire phase
- Elevation advantages (9.33) have no effect on the TEM of bocage but can reduce the number of Blind hexes caused by bocage to zero,
- Dozer tank, bulldozer, or AFV designated by SSR as being equipped with the Culin hedgerow device or similar equipment (after 7/25/44) may breach a hedgerow.

Hills
- Height Advantage is +1 if there are no other TEM in the location (and negates FFMO)
- A moving unit being fired on by Defensive First Fire is not eligible for the Height Advantage TEM if in entering the target hex it crosses a Crest Line through the same hexside that is intersected by the firer’s LOS.

Cliffs
- Unlike normal Crest Lines (10.23), the Blind Hexes caused by a cliff hexside to a non-adjacent viewer can never be reduced below one regardless of elevation advantage.
- No vehicle armament, IFE, or ordnance may fire through a cliff hexside to an adjacent lower level hex [EXC: LATW other than PIAT (C13.61) or MTR with minimum range of 1 hex]. Other SW and Small Arms Fire are not so restricted.
- Only an AA weapon, MG counter, SW, AR, PIAT, MTR with minimum range of 1 hex and/or inherent Small Arms Fire may fire through a cliff hexside to an adjacent higher level hex.
- An Infantry unit must make a DR (triangle) 9 in order to ascend or descend a cliff hexside during that MPh.

Brush
- Brush is a +1 LOS Hindrance per hex crossed.
- Negates FFMO.
- Costs Inf/Cav2 MF to enter.

Woods
- A woods hex in a Depression hex is still a level 1 LOS obstacle because the woods occurs on the higher fringes of the Depression hex as well as IN it.
- -1 for Airburst for Indirect Fire into a woods hex.
- A fully-tracked vehicle may also enter a woods hex (by other than Bypass, Trail Break, or Road) by expending half of its MP allotment in that hex, but it must check for Bog (D8.21) with a +3 DRM.
- Anytime a fully-tracked AFV enters a woods hex without benefit of Bypass of a road/TB hexside, a partial TB counter is placed.
- Infantry expend 1� MF and Cavalry expend 3 MF to enter woods via a TB.

Orchard
- An orchard hex is considered a one level obstacle to any LOS to/from a higher elevation during the months of April through October.
- An out of season Orchard is a +1 hindrance to fire drawn through it from one level higher than the base level of the Orchard hex.
- Fire traced from greater than this height only has a single +1 hindrance and only if the LOS crosses an orchard adjacent to the ground level target/firer.
- Negates FFMO.
- Orchard/Road: Hindrance rules do not apply to such hexes if that portion of the LOS from firer to target within those hexes never leaves the confines of the road depiction regardless of the relative elevation of the firer/target; in such cases, the -1 FFMO DRM applies to Infantry using the road to move.
- Olive Grove: All orchard rules apply to such hexes, except that an olive grove also has a +1 TEM, its MF/MP costs are double those of an orchard, and it is never out of season; vehicles may gain WA (9.32) in an olive grove hex.

Grain
- Grain does not exist and is treated as Open Ground outside its growing season which, if otherwise undefined, extends from June to September (inclusive).
- The effect of plowed fields in April and May retains the increased movement cost of grain, but is considered Open Ground for all other purposes.
- Negates FFMO.
- Grain is only a hindrance to same level LOS.

Marsh
- A marsh hex is a Hindrance to same-level LOS and causes a +1 DRM for every marsh hex.
- Has no TEM.
- Negates FFMO.
- HE attacks into marsh are halved.
- Only the inherent FP of Infantry, their LATW, any LMG, DC, FT or inherent SW may be used from a marsh hex and are resolved as Area Fire.
- Infantry/Cavalry may enter a marsh hex only at the cost of their entire MF allotment. A marsh cannot be entered during the APh nor using Low Crawl.
- No non-amphibious vehicle can enter marsh.
- Any ground level or level -1 hex adjacent to a marsh/mudflat hex is a Bog hex requiring a Bog Check of any vehicle entering it along a non-road hexside.
- No Fortifications are allowed in a marsh.
- The scenario-defined water depth of a stream/river can alter the effects of a marsh.
- Mudflats: A mudflat is marsh with a lower water level.

Crag
- +1 hindrance for same level LOS.
- +1 TEM.
- Fortifications other than Wire are not allowed in a crag hex.

Graveyard
- +1 hindrance to same level LOS for each hex.
- +1 TEM.
- only fully-tracked vehicles may enter a graveyard and they must expend half their MP allotment plus check for Bog (D8.21) with a +3 DRM.
- No ordnance may be moved into a graveyard while in the form of a ⅝” counter, except via a graveyard road hexside. Dismantled mortars may be portaged into/out of any graveyard hex and may also be assembled/fired from one.

Gullies
- A unit IN a gully cannot see any other Depression hex unless it is adjacent and connected by a Depression hexside, or the LOS can be drawn to another gully hex without leaving the combination brown, dark green background.
- A combination gully-woods hex (5Z8) is still a one level obstacle, and a combination gully-brush hex (12CC9) is still a 0 level LOS Hindrance; assuming the woods/brush is on both sides of the gully depiction, the same is true at level -1.
- a gully is considered Open Ground for TEM and Rout purposes, provided a LOS INTO it exists.
- Infantry move INTO a gully hex as a cost of two MF cumulative with other terrain.

Streams & Crest Status
- The depth of water in a stream is the only thing which distinguishes it from a gully hex.
- If a stream is dry, it does not exists; rather, it is considered a gully for all purposes, and all marsh hexes on the same board are considered mudflats.
- No fortifications are allowed in a stream except Wire/minefields, and even these are not allowed if the stream is deep or flooded.
- Only the inherent FP of Infantry, their LATW, inherent SW, DC, LMG, or FT may be used while IN a shallow or deep stream and is resolved as Area Fire. The only other weapons which may fire IN such a hex must be vehicular-mounted.
- Infantry in Crest status are considered entrenched one level higher than the Depression against all Direct fire attacks across any of the front three hexsides.
- The entrenchment benefits (27.3) of Crest status do not apply to Indirect Fire or OVR, or to Direct Fire from any position that has a LOS (A6.3) INTO the Depression hex or to fire at the Crest target which is not traced through one of the protective Crest hexsides.
- All fire traced INTO a Depression hex effects units IN the depression and in crest status.
- Crest Infantry moving to any other hex must first move (or advance) out of Crest status.
- Crest Infantry firing at any target not within their protected Crest front must fire as Area Fire.
- Other than their inherent FP, a Crest Infantry unit may fire only LMG, DC, LATW, FT/inherent SW. Any unpossessed SW previously in Crest status falls INTO the Depression hex.
- If broken, Crest Infantry must leave their Crest status during the following RtPh.
- Fortifications in a Depression hex are assumed to be IN the Depression rather than in Crest status.
- Despite the different elevation levels of units IN a Depression and those in Crest status, both count toward the total hex stacking limits of that hex.

Buildings
- Lumberyard: similar to a wooden Single Story House in all respects except for Rout, Rally, EC.
- Single story houses are a level 1 obstacle.
- Double story houses are a level 1.5 obstacle.
- Multi-story buildings area a level 2.5 obstacle.
- For an Indirect fire effects roll there is an additional +1 DRM for each non-rooftop level of the building above each level being hit.
- Only a fully-tracked, CT, BU AFV without Riders may enter a building obstacle.
- If the AFV rolls 0 on the colored dr of the Bog Check DR, the building hex has been rubbled.
- If the AFV rolls an Original 6 on the colored dr of the Bog Check DR, the AFV has fallen through the floor to the cellar and is removed.
- An AFV falling into a cellar does not in itself create rubble, nor does it have any effect on Manholes, sewers, or units therein.
- No weapon depicted on a ⅝” counter may occupy an upper level of a building [EXC: Mortars; Fortified Building].
- Scaling is allowed only by specially-trained and equipped troops designated as Commandos by SSR or DYO purchase.
- The only Fortification allowed in a building hex is a minefield or the fortification of the building itself.

Rowhouse
- Has an upper level(s) and are considered either 1� level or 2� level.
- Infantry in a Rowhouse may move/rout/advance/Withdraw-from-CC directly into another Rowhouse hex of the same building only at the ground or Rooftop. If at the ground level they must specify which side of the building they are “bypassing”. Such units moving/routing on the ground level expend three MF.
- Each hex of a Rowhouse building is always considered a separate building for Rout and Mopping Up purposes but not for Building Control.
- Infantry with a DC can expend 1MF to breach the black bar but cause an Area Fire attack into the next rowhouse.

Factory
- Has TEM of +1 to fire traced entirely inside.
- Is a hindrance of +1 to fire traced entirely inside.
- 1MF for units inside the building.
- Is a 1� level or 2� level obstacle but only has the ground floor and rooftop.

Rooftops
- Rooftops are treated the same as another building floor level at the next higher half-level elevation.
- Have inherent stairwell in all hexes.
- Movement is the same as for buildings.
- Only receives +1 for height advantage.
- It is considered to be in Open Ground for FFMO, Rout, and Interdiction purposes from an equal or higher LOS.
- A rooftop may not be fortified.
- A Rooftop Location is Concealment Terrain only for setup purposes.
- A unit can remain hidden or concealed on a rooftop only if there are no Good Order enemy ground units within 16 hexes of it that are at the same or higher level with a LOS to it. Same applies for gaining.
- A unit on a rooftop is considered in the building for Searching / Mopping Up purposes.
- There is no terrain bonus (A10.61) for a Rally attempt on a Rooftop.
- A Rooftop Location is not considered a building Location for rout and Victory Condition purposes.
- No 5/8″ counter weapon may occupy a rooftop, except for a mortar of 82mm which must be dm to be portaged to/from the rooftop.

Factory Rooftop
- A Factory Rooftop can be reached from ground level only via a non-rubbled, non-roofless (O5.4) Factory Rooftop Access Point; i.e., a printed stairwell or a Location of the fActory that contains a road hexside.
- A Factory that contains neither of these Rooftop Access Points must have at least one such Point designated by SSR if its Rooftop is to be usable.
- The ground and Rooftop levels of a Factory Rooftop Access Point hex are ADJACENT and require 2MF for a 1� level factory and 3MF for a 2� level.
- However, they may also be attacked at the first-level (and/or second-level if a 2�-level Factory) “quasi-location” of that hex by a unit that has a LOS to that quasi-Location. It’s not considered in Open ground. No TEM and is considered to have expended 1MF in each.

Fortified Buildings
- A Fortified Building is not revealed until an enemy unit attempts to enter it, or it is successfully Searched or fired on with a result which would be different due to the increased TEM of a Fortified Building.
- Improvements must be made, in any one hex, from the ground up. Thus, a fortified Level 1 is possible only if the ground level directly below is also fortified.
- Except as modified below, Fortified Buildings are treated as the same as other buildings.
- The TEM of a Fortified Building Location (including vs DC Breach attempt) is one greater than usual, e.g., +4 for a stone building and +3 for a wooden building. Should a CH occur, the modifier becomes -4 or -3 respectively for the resolution of that CH.
- Infantry may not enter a Fortified Building Location during any phase if an unpinned, Good Order, enemy squad (or its equivalent) is inside [EXC: Breach; 23.9221]
- An Infantry unit which attempts to move or advance into a Fortified Building Location occupied by such a squad loses that MPh or APh capability for that turn and must remain in its present hex during that phase. All remaining MF are expended here.
- Loss of concealment rules (A12.15) apply even though the Fortified Location cannot be entered.
- A Breach may be created in a Fortified Building hexside as per 23.711, or in a hexside crossed by the LOF of a HE attack Final IFT DR resulting in a KIA.
- A DC may be Placed on a Fortified Building Location without attempting to Breach it as the normal building entry COT.
- A Fortified Buidling differs from a building in that any ART/AT/INF Guns 76mm may set up in the fortified upper levels of a multi-level stone Fortified Building. Cannot be moved during play.
- No 5/8″ weapon counter may be moved into a Fortified Building during play.

- Woods/Building TEM applies to residual attacks vs bypassing units. (A8.2).

11/1/2005

ASL - Vehicles

Filed under: — SiteAdmin @ 11:07 am

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- A Red MP number means susceptible to mechanical breakdown.
- A superscript number above the MP is the Amphibious allotment.
- Amor factors are 0, 1, 2, 3, 4, 6, 8, 11, 14, 18, 26. A square means upper-superstructure is superior.
- MGs are b/c/a or b/c.
- FT mounting configuration (B=Bow NT; T=Turret; S=Side-hull), FP, and X#; if the FP is underscored, its Normal Range is two hexes.
- Normal range of BMG is 8 hexes.
- Normal range for CMG is 12 hexes.
- An AAMG must be fired by CE crew and has a normal range of 8 hexes.
- Attempting to repair the MA may cause a recall, be careful.

Movement
- VCA chance is two MP per hexspine changed if actually in [not in bypass of] a building/woods/rubble or any combination thereof. And check for Bog.
- Even though stopped, the vehicle is considered a moving target if it entered a new hex/hexside during that Player Turn or began its Mph in Motion.
- A vehicle must pay one additional MP per wreck or vehicle in a hex to enter that hex. 2MP if the hex is entered via a road hexside while using the road movement rate.
- A motion attempt can be made in opponents MPh.
- Motion Status Attempts can be made even if the vehicle is in already in motion (allows CA changes).
- Minimum move.
- The � MP rate for a motorized vehicle crossing a road hexside is doubled to one MP if the vehicle is a BU AFV.
- Reverse movement is 4x for tracked, 3x for trucks and 2x for armored cars.
- For VBM, the clearance must be at least the thickness of a counter. Measurement can only occur after MP have been announced.
- If it cannot enter the hexside it must expend an extra MP to stop in current hex.
- All Fire vs units embarking or disembarking from a Bypass vehicle must be traced to the CAFP of the vehicle.
- Any hex entry listed on the Terrain Chart as requiring ALL of a unit’s movement capability (other than a Minimum Move which must end in Motion) still allows the unit any MP/MF necessary for starting (2.12), stopping (2.13), or towing.
- Free VCA changes are allowed at end of the DFPh (even if in motion) for those that haven�t fired.
- Excessive speed option for 1/4 (FRU) extra MP.
- Infantry may take advantage of the +1 TEM afforded by a friendly AFV in the same hex to move in a combined stack with that AFV, provided they begin their MPh beneath that AFV and the AFV expends no more MP.

Combat
- A vehicle (including its PRC) with either a Prep Fire or Bounding Fire counter cannot fire during its AFPh.
- Bounding Fire: fire by a vehicle in the AFPh after moving during the MPh.
- Bounding First Fire: fire by a vehicle during its own MPh.
- Mandatory FG Applies to vehicle MGs.
- Bounding Fire cannot use Area Target Type.
- CMG does not create Acq. Acq only applies to Guns >= 20mm. CMG fire can cause Acq loss.
- All shots get the TH penalty from the same CA change except ROF shots.
- Infantry using CC Reaction fire are marked with First/Final Fire.
- AFVs are not eligible for Opportunity Fire (3.3).
- CE status is required for any OT AFV to fire any non-bow mounted weapon (5.3).
- For a motion firer the modifiers are +4, 2 x lower DR regardless of the fire phase.
- Once any vehicle weapon fires, its other weapons may fire in that phase only from the same hex (unless ROF). (last para D3.51)
- Halved FP for vehicle MG while moving.
- Require 1/4 MP for Overrun.
- Can only Overrun if it/it’s PRC are not marked with a Bounding Fire counter.
- A vehicle may not OVR the hex it begins its MPh in unless it leaves that hex and reenters it.
- An AFV may not be OVR, but any Vulnerable PRC on it can be.
- The DEFENDER(S) in an OVR are entitled to the applicable TEM of that target Location unless the OVRing vehicle is using only a FT.
- Leadership modification of an OVR is limited to an Armor Leader.
- An Immobilization TC is required if it becomes Imm or is already Imm. and is hit again.
- An otherwise-Mobile vehicle may attempt to eliminate its Bog status at the start of its MPh, provided it has not fired during its PFPh.
- A towed Gun may be unhooked from a bogged/immobilized/Abandoned vehicle with no special penalty for the vehicle’s status.

Hull Down
- A HD vehicle may claim a Case Q TH DRM in lieu of HD status.
- A vehicular target fired on by Direct Fire through a wall/bocage/roadblock hexside that would affect that fire with a +2 or +1 TEM is instead considered HD to that fire.
- A vehicle may attempt HD on a hill by expending an extra 2MP and a dr. It must then Stop.
- Non-MA bow-mounted weapons cannot be used against a target if the firing vehicle is HD to that target’s position.
- As an AFV crosses a wall/bocage hexside (not via a road/breach) or exits a gully/stream , DEFENDING ordnance within six hexes of the hex being entered, at the same level as (or lower than) that hex, and within that AFV’s VCA (or “rear” VCA if the AFV is using Reverse movement), may (if otherwise allowed) use the Vehicle Target Type or a LATW TH Table to attempt an Underbelly Hit.

Bog
- A vehicle must make a Bog Check as dictated by the Terrain Chart for entering, or exiting or making any VCA change (one Bog DR per hexspine) in, certain terrain types termed Bog hexes.
- When Weather is “Mud” or “Deep Snow”, a vehicle [EXC: Motorcycle; 15.47] must chance a Bog DR whenever it enters a hex or hexside without benefit of a paved/plowed road/runway hexside.

Wrecks
- All Infantry in the same Location with a wreck/friendly-AFV/abandoned-enemy-AFV are entitled to a +1 TEM (Exceptions). But only if they can claim no other positive TEM except SMOKE.
- An unarmored vehicle exerts no TEM until it becomes a wreck.
- A wreck/AFV is a +1 hindrance.
- A wreck does not increase movement costs for Infantry/Cavalry unless it is a burning wreck. (SMOKE)
- Wrecks do not contribute to Overstacking penalties.
- Any wreck in a terrain Blaze is removed.
- A wreck is removed at the end of the MPh by any tracked AFV (whose weight is >= 90% of the wreck’s weight) which remains mobile while expending half of its MP allotment (in addition to any MP cost for entry of the wreck’s hex) in that wreck’s Location solely for that purpose.
- Any non-berserk, unbroken Infantry MMC not in Melee may attempt to salvage a functioning SW from a non-burning wreck or abandoned vehicle, provided that vehicle/wreck has not already been scrounged or marked with a Disabled counter.
- Only BMG/AAMG/SW carried by the vehicle as per Vehicle Listing Notes may be recovered by scrounging.
- A scrounged MG is represented by a LMG counter of that wreck/vehicle’s nationality, regardless of its FP while mounted in the vehicle .
- A MG/mortar is always scrounged in its dm form if possible.

Crew
- Armor leaders affect Vehicle/Gun performance but have no effect on Inf. [EXC: halftrack, Carriers etc.]
- An Armor leader ceases to exist once the crew takes counter form. It will come back if that crew once again occupies a vehicle.
- An Armor Leader cannot modify non-OVR MG/FT (unless MA) attacks.
- Armor leaders are worth CVP.
- Inherent crew of AFV have Morale of best Elite Inf.
- Inherent crew of unarmored have Morale of best 1st line Inf.
- Can only toggle BU/CE once in MPh and once in APh.
- Inherent crew failling a MC becomes BU and is stunned. Stun counter is then flipped at end of the Turn and stays with the crew for the rest of the game.
- Recall occurs whenever an AFV CE Inherent crew that qualifies for its normal CE DRM suffers a K/KIA or Casualty MC.
- A crew which suffers a second Stun result suffers Recall instead.
- A crew may abandon its vehicle only during its own MPh, and does so by expending all of its MF to be placed beneath the vehicle.
- Only an Inherent crew that voluntarily abandons a vehicle may turn it into a non-burning wreck or malfunction its weapon(s) as it leaves.
- An Infantry unit may enter an Abandoned vehicle to become its Inherent crew only if it occupies that vehicle’s Location at the start of its MPh and expends all of its MF to do so.
- Collateral attacks apply against CE crews using TK DR. (at +2 for CE not cumulative with other TEM)
- Elevation effects can reduce CE TEM to 0 (D6.6).

Passengers - Riders
- Broken Passengers may remain in the vehicle unless the Crew breaks. (free from Rout requirements)
- Russians can use Riders from ‘42. All other can from ‘43. 14PP capacity max.
- Riders must bail if entering Woods, Orchard, Buildings, Water Obstacles, Rubble or going through Bocage.
- Riders must baiil out if pinned/broken.
- Riders may not use SW and fire inherent at 1/2FP.
- If a vehicle is Eliminated all PRC roll for CS individually.
- A rider must take a NMC when Bailling out. It uses all MF and suffers FFNAM.
- Support weapons are eliminated if the Rider breaks before/after bailling out. Otherwise check for malfunction as per D6.24. Unit is also marked with Prep/Final Fire if appropriate.
- A vehicle must be stopped at start of MPh to load passengers.
- The vehicle retains � of its MP allotment for use in that MPh for each MF remaining to the Infantry that board it.
- Costs 1MF to board a vehicle from the same location.
- A SW may not be loaded onto or remain aboard an AFV without Passenger/Rider accompaniment [EXC: any halftrack or Carrier may retain any SW placed in it if those SW apply to that vehicle’s Passenger PP capacity]
- A leader cannot apply his MF bonus to units that load/unload during the same MPh.
- A vehicle unloads at a cost of one-fourth (FRU) of its MP allotment [EXC: Infantry unhooking a Gun, C10.12] per disembarking stack but only while stopped during its own MPh.
- Unloaded personnel expend one MF to unload and 1MF per 1/4 of vehicle MP expended (FRU).
- FFNAM always applies vs loading or unloading units .
- FFMO applies only if unloading Passengers from an unarmored conveyance in an Open Ground hex or CAFP.
- PRC may unload or Bail Out in an enemy-occupied hex.
- When unloading in Bypass they’re assumed to be at the CAFP. Immediately after First-Fire they’re assumed to be in the obstacle itself.
- Passengers/Riders which fire during the MPh (inc. OVR etc.) may not unload.

Armored Halftracks
- BU passengers may not be attacked seperately to the vehicle unless attacked from height > range to the HT. Then the +2 CE DRM is reduced for each height > the range.
- Armored halftrack Passengers/crew are always considered CE unless broken, shocked, pinned, or beneath a BU counter, and when CE are entitled to a normal +2 DRM.
- An armored halftrack Passenger never has its FP halved due strictly to Mounted Fire.
- A crew abandoning (5.41) an armored halftrack of that crew’s nationality may Remove from the AFV and take with them (in dm form if possible), that halftrack’s MG/mortar armament. The MG takes the form of a MG counter with the same or less FP as available to the vehicle.
- The only vehicles (as opposed to Passengers/Riders) that may be part of a multi-unit FG are Carriers/armored halftracks.
- The leadership modifier of any CE (or otherwise exposed to fire) leader Passenger may be used to direct the fire of other Passengers in that halftrack.
- A leader who is a Passenger can only affect the Rally/MC/TC of other Passengers in the same vehicle unless he is CE in a halftrack that has not entered a new hex/hexside or been in Motion during the current phase.

Trucks
- Truck passengers attack using the Mounted Fire penalty.

Carriers
- Treated as a halftrack except fully tracked.
- A Carrier without a mortar, FT, or 6 FP AAMG listed as MA on its counter has a Passenger capacity of four PP (as per 6.1) for SMC/SW/ammo (C10.13). Any Carrier can also carry eight Rider PP.
- Always CE.
- Inherent crews are 2-4-7 HS (or 2-4-8 if representing an elite unit)
- The inherent crew/HS of a Carrier has the option to unload more quickly as per 6.5.
- Need not pass a TC nor have a leader present to recombine after Dismounting, or to Deploy for the purpose of mounting their Carriers.

Horses (Wagon)
- Use MF instead of MP. No MP required for starting or stopping.
- Must expend 1 MF per hexspine VCA change.
- A wagon provides transport services in the same manner as a truck.
- A player can declare that two wagon counters will tow on Gun whose M# is >= 2. The combined wagons are treated as one wagon in all respects.
- A single wagon has an average Target size (1.73); only combined wagons (12.2) have large Target Size.
- Can Gallop but take Wreck check per VCA change or every hex requiring > 1 MF.
- Sledge is same as wagon but with higher T# and cs#.

Motorcycles
- A motorcycle may be ridden through an enemy-occupied hex.
- Sidecars may even make an OVR () in the same manner as any unarmored vehicle, adding � of their Riders’ FP.
- A SMC may create a single machine counter from any MMC Motorcycle counter at any time during the MPh in order to move separately from the MMC counter or immediately to accommodate combat loses.
- If a squad on a Motorcycle counter Deploys (or is Replaced by its two HS; A19.13), that counter is flipped to its HS side and another HS Motorcycle counter is placed to accommodate the other HS.
- Not subject to bog but may require a Wreck check.
- Fire against motorcycles is subject to -1 modifier.

Smoke Dispensers
- Smoke Dispensers are not considered a weapon.
- An AFV may attempt to dispense smoke once per Player Turn during the MPh provided it has not yet fired.
- Costs 1 MP if usage succeeded.
- During the opponent’s MPh, a smoke dispenser usage attempt can be made following any MP/MF expenditure by an opposing unit in the vehicle’s LOS as if it were intervening with Defensive First Fire.
- When a player wishes his AFV to attempt smoke dispenser use, he makes a DR (). If that Final DR is < = its Usage Number, it has fired and a smoke counter is placed as per the applicable rule (below) for the type of dispenser used.
- +1 DRM for BU.
- SD Places White dispersed in own hex.
- sM A successfully fired sM places dispersed white smoke at the Base Level of any hex of the firer’s choice that is at a range of 1-3 hexes from the AFV in its TCA. (Also affected by DRM TCA change and penalties if moving, Hindrance).
- SP An AFV’s Inherent crew must be CE to attempt SP usage. A successfully fired SP places white dispersed smoke at the Base Level of the AFV’s own hex.
- sN An AFV must always be BU to use its sN. A successfully fired sN places white dispersed smoke at the Base Level of the AFV’s own hex.
- The Inherent Crew (or HS) of any vehicle with a MA weapon indicated on its counter may place Smoke Grenades using the same rules as attempting to fire a Smoke Dispenser. A CT AFV crew must be CE to attempt placement.

7/1/2005

ASL - Routing

Filed under: — SiteAdmin @ 2:07 pm

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- A broken unit may not remain in the same Open Ground hex in the Normal Range and LOS of a Known enemy unit. It must rout away or be eliminated.
- Nor can it end a RtPh ADJACENT to or in the same Location with a Known enemy unit that is both unbroken and armed.
- A leader with no SW is still considered “armed” .
- Otherwise, a broken unit must rout only if in a Blaze (B25.4).
- Broken units may not use Bypass .
- A routing unit may never rout toward a Known armed enemy unit (even if that enemy unit is broken or disrupted.)
- Nor may it move toward such an enemy unit after leaving its LOS.
- Nor, if ADJACENT to a Known armed enemy unit, may it rout into another hex ADJACENT to the same unit.
- A routing unit must move to the nearest (in MF calculated at the start of its RtPh) building or woods hex (even if overstacked) unless that route is through/into a known minefield or FFE, or is not traversable.
- As long as it reaches that hex during a single RtPh, it need not use the shortest route, but as long as it follows the shortest path in MF otherwise, it may enter a shellhole/entrenchment/pillbox to avoid Interdiction even if it can no longer reach that woods/building hex in a single RtPh.
- A routing unit can rout into/out of/within a known minefield or FFE at its option, but is not forced to do so merely to reach the closest woods/building hex.
- At the start of its RtPh, a routing unit must designate its destination and must attempt to reach it during that RtPh [EXC: Low Crawl].
- Upon reaching a building/woods Location not ADJACENT to a Known enemy unit, a routing unit must stop and end its RtPh in that building/woods Location even if overstacked unless the unit can directly enter another building/woods Location in its next entered hex.
- If starting the RtPh in a building it need not consider it as being the closest building/woods hex.
- A routing unit may also ignore a building/woods hex if that hex is no farther from a Known enemy unit than its starting hex, even if it must rout through that now-ignored hex to reach its destination
- If no non-ignorable building/woods Location can be reached during that RtPh, a broken unit may rout to any terrain hex consistent with the above restrictions and need not rout toward the nearest woods/building Location.
- Any unit which routs through the Blast Area of a FFE is attacked in each Location of the Blast Area into which it routs as if it were a moving target during the Defensive First Fire..
- A broken unit must rout into a Concealed unit’s hex if it is required to.
- During the RPh a leadership modifier can be used to rally another broken leader.
- Any broken Infantry unit during its RtPh that is both ADJACENT to Known, Good Order, armed enemy Infantry/Cavalry and unable to rout away from it or only able to rout while being subject to Interdiction or resorting to Low Crawl, will surrender.

ASL Probabilities

Filed under: — SiteAdmin @ 11:31 am

These probabilities are correct as shown when this perl script is executed with one million dice rolls.

Random Selection Probability:
For a stack of 2 units:
Chance of both units being affected = 1/6 = 16.6%

For a stack of 3 units:
Chance of 2 units being affected = 45/216 = 20.8%
Chance of 3 units being affected = 6/216 = 2.8%
Chance of at least 2 units being affected = 51/216 = 23.6%

For a stack of 4 units:
Chance of 2 units being affected = 330/1296 = 25.5%
Chance of 3 units being affected = 60/1296 = 4.62%
Chance of 4 units being affected = 6/1296 = 0.46%
Chance of at least 2 units being effected = 390/1296 = 30.1%
Chance of at least 3 units being effected = 66/1296 = 5.1%

Conclusion: For any given stack where random selection is required
The probability of at least 2 units being effected in a stack of:
2 units = 16.6%
3 units = 23.6%
4 units = 30.1%

The probability that at least 3 units will be effected in a stack of:
3 units = 2.8%
4 units = 5.1%

Probabilities for Two Dice:

2 - 2.78%
3 - 5.56% 8.34
4 - 8.33% 16.67
5 - 11.11% 27.78
6 - 13.89% 41.67
7 - 16.67% 58.34
8 - 13.89% 72.23
9 - 11.11% 83.34
10 - 8.33% 91.67
11 - 5.56% 97.23
12 - 2.78% 100

Probability of rolling doubles: 16.7%

IFT attacks with 60% probability (likely):

NMC: 20@+4, 16@+3, 12@+2, 8@+1, 6@0, 4@-1, 2@-2
1MC: 8@0, 6@-1, 4@-2
2MC: 16@0, 12@-1, 8@-2
K: 36@0, 30@-1, 24@-2
KIA: 36@-1, 30@-2

IFT attacks with 40% probability (unlikely):

NMC: 16@+4, 12@+3, 8@+2, 6@+1, 4@0, 2@-1, 1@-2
1MC: 6@0, 4@-1, 2@-2
2MC: 12@0, 8@-1, 6@-2
K: 30@0, 24@-1, 20@-2
KIA: 36@0, 30@-1, 24@-2

6/1/2005

ASL Links

Filed under: — SiteAdmin @ 12:36 pm

Rules
Bring On The Night
MGs vs AFVs
Critical Hits
Wall Advantage Part 1: Basic WA
Wall Advantage Part 2: Bocage
Flamethowers
Tank Quick Reference

Tactics
Basic Tactics
A Primer on ASL Tactics
Light Anti-Tank Weapon Tactics and Urbane Tanks in ASL
Setting Up A Defense
Basic Infantry Tactics For the ASL Starter Kit
The Big black Book of ASL Sleaze. At least a couple of these will be used against you in your ASL career. Ignore at your own risk!
Squad Leader Clinic: Men vs Tanks
Assault Movement
White Phosphorous in Caves

Examples Of Play
Basic Infantry (PDF)
Basic Armor (HTML)
Basic PTO (PDF)
Basic Night (PDF)

Scenarios
Webdex List

Thought this was funny :)

Filed under: — SiteAdmin @ 9:13 am

Comment by one of our testers: ‘If your software works, thank a tester.’

The reply by a developer: ‘if a tester works, thank the developers’

5/1/2005

Oracle - SQL Scripts

Filed under: — SiteAdmin @ 4:00 pm

Finds unindexed foreign keys

Create a drop all objects script for the current user

Show Oracle NLS settings

Script which schedules a job to check database parameters and send an email

Oracle Format file for Toad

Show Free Space

4/1/2005

ASL Armor Tactics

Filed under: — SiteAdmin @ 12:50 pm

- Use VBM Sleaze to freeze Inf units.

ASL LATW Tactics

Filed under: — SiteAdmin @ 12:21 pm

There are a several LATW and each has it’s own set of tactics. See Perry Cocke’s article on LATW in the last BackBlast for a primer.

BAZ, Psk: I like to use these from concealment terrain. I typically anchor the flanks with at least one BAZ or ’schreck. Skulking improves their longevity and often gives you the advantage of getting that side or rear shot which can devastate a heavy t ank. Against medium tanks (or with ’schrecks) I’m more aggressive and will sometimes actively pursue the tanks for the kill. Remember you don’t have to eat the backblast if you declare the shot as opportunity fire and wait until the AFPh to shoot. Thes e weapons (BAZ, Psk, PIAT, and PF) also have an anti-personnel capability when fired against infantry in buildings or behind walls. If a hit is scored, use random selection to determine which unit eats the attack (I think this applies to all LATW, but it may only be the case with PF). Note also that these weapons can, under extremely lucky conditions, cause rubble and flame. Don’t worry too much about Schuerzen. A TK# of 16 vs a StGIII still gives an 8 and if you double the lower die due to Sz, you g et the kill on any number of decent rolls (go ahead, you figure it out ;-)

PIAT: Neat weapon ‘cause you can fire it from inside buildings, i.e., no backblast! It’s pretty decent against AFVs, too. I generally use these the same way as BAZ, and ’schrecks. Again, skulking on the defense works wonders for these weapons.

Deliberate Immobilization is useful against large targets that won’t give you a side shot, but that +5 to hit makes it dicey.

PF: Range is a serious limitation on the use of these weapons. In 1943 range is 1; 1944, 2; 1945, 3. It often pays to eat the backblast when defending because an AFV is often worth more than a squad or two. It often pays to hold your fire until after t he AFVs have moved, else your opponent can move the AFVs by your position without fear. That is, if you’ve Final Fire’d the squad (or if it cowers), it won’t get it’s PF shot. If the AFV stops within range, it often pays to wait until PFPh to shoot sinc e the AFV won’t be moving. Don’t waste your time with deliberate immobilization. The TK# of 31 means AFVs get scorched!

ATR: Treat like extremely light ATGs. Can be effective against Halftracks, unarmored vehicles, and as immobilizers (DI) if within 6 hexes. Often have high PP but the lightweight ones can be effectively moved into better positions for side or rear shots . Don’t forget to add the 1 factor to your IFT when firing at non-AFV targets. (That can turn your 5-3-8 into a 6 FP attack for those using the IFT.) Also note that Penetration applies to ATR and ALL MG (LMG, MMG, and HMG) attacks against AFVs.

Other useful anti-AFV devices: DC, MOL, Kholhartsi(sp?), Gammon grenades, etc. These require close up and personal actions on the part of your squads. Note that DC can be thrown from upper stories. Note also that FT and MOL don’t use armor factors to g enerate a TK#; their TK# is straight up (FT needs an 8 at 1 hex, 4 at long range).

One of my favorite BAZ attacks occurred in TOT’s Winter Wonderland. A US squad kept skulking in the gully to retain “?” and advancing up to crest status. A SturmPz IV got within 2 hexes and tried to duke it out. The squad retained concealment until my PFPh and rolled snakes with the BAZ to burn the sucker.

Correction: Sz doesn’t apply to front shots, so… Front shots have a final TK# of 8 (16TK-8AF). Side shots have a final TK# of 12-13 (16TK-?AF) but have to double the lower dr.

ASL Gun Tactics

Filed under: — SiteAdmin @ 12:19 pm

- Boresight!
- Don’t forget special ammo. C8.2
- Specific Collateral attacks against CE tanks. Fire at the AFV using the VTT with a HE round. The round might have no chance of penetrating, but if you hit and the crew then you produce the 12(+2) (for a 75mm gun) collateral attack. deadly.
- Don’t HIP in woods if non-woods Concealment terrain is available (grain, brush, orchards).
- Consider setting up pointing backwards if you can protect the gun from discovery by Infantry, and your TK against the frontal AF ain’t so hot. This works on the flanks.
- In the Desert, with those long long LOS, consider putting your ATGs on the extreme flanks, to make the most of a particular CA.
- Give your gun some Infantry protection in an adjacent hex, if possible - re the CC thread, it’s usually worth throwing a squad into CC with an ATG crew just to the keep the damn thing busy while the armor rolls by.
- With a high ROF gun, it’s still worth spinning and taking the hopeless shot (after counting CA changes) - you might keep ROF, you gain an aquisition, and you’re at least set for the next Fire Phase.
- If it looks like the enemy armor force will approach but not bypass your still-HIP ATGs this MPh, then hold your fire; revealing the gun too early will allow him to avoid it with the balance of his forces. Assuming you survive AFPh, you’ll have two fire phases in which to wreak havoc.
- Hey, it may look like a shitty shot, but if desperate, consider using the HE equivalency of the early popguns versus infantry - if they’re moving in the open, you have a decent chance of a critical, and I’ve seen plenty of 1-flat and 2-flat shots ruin a guy’s day.
- Consider placing ATG on the flanks to increase the chance of a side shot.
- Use Op Fire to fire LATW from a building in AFPh without Backblast.

Area Target Type vs. Infantry Target Type
JRvanMechelen: There are two good reasons for using the ATT over the ITT. First with the ATT you gain acquisition against concealed units. The acquisition can be transfered to the ITT when concealment is stripped (bracketing).

For the same reasons that the shot at a concealed unit in +3 TEM is so bad on the ITT, at long range the ATT can be better than the ITT just because there is some chance of getting a hit. This doesn’t usually arise in ETO scenarios, but it is important in the desert.

Rodney Kinney: I’ll volunteer my rule of thumb. Calculate the DR you would need to obtain a NMC if you hit using the ATT. If one less than that same DR would give you a hit on the ITT, use the Infantry Target Type.

Patrick Manlig offers us:

Use ATT if:

* the target is concealed and you want acquisition.
* you want to get acquisition against an empty hex.
* you’re firing at an AFV that you cannot otherwise harm. (Sherman 75 vs. KT front - not even a CH will do!)
* you want to fire at several Locations within the hex at once (but you must have LOS to each affected Location).
* you’re firing at infantry beyond 12 hexes.
* you’re firing SMOKE.
* you’re firing a mortar.

ASL Infantry Tactics

Filed under: — SiteAdmin @ 11:56 am

- Use HSs to bump-reveal concealed enemy units then Op-Fire at them.
- Pop SMOKE into enemy Fire Groups and OG hexes to move then Advance into CC.
- SMOKE, SMOKE, SMOKE. Infantry smoke. Vehicle smoke. Mortar smoke. You cannot win some scenarios without it. It is vital.
- Use very little Prep/Op Fire. Retain mobility!
- Cutting off rout paths is powerful. Your Prep/DF attacks become as deadly as CC attacks. **
- Only stack units if they’re powerful (9-2, 3xMG, 3xsquads).
- Skulk when defending. At its most basic, it is assault moving a unit back and out of LOS of the enemy, then advancing it forward again in the advance phase. It sure cuts down on how much fire the unit is subjected to. Basically, you are trading the value of firing the unit that turn for the value of ensuring that it is alive and in place at the beginning of the next turn. Taken to its highest art form, skulking involves moving unconcealed front line units back, and leaving them back, while second line concealed units advance forward to man the positions again. The ones that fell back then gain concealment and are ready to do the same thing next turn. It also provides the opportunity for the defensive player to play a “shell game” with his units to confuse the attacker.
- Foxholes are more effective in OG. Careful not to put them in a position to aid the enemy.
- Possible to lock up an MG for a few turns if you move into CC with a 1:1 ratio.
- Try to be Concealed when you advance into CC.
- Some people leave Guns HIP as a continuous threat.
- Use WP against adjacent inf to get an extra NMC.
- Do not move in stacks. It should be mentioned that there are exceptions to this rule. Sometimes you simply must get your troops there as fast as possible, and the leader bonus is crucial. But remember the dangers, and make _dang_ sure there are no -2 shots with your stack ’s name on them.
- Gain concealment as much as possible. Even when it looks like you won’t need it.
- Save HMGs in exposed positions by Dismantling them to rout with units that will probably break and rout away.
- As far as keeping your tanks alive… SMOKE, SMOKE, and more SMOKE. Use the sD/sN/sM. Move up, smoke your hex, phase, and the smoke is there for Dfire and his prep get your Acq in AdvFire . You get the first shot without smoke. Use SMOKE from your other tanks to cover the approach. Again, you will get the first shot without smoke. You can often SMOKE an appropriate hex with a tank out of LOS of the target hex.
- Think about forming Platoons of 3-4 squads and a leader to better co-ordinate your units.
- Use encircling!!

* Have a plan.
* Be aware of the capabilities of your own and your opponents OB.
* Give your forces specific objectives within the overall scenario Victory Conditions.
* When available, use smoke.
* Keep moving!
* Do not stack when at all possible.
* Take advantage of random opportunities.
* Close with the enemies infantry.
* Don�t give up if things get rough!
* Don�t be afraid to put your best leader up front leading the attack.
* ROLL LOW! ;)

Advice from Matthew Shostak:
1. Deception and intelligence. Try to give your opponent as little, or even misleading(!) information about your own force, while learning as much as you can about his. This little head game begins before the first dice roll, with the setup. If both s ides start onboard, so you can’t count on concealing all of your units automatically, put your leaders on the _bottoms_ of their respective stacks. This is because the opposing player cannot inspect the stack until the game begins, and even then only for stacks that he has LOS to. He can therefore only see the top unit. No need to tell him where your best guy is so he can put his sniper close to him. Try to hide your best weapons too. Have the leaders possess the machineguns at first, with a squad sta cked on top of them. Transfer in the first rally phase. It can be useful to keep your opponent guessing about which group has the HMG and which has the MMG. Consider deploying a squad, and stacking the two half-squads together under concealment. Maybe your opponent will think there is a SW in there. Maybe your opponent counts counters. Consider _not_ using all of your given ? counters, just to throw him off.

By the same token, gain as much information about your opponent’s force as possible. Count the counters. It may pay off.

Once the game has started, try to make your dummies look like real units and vice-versa. Beginners often tend to strip concealment at every opportunity, thus giving away some information. Consider letting your opponent keep his concealment once in a whi le when moving around in your line of sight. He may decide that the unit is a dummy and get careless. Then whack him.

You can play all sorts of mind games with your dummies, and we heartily encourage you to experiment. Consider using dummies to encourage your opponent to attack into your strength, rather than your weakness. You could put most of your dummies on one sid e, giving the illusion of strength, while your main line of resistance, augmented by any HIP you may have, is on the other side. If your opponent guesses wrong, he could be in for a big surprise.

Also, when one of your units loses concealment, move him out of LOS and into a hex containing a dummy stack. When he regains concealment, you can move him out and keep your opponent guessing as to which stack is the dummy and which is “live.” A sort of dummy stack shell game, if you will.

2. Fire discipline and rules-of-thumb. Before the game begins, you must have a plan, containing some very broad “rules of engagement.” If you are the defender with a weak force, and you generally can’t win firefights with the opposition, you might want to tell yourself beforehand, “I will only fire at point blank range or when I get a negative modifier shot.” Such rules of engagement, of course, will vary with the scenario, but you get the idea. It can help you from getting carried away during the gam e.

Also, don’t take the first shot that presents itself if your opponent still has a lot of units that have yet to move. Grognards usually feint with a squad or HS at the beginning of movement to draw fire, then pursue their real objective with relative imp unity once a First Fire marker is placed on the defender. As an example, in a recent game of Valhalla Bound (vs. Carey), my (Dade’s) infantry held their fire against infantry targets, no matter how tempting. This made Carey reluctant to move his armor, fearing PFs. At the end of his move, my infantry fired at the opposing infantry if they weren’t marked with Final Fire. I gave up the FFNAM modifier, but it was worth it to hold his tanks off for fear of getting fausted.

Make a strong effort to understand first/final fire. New players often fire too early at the enemy’s weaker decoy units. It’s often better to hold your fire and wait for the better target; remember your opponent is trying to get you to fire at his lesser moves. Remember that units marked with a first fire counter can still final fire at adjacent enemy units in the DFPh. Resid, resid, resid. Fire lanes. They are SO important.

3. Be meticulous. Hey, we’re talking about details, right? Get in the habit of remembering your SAN, and calling it out every time your opponent rolls it. I’d bet that snipers are missed in nearly every ASL game that gets played. Remember and call ou t your opponent’s SAN too. It’s good sportsmanship, and he’ll start to do the same for you.

Sportsmanship is the be-all, end-all to this game.

4. Set rough intermediate goals. Understanding the pace of a scenario is one of the most difficult things, for beginners and experienced players alike. One thing that can help is to try to determine roughly how your forces should be doing at the midpoi nt of the scenario, and shoot for that goal early on. It can help give you an idea whether you are ahead of schedule or behind.

5. Never give up. This may seem obvious, but it’s a rule that I have a hard time following myself. Why is it a big deal? First of all, you will never experience one of those “miracle wins” if you always give up when things look bad. You will only be able to read about them. Second, it is important to know what it is like in the endgame portion of a scenario. A large portion of my games have resulted in concessions before the final turn, many, in my opinion, before all hope was lost. If you rarely p lay a game to conclusion, you will be at a disadvantage whenever you play someone who regularly does.

Luck in this game is SO weird that most situations can be instantly turned around by a lucky shot or sniper kill.

6. Leaders are for rallying, not for directing fire (EXC: -2 leaders or better). This one may be subject to debate, but I am coming around to the school of thought that even -1 leaders should generally be busy rallying troops, not directing fire. Most players, including me, tend to want that extra -1 modifier, so they stack squads with an 8-1 or 9-1. But the dangers of stacking, and loss of rally capability, may very well outweigh the advantage of having an extra -1 DRM to a few attacks per turn.

This is where my colleagues disagreed with me, pointing out the importance of avoiding cowering, and the necessity of the extra modifier on attacks. All of us agree that it depends on the situation. I guess if you can form a strong opinion on this issue, you are no longer a beginner.

7. SMOKE, SMOKE, SMOKE. Infantry smoke. Vehicle smoke. Mortar smoke. You cannot win some scenarios without it. It is vital.

8. Generally I try to make my opponent shoot at me with as many half-FP situations as possible. I grow concealment when I can. I Dash when I can. I make him hit me with Advancing Fire.

9. Plan out your rout paths and rout havens. You need to try to find spots where your boys will get out of the enemy’s line of fire so they can lose those DM markers and get a good chance to rally. On the other side of the coin, coin, keep broken enemy units under DM and out of the game. Kill them for failure to rout - it’s so much easier than getting KIA or double-breaks on the IFT.

10. When trying to figure the odds of a unit breaking, remember that firing at a ML 8 unit on the 8 column of the IFT with a 0 modifier has a roughly 50% chance of breaking the unit. Adjust up or down by 10% for the first DRM’s either way. That is, an 8( +4) vs an 8 ML unit has a roughly 10% chance of breaking it. Since one column shift on the IFT is the equivalent of one DRM, that 8(+4) vs the ML8 unit is the same as a 6(+3), a 4(+2), a 2(+1), or a 1(+0). Or a 12(+5), etc.

Also, since a difference of one morale level does the same thing, that 8(+4) vs the ML8 unit is the same as an 8(+5) vs an ML7 unit or an 8(+3) vs a ML9 unit. 8(+0) vs ML8, 4(-1) vs ML7, 20(+1) vs ML10, all have 50% chance of breaking the unit.

11. Learn to love the DFPh. That is where you hurt the enemy and set up your next turn’s move. He is using his turn to get himself prepared for your next Prep Fire early Prep Fire. - 12. Use halfsquads to do the dirty work like drawing enemy fire, probing for hidden or concealed enemy units, etc. Searching ith HS’s can be a powerful tool.

12. AVOID/TAKE ADVANTAGE OF NEGATIVE MODIFIERS FFMO, with the FFNAM is a nasty combination. Very nasty. A 4FP squad effectively doubles his firepower firing at a FFMO/FFNAM target. If you get a chance to take this shot, you’ll rarely find an exception to the rule that you take the shot. Air bursts are bad as well. You’ve got a 60MM mortar shooting 4FP-1 shots with a 3 ROF (the equivalent of a HMG). Sure, he has to hit, but with a -2 acquistion (which he’ll probably get in the first fire phase) makes a hit pretty damned likely. The corallary, of course, is avoiding negative modifiers like the plague. If your opponent has a -2 leader, there’s not much you can do about that, but FFMO/FFNAM, air bursts and hazardous movement are headaches you can do w ithout. Use smoke. Stay in cover. Assault move. Do what it takes, but don’t let your opponent amplify his FP by taking negative modifier shots.

13. REMEMBER THE BELL CURVE Rolling two dice for almost every ASL action produces a bell curve of likelihood. Are you more likely to roll a 5 or a 6? Good squad leaders know and remember that you are much more likely to roll a 6. SS squads are so tough because they pass a 1MC better than 50% of the time. Americans and Italians are weenies because that 1MC will break them 75% of the time. Should you shoot that 8FP shot first, or the 4FP? If you know the likelihood of the results, you’ll know.

14. ASK YOUR OPPONENT WHY THEY DID SOMETHING YOU DON’T UNDERSTAND Most players will be happy to give you pointers during the course of the game.

15. REMEMBER YOUR ROUT PATHS It’s been said a million times, but having your leaders in a position to rally broken troops, and having your troops in a position where they can legally rout back to your leaders is the mark of a good squad leader.

3/1/2005

ASL Scenarios Played

Filed under: — SiteAdmin @ 10:22 pm

All played FtF over the weekend.

Totsugeki (A60): I played the Japanese vs Ryan’s Chinese. A very tight and tense game that took us 7 hours to complete due to being unfamiliar with the Japanese rules. My units moved very quickly to take the east and West guns but became bogged down with Ryan’s withdrawn forces surrounding the last Gun. On his final turn he Advanced 2 squads into two seperate CC attacks against my units waiting to Advance on the Gun. He therefore had prevented them from having the chance to take it. He could however have moved one more squad onto another of mine to prevent me moving anything onto the Gun altogether (he forgot). In the last turn I managed to create a DC-Hero who charged the gun and did no damage. The game ended up coming down to the last CC roll which I was successful at! Brilliant!

Ryan 9 Ben 6

The Guards Counterattack (A): Played the Germans vs Tim. Now this looked good for a while. Against Bruce Probst’s advice Tim decided against a Human Wave attack and proceded to delicately whittle away at my units first. It was looking good for me for a while until I made the mistake of trying too hard to keep the left most building. Really I should have kept a better firelane to stop them crossing the road and withdrawn my forces to setup a better firebase. Instead I chose to deploy a squad in the hope that I would have mobile half-squads available to quickly take objectives near the end. this proved to be a bad mistake and enabled Tim to take the left two buildings. My defense on the right worked fine, I managed to get a good FL down the street between buildings to halt his advance. Unfortunately by the end of the game I was unable to capture back a building and ended up with only 1.5 unbroken squads left.

Tim 1 Ben 0

Under The Noel Trees (ASL23): Now my setup for this one didnt work against Ryan but I thought I would give it another shot against Tomar on VASL with a few minor changes. One being to spread the bazookas more readily among the paratroopers across the width of the map. Tomar had no trouble with my setup, he moved his tanks to just beyond LOS behind the hedge.. offloaded his infantry.. then took out my OT TD with them. Eventually I moved my other TD which also got shot up by inf. My bazooka attacks against his tanks failed due to having too many modifiers (not enough MP expended in LOS and no Intensive Fire for BAZ). so he had his tanks offboard by about Turn 4. Game Over. A better strat would be to have units in the wooden building with LOS beyond the hedge. Having the paratroopers setup near the exit area was a mistake as it turned out. they have no chance of getting into CC really.

Tomar 2 Ben 0

Taking The Left Tit (ASL20): Ryan attacking vs Bruce Probst at night. Bruce managed to win this apparently due to Ryan not moving quickly enough across the map. According to Bruce ASL is about movement and being mobile. If you shoot too much you run out of options for maneuver. I’m looking forward to giving night a try.

Bruce 1 Ryan 0

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