ASL - Basic Rules Summary 3/3
Night
- Cloaked SW must be DM if possible.
- Jitter fire happens on doubles on the Straying DR if at least one gunflash has occurred.
- There is a +1 drm to all Recovery attempts at night.
- +1 LV hindrance to all attacks. But this does not nullify -1 FFMO!
- Firelane residual can be placed beyond NVR.
- Gunflash attack against unit beyond NVR is treated as Concealed target.
- If a Starshell is launched when a unit moves, the movement is completed first and is unaffected by the Starshell.
- Units are *never* forced to Rout at Night, check the Exception in A10.5.
- Momentary reveal at Night is just showing a real unit from the Cloaking display.
PTO
- No mortar may fire from a dense-jungle.
- At the end of the CCPh, one armed MMC in each jungle/bamboo Location may make a Clearance DR in an attempt to Clear (i.e., create) a Path.
- A Japanese leader is equivalent to a Commissar for all rally and berserk purposes.
- Good Order Elite and 1st-Line Japanese Infantry (including crews) are Stealthy, while Conscripts are Lax.
- In scenarios set in/after 6/42, No Quarter is always in effect and Mopping Up cannot be used. (for both sides)
- Japanese Infantry receive a -2 drm for their Concealment dr.
- The Japanese player in a daytime scenario may always use HIP for 10% (FRU) of the MMC squad-equivalents in his onboard-setup OB and any SMC/SW that set(s) up stacked with them.
- In a night scenario the Japanese player may always use HIP for 25% of his MMC squad-equivalents that set up onboard, even if he is not the Scenario Defender.
- Whenever one unbroken Japanese Infantry/Cavalry unit is the ATTACKER in CC/Melee or Ambushes the enemy in CC, that CC/Melee automatically becomes Hand-to-Hand unless every such Japanese unit participating in it was Ambushed in that phase and/or is Withdrawing/ pinned.
Desert
- Gun Emplacement more difficult in Desert. Only if Concealed or HiP.
- In any scenario, a broken unit forced to rout but unable to reach a woods/building hex in that RtPh may rout to any terrain hex consistent with A10.51 but is not required to rout to the nearest woods/building hex.
- In a non-night scenario which uses only Desert Board(s) that are not Broken/Steppe Terrain (13.1-.2), a unit can be eliminated for Failure to Rout (A10.5) only if the enemy unit(s) forcing it to rout is within six hexes of it.
- All Axis vehicles [EXC: motorcycles] in North African (as defined in 11.2) scenarios set prior to October 1941 are assumed to have their MP allotments printed in red (D2.5-.51).
- In all scenarios set in North Africa (as defined in 11.2), Surrender may not be refused - i.e., a surrendering unit may not be eliminated thereby invoking No Quarter (A20.3).
- The crews of almost all armed vehicles carried smoke grenades for self-protection. Therefore, the Inherent Crew (or HS) of any vehicle with a MA weapon indicated on its counter may place Smoke Grenades (A24.1) using the same rules as attempting to fire a Smoke Dispenser (D13.2-.3) (with some exceptions).
- Scrub is Concealment Terrain, but only for Infantry (and their possessed SW), Dummy stacks, entrenchments (including Sangars; 8.), and Emplaced Guns. A Gun that sets up HIP/concealed in scrub may be considered Emplaced (F.1A).
Comments »
The URI to TrackBack this entry is: http://neta.no-ip.com/blog/wp-trackback.php?p=164
No comments yet.
RSS feed for comments on this post.
Leave a comment
Line and paragraph breaks automatic, e-mail address never displayed, HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>