Benny’s Weblog

13/3/2008

EuroFront II Summary

Filed under: — SiteAdmin @ 1:54 pm

- Initially only the West Front is active. The East Front and Med Front are inactive until the USSR and Italy (respectively) become belligerent.

Terrain
- Terrain is determined by the predominant terrain of a hex or hexside; Except in land/sea hexes, consider them land terrain.
- For the Axis, controlled resource centers (picks and derricks) count double.
- In the map-edge zones, Short Rail Routes are 2 hexes long; Long Rail Routes (thick red dotted lines) are 5 hexes long.
- In the map-edge zones, Short Roads are 2 hexes long, and Long Roads (thick brown dotted lines) are 5 hexes long.
- In the MF, supply lines can only be 1 hex long to a Supply Source (a road).
- Units moving off- road in the MF have their speed reduced by one (1).
- In Desert terrain, Armor fires TF on offense and DF on defense. DAK armor is elite in the MF firing TF there (QF/TF in desert).
- In Desert terrain, Mech fire DF on offense and defense.
- Allied Infantry units are motorized and move three (3) hexes.
- Cavalry are the only units which can move through mountain and marsh hexes and move two (2) hexes in mud.

Units
- Static units are moveable by Supreme Command only (strategically or by normal land movement).
- Fort units are moveable by rail or sea only, but never when engaged.
- Paratroops fire SF offensively and DF defensively.
- Special MF units have an orange circle on the label. Special NF units have a blue circle on the label.
- EF Allocations can be increased at Summer breaks only.

HQs
- Command Range cannot be traced through enemy hexes (or impassable terrain), but can be traced through disputed hexes and friendly battles.
- In Mud weather, HQs cannot deploy: they can only activate in their current locations.
- HQs can deploy within friendly territory only, never into battles or enemy/disputed hexes.
- Except for EF HQs in the WF, Axis HQs operating outside their normal fronts are penalized.
- With Blitz, HQs just deactivated or units that moved strategically that turn may not be moved in Blitz Movement.

SHQs
- SHQs in their capitals are not disrupted by weather.
- Allied SHQs can move any Allied minor power unit, regardless of location.
- OKH can command units in either the East or West Front (but not in the Med Front), whichever it occupies.
- OKW can similarly command Axis units in the West or Med Front (but not in the East Front).
- Allied SHQs can command the movement of national units within the front they occupy, and Allied minor units anywhere.
- Soviet SHQ STAVKA can command the movement of any Soviet units on any front.
- Axis OKW and Allied SHQs in the WF can simultaneously command units in the MF or NF (or vice-versa). They command normally in the front they occupy and at half efficiency in the other front
- Axis OKH can simultaneously command units in the EF and WF, commanding normally in the front it occupies, and at half efficiency in the other front.
- From certain locations, Axis and Allied SHQs can Cross-Command in either of two fronts at full efficiency, while still retaining half efficiency in the other front. (Berlin, Malta/Gib, Copenhagen/Glasgow)
- SHQs can mobilize normally by land move, or strategically, by Rail, Sea, or Road Move (does not count as a Supreme Move spent.)
- SHQs can move further than this single strategic move (e.g., from England to Gibraltar) by reserving Supreme Moves for this purpose.

THQs
- THQs can command specified units or fronts only (e.g. units in the Med Front for CS and ME, or Spanish units for Spanish THQs).
- THQs cannot Blitz, support combat, or command paradrops or sea invasions. (EXC: Dietel, Mannerheim)

- SHQs (but not THQs) can serve as Invasion/Paradrop HQs.
- If a hex becomes overstacked due to repulse, excess units are un-supplied and lose 1 cv in the enemy Supply phase, beginning with the largest units.
- Disengaging units can exit battle hexes only into adjacent friendly hexes (not enemy or disputed hexes).
- Disengaging all units from a battle while engaging with new units constitutes both a Retreat and an Attack (mandatory combat). This may change who the Original Defender is.
- Static units in the MF cannot leave the roads!
- SS, cavalry and siege gun units are prohibited from the MF and NF.

Strategic Movement
- Units that move strategically cannot move again (Blitz movement) in the same Turn.
- Units can disengage strategically (but cannot Retreat).
- Multiple Rail Moves or Sea Moves can be linked together to move long distances, but Sea and Rail movement cannot be combined in the same turn.
- In the Med and North Fronts, Supreme Moves can also be used for Strategic Road Moves, which double unit speed along roads.
- A unit’s movement speed depends on the weather conditions on the front where it *begins* its move.
- SHQ/THQs can command Rail or Sea Movement that begins on their front, but terminates on another front.

Combat
- 0 cv static units (but not o CV HQs) engaged alone in a Combat Round are automatically eliminated.
- Unsupported Blitz Combat can occur only in fronts in which a Blitz HQ was activated that turn.
- In Unsupported Combat, passive units have *at least* Double Defense.
- Hits are applied to unrepulsed attackers if possible, then to repulsed units if necessary.
- If a unit is repulsed making a Sea Assault, it must return to its invasion port.
- Air Assaults are difficult to repel, but if repulsed, the paratroop unit takes an automatic hit, and must return its original hex.

Supply
- Unengaged, supplied units have a Zone of Control (ZOC) that extends into unoccupied adjacent hexes, but never across impassable hex-sides, rivers, or straits. Engaged or un-supplied units have no ZOC.
- Supply Lines can be traced only through friendly or disputed hexes, not enemy hexes.
- The Rail/Sea Supply Network can be traced only through friendly hexes, never through enemy or disputed hexes.
-

9/3/2008

Asia Engulfed

Filed under: — SiteAdmin @ 9:45 pm

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Fleets - Each block representing 1-4 naval steps is referred to as a fleet.
Ground Units - Each block representing 1-4 steps of ground forces.
Transport Points - Naval transport forces for the Japanese player are represented in the game as transport points.
Troop Transports - Ground units and Land Based Air (LBA) units may move into sea-zones using sea-transport. These units are loaded on troop transports and are treated as fleets while at sea.

Areas
- Non-home large areas aligned with each country have the same color code as their home areas, but are identified by having a diagonal striping pattern within them.
- Home Ports are represented by a larger golden anchor, these are major ports to which the owning player may return his fleets after a combat or during the Rebasing Phase regardless of distance.
- The Japanese home islands consist of Honshu, Shikoku, and Kyushu. All new Japanese units must appear in these areas.

WERPS & Strat Warfare
- The 5 WERPs and 1 Oil Point received for Honshu each turn may not be affected by submarine warfare.
- Each multiple of 10 (rounded down) submarine points subtracts one from the Japanese strat-move allowance for the current turn. Japanese strat-moves cannot be reduced to less than their current ASW level.
- Each time a 1, 2, or 3 is rolled on the Submarine Attack Table move the US Dud Torpedo marker down one space.
- The USA may not launch a bombing raid unless they currently control at least one supplied strategic airbase.
- Up to two bomber points may be launched from each Allied-controlled and supplied strategic airbase, but not above the number of bomber points that the US has produced as shown on the General Information Track.
- Bombing affects only the 5 WERPs on Honshu and may reduce the total Japanese WERPs available to zero.
- Any Allied-controlled strategic airbase that is captured by the Japanese immediately causes the loss of one bomber point.

Supply
- Units in friendly-controlled port boxes receive partial supply if they cannot trace a valid Supply Path.
- Garrison units (only) in friendly-controlled island boxes receive partial supply if they cannot trace a valid Supply Path. Japanese garrison units receiving partial supply should be flipped over to denote that they are acting as Militia instead of infantry.
- areas taken by an uncontested Amphibious Invasion or an uncontested Airborne Assault, which are not converted until the end of the Ground Combat Phase.
- DEI units cannot move from their areas of initial placement and the Philippine unit cannot leave the Philippines.
- Hawaii and friendly-controlled home areas of Australia also act as home areas to USA units for supply purposes only.
- Units in partial supply function normally with the exception that they may not receive any Hit-bonuses.
- The US player may also trace supply around Australia.
- The Japanese player may use his submarine unit to augment the Supply Network.
- Only the Japanese player receives WERPs and oil points for captured resources.

- Each step of Aircraft Carriers may base two steps of CBA (one full-strength unit or two cadres).
- Marine units may move as either ground units or fleets.
- Marine units may launch Amphibious Invasions without the need of a Special Action.

Production
- A unit may not be increased to full strength (i.e., a 4-step unit may only be replaced up to the 3-step level) unless it is also in an area containing a supplied and undamaged port or in an area described in 4.32
- Every four steps of replacements and/or garrison units added outside of Japan reduces the Japanese available transport points by one for that turn.
- No air unit may be produced at less than full-strength.
- No more than three WERPs may be spent on air unit steps for Japanese production.
- Air replacement steps of both sides and Allied air units do not require build markers.
- All build markers may only be built (moved up the Track) at a rate of one WERP per turn.
- American naval steps must arrive in the USA home area, not Hawaii.
- A build marker may not be reused on the same turn that it completes production.
- In order to add a transport point to capacity, the Japanese player must have the BB/TR build marker available in his force pool.
- Only the Japanese & Chinese Nationalists suffer Partisan effects.

Op Movement
- Air units must stop upon entering a jungle area during Operational Movement.
- Ground units may not cross an impassable boundary (no affect on Air units).

Strat Movement
- CBA units in the Orphan CBA Holding Box (but no other CBA units) may strat-move to a CV fleet with room on their decks.
- Units using sea transport and air units flying across sea-zones during a strat move may not enter, pass through, or leave a sea-zone where the enemy player has limited or dominant influence.
- They may enter an area that borders such a zone, but must end their strat-move in that area if they entered by sea-transport or by flying across a sea-zone.
- The enemy player must not exert limited or dominant influence through any sea-zones strat-moved through.
- Each Japanese ground unit so moved reduces the Japanese available transport points by one for this turn.

Stacking
- CBA units stationed on CV fleets never count against an area’s air unit stacking limits.
- Each island box may hold one ground unit, one LBA unit, and/or one garrison unit at the end of each playerturn (plus a number of fleets if a port is present).
- No more than four ground units and four air units of each side may end a phase or participate in combat within a jungle area.

Ground Combat
- Each step of both LBA and CBA units that are assigned to groundsupport provides a Hit-bonus to one step of the ground unit it is attached to each round.
- CBA units may not participate in non-amphibious ground combats within large areas.
- CV fleets must be in an adjoining sea-zone or at port in the affected area for CBA to participate.

Terrain
- During each Japanese July/August Initial Supply Determination Phase all ground units of both sides in contested jungle areas take a step-loss due to jungle-rot and disease. Cadre-level units do not get destroyed and remain at cadre-level.
- Attacks against island boxes are fought in unlimited free combat rounds during the Initial Combat Phase until one side is destroyed or the attacker calls off the attack.

Amphib Invasion
- The invasion must be launched from a sea-zone already containing at least one uncontested friendly-controlled area.
- For Japan to invade from a sea-zone, the zone must be in his Supply Network.
- During the Operational Movement Phase, the Special Action is expended and they are then moved to the chosen site which must be enemy-controlled.
- In addition to the main invasion, any undefended port boxes or island boxes (those without at least a garrison unit) within the attacking sea-zone may also be attacked.

- During the Rebasing Phase the Japanese player may spend one Special Action to perform extensive naval rebasing.

Troop Transport
- Every ground unit or LBA that moves in the Naval Movement Phase is considered to be on a fleet of troop transports.
- Troop transports do not require oil points.
- LBA units on troop transports do not exert influence.
- Troop transports move as fleets except that their movement range is only two sea-zones.
- Troop transports carrying marine units may move three sea-zones if they departed from a port, otherwise two sea-zones.

Sea Zone Influence
- Influence is exerted either by having an LBA unit in an uncontested land area that is within or bordering on the sea-zone or a combat fleet (not a submarine unit or a troop transport fleet) either within that sea-zone or in a port within or adjoining that sea-zone.
- LIMITED INFLUENCE: When both players exert influence.
- DOMINANT INFLUENCE: When one player exerts influence.

Naval Movement
- The Phasing Player declares a seazone that he is moving into. He then proceeds to move any desired fleets to that destination.
- Only fleets (including troop transports) that can reach the destination sea-zone may move.
- The Non-phasing Player has the option to react into this sea-zone only.
- Each Japanese fleet (block) that moves or reacts will expend one oil point from the Japanese Oil Reserve marines), or subtract from the transport points remaining for the current turn (non-marine troop transports and marine troop transports that did not use oil).
- Activated fleets move up to three sea-zones (two for non-marine troop transports), stopping when they enter a sea-zone where the enemy exerts limited or dominant influence.
- The Phasing Player (only) may spend a Special Action to allow CV, BB, and CA fleets that have already used naval movement in any one sea-zone where the Phasing Player exerts Dominant Influence to move up to an additional three sea-zones to any one destination sea-zone.
- Japanese marines may move up to three sea-zones, like fleets (costing the Japanese player an oil point) or up to two zones like other ground units (costing the Japanese a transport point).
- Reacting fleets can move up to two sea-zones [three using 7.6], following the rules for naval movement, to enter the targeted sea-zone.

Naval Interception
- During the Air and Naval Combat Phase, naval interception is checked for every sea-zone where fleets from both sides reside and also for sea-zones subject to submarine attack.
- Avoid may not be chosen on the first interception attempt.
- A player with only surface ships and no LBA units present may only choose Night and a player with only CV fleets and/or LBA units may only choose Day for the first interception attempt.
- Any Night Interception attempt made by the Japanese with the elite CA fleet in that sea-zone receives a +1 modifier to the interception die-roll.

Naval Combat
- Battleships must fire upon Battleships and Cruisers must fire upon Cruisers if possible.
- No enemy fleet may be targeted by more than one firing fleet until all enemy Battleship and Cruiser fleets have been targeted.
- A successful Day Interception results in two rounds of day combat and may be more easily resolved using the Battle Board.
- The Phasing Player (only) may use CBA and LBA units to conduct Port/Airbase attacks.

- US fleets already at sea in the Hawaiian Islands sea-zone may (First Turn Surprise) not make interception checks until after the surprise port attack on Hawaii, following the procedure in rule 9.11k.

5/3/2008

EuroFront II Glossary

Filed under: — SiteAdmin @ 5:53 pm

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Acclimitization - All units entering the Med Front from another front immediately lose 2 cv Acclimatization. Axis/Allis NF Expeditions and Veterans lose 1 cv Acclimatization. NF Aliens lose 2 cv Acclimatization. Soviet units entering the NF lose 1 cv Acclimatization. Scandinavian units are exempt from NF Acclimatization.
Active Front - Initially only the West Front is active. The East Front and Med Front are inactive until the USSR and Italy (respectively) become belligerent.
Air Assault - Paradrops into enemy-occupied hexes that initiate a new battle.
Air Supremacy - Allied air supremacy starts in Summer ‘44 in the West Front. Axis movement supressed, Rail movement halved to 5 hexes. If the Allies also have Naval Supremacy, all Atlantic Basin seas become Allied controlled, regardless of Naval Base ownership.
Alien - Units that are not Expeditions, Veterans or Residents.
Alliance Reaction - When a Declaration of War is made, other neutrals may react and also become belligerent.
Allied Solidarity - Once France is demoralized, the AXIS must check Allied Solidarity in each subsequent POLITICS phase. Depends on the number of British units in (or eliminated in) France/Belgium.
Ambivalent - Norway, Vichy and Portugal become ambivalent if demoralized. (Repulse is weakened and their units may Capitulate in combat).
Annexed - “Annexation” means incorporation of an area into home territory (i.e., new units and reinforcements can arrive there).
Arab Nationalism - If France is defeated without an Armistice offer, all FNA colonies immediately become Axis controlled, except where Allied units are located.
Arctic Maintenance - NF Alien units occupying the NF Arctic Zone incur Arctic Maintenance of –5 PPs.
Available PPs - Available PPs are those available for a front after subtracting any adjustments to Total Production.
Axis Winter Paralysis - During Winter Productions (December-May), Axis EF HQs cost 15 PPs per step (cadres 30 PPs). In Snow, axis units have SF for offensive fire and movement of one(1).
Base - Small squares with a center dot. Provide supply but not combat advantages.
Base Supply - Same as Fortress Supply but when 2 or more units are there, none are supplied.
Basic Production - Production obtained from the Basic Production table, can be negative.
Belligerent - Occurs due to Declaration of War, Alliance Reaction or Diplomatic Event.
Benghazi, Alexandria, Suez) provides sufficient MF control to overcome Acclimatization problems.
Betrayal - An Axis Declaration of War upon a pro-Axis Neutral (see OB Cards), Cooperating neutral or Axis minor power (violating Occupation Limits) constitutes Betrayal. ALLIED Declarations of War upon any neutral constitutes betrayal.
Blitz Invasion HQ - Used to command Two-Wave or Long-Range Invasions.
Border Disputes - During Soviet neutrality (i.e., Molotov Pact in effect), both Axis and Soviets must occupy all mutual border hexes within/adjacent to E. Poland, the Baltic States, and Bessarabia to avoid Border Disputes. If either side fails to occupy mutual border hexes in these areas, the other side can occupy and annex them without a Declaration of War.
British Protectorate - Iraq and Persia are British Protectorates, Cooperating with the Allies.
Capitulate - Ambivalent units can capitulate in combat against Allied units. Units that capitulate are eliminated. (Applies only to Norway, Vichy and Portugal)
Co-belligerent - A nation which has become belligerent due to a Declaration of War. (Never Restricted)
Combined Assault - When two or more different kinds of assaults are made simultaneously into one hex, it is called a Combined Assault, and the lowest Repulse number applies to all assaulting units.
Complying Nation - (Sweden only) See Swedish Compliance.
Conquest - Following defeat, at the end of any subsequent POLITICS phase all national territory becomes controlled by the faction controlling the capital if no units opposing the conquering faction remain within that territory.
Control - Hex Control is defined by the location of units and their ZOCs on the map at the beginning of each phase and hex control status lasts unchanged throughout that phase.
Cooperating Neutral - Certain nations (e.g., Italy, Vichy) Cooperate with the Axis as the result of Axis Diplomatic Events. Other nations Cooperate with the Allies. Cooperating nations remain neutral but transfer all their future Production to a faction and allow it use of their national railroads.
Cross Command -
Curzon Line - The Curzon Line is the 1941 Axis/Soviet border in Poland (separating E. and W. Poland), plus the E Prussia-Lithuania border.
Declaration of War - Belligerent units can never enter neutral territory until a Declaration of War (DoW) has been issued. (EXC: Cooperation, Molotov Pact)
Defeated - A Great Power or Major Power is defeated when its capital is enemy controlled AND all national units are eliminated. A Minor Power is defeated when its capital is enemy-controlled OR all national units are eliminated. (EXC: Switzerland and Norway)
Defection - A result of Surrender. A single national unit not in a German ZOC is replaced by its equivalent Allied/Soviet unit at 1 cv.
Demorilized - Demoralized nations can Surrender and suffer other effects. For France it occurs if Poland is defeated and a French/Belgian major city or a Maginot Line fort is lost.
Desert Maintenance - Each MF Alien unit in the MF Desert Zone costs 5 PPs per month Desert Maintenance. This is deducted from MF Allocated PPs before Shipping Losses are resolved (deduct 1 die per maintained unit).
Desert Victory - Control of all major ports in the MF Desert Zone (e.g. North African Victory plus Basra) provides sufficient control of the MF to overcome Maintenance problems.
Dispersed - Airdropped Para units are Dispersed during the Player-Turn of the Paradrop (place them face down). Dispersed paras cannot move (e.g., in the Blitz Phase), but combat is unaffected by dispersal.
District - A circle in a zone.
DoubleMarch - (Areas only) Any unit can DoubleMarch along a Long Route, regardless of its speed, weather, or terrain. DoubleMarches can be commanded by SHQ/THQ command only (2 Supreme Moves each).
Enemy Hexes - Hexes that are friendly to the enemy.
ENS - Enemy Naval Supremacy
Expedition - (MF) Are exempt from Desert Maintenance when they have Casablanca / Tunis / Istanbul Basing. (NF) If Allied DE FR has occurred, they can operate in the Arctic without Maintenance and have reduced -1 cv Acclimatization entering the NF. They are restricted to the NF and Britain.
Exploitation - Nations that have been defeated by the AXIS for one complete Winter season (Dec-May) are exploited.
Extreme Costs - In the Med Front and North Front, Allied units build with Extreme Costs.
Extreme Front - The Med Front and North Front.
Finnish Armistice - Once per game (Axis POLITICS), the Axis player can request Finnish Armistice, a negotiated settlement of
FNS - Friendly Naval Supremacy
Fortified Port - Hexagonal Port in the NF only are immune to Surprise and can Repulse.
Fortnight - There are two fortnights per game month.
Fortress - Large Hexegons with combat and supply advantages.
Fortress Supply - Fortress hexes (including Tobruk) can supply one defending unit (Original Defender) without a Supply Line.
French Armistice - Once per game, the Allies can offer French Armistice during Allied POLITICS, seeking negotiated peace in France.
French North Africa (FNA) - Morocco, Algeria, Tunisia and West Africa.
Full Motorization - British/US infantry and amphibious units are fully motorized, moving 3 hexes in Dry weather.
Grace Period - If the Axis-Soviet border changes by any means other than Border Dispute both sides are allowed one Month to garrison their new borders before the other can annex them by Border Dispute.
Great Patriotic War - Upon Great Patriotic War, the Soviets being using (reduced) SOVIET unit costs.
Great Power - Germany, Britain, USA, Soviet Union.
Greater Italy - Italy Proper, Albania, Yugoslavia, Greece, the entire Med Front, and all Mediterranean Basin islands. Italian units are commonly restricted to Greater Italy and adjacent hexes.
Greater Russia - Includes all its annexable Molotov Pact territories.
Grounded - When paratroops are Grounded their rebuild costs are halved. Grounding is NOT reversible!
Home Cities - Cities within national territory are home cities, which are Arrival Locations for great power units.
Home Front - WF for the AXIS and ALLIES, and EF for the SOVIETS.
Home Territory - The area within a national boundary. Annexed areas are also Home Territory.
Interventionist - A nation which has become belligerent due to an Alliance Reaction. (Semi-Restricted)
Invasion Command Range - Invasion HQs have Command Range equal to their CV. However, Invasion HQ Command Range is traceable only through sea or coastal hexes into invade-able coastal hexes only.
Invasion Dispersal - Like airdropped Para units, units invading by sea are Dispersed during the Player-Turn of the Invasion.
Invasion HQ - Expend all movement command ability to send a single unit on a sea invasion or a paradrop, and must begin the COMMAND phase stacked with that unit. (THQs not allowed)
Italy Proper - Mainland Italy, Sicily and Sardinia.
Lend Lease - If belligerent, the Soviets lose 5 PPs of Basic Production if Rail/Sea Supply from Siberia to London via Murmansk is lost. The same applies if Rail/Sea Supply from Siberia to London via Teheran is lost.
Line of Communications - A rail/sea (not road) route passing through friendly or neutral controlled territory and seas only. (Used for National Supply)
Linked Neutral - Nations on the top row of the Alliance Reactions table.
Long Range Invasion - Blitz Invasion HQs can also command amphibious units (only) to invade across two [2] sea areas to more distant coastal hexes, landing during the BLITZ MOVEMENT phase.
Major Port -
Major power - France, Italy.
March - (Areas only) A unit moving along a Road Route (or engaging by Rail Route). Any unit can March along a ShortRoute.
ME Rebellions -
ME Uprisings -
MF Basing -
Minor Fortress - Only Tobruk is a Minor Fortress.
Minor Power - All powers that are not great or major powers.
Mobilize - After deactivating, HQs can mobilize by making a normal land move. Active SHQs can also deactivate and mobilize after Movement (they can also strat move).
Molotov Pact - Entry of non-national Axis forces into the Baltic States, Finland, Turkey, or Persia constitutes a Declaration of War upon the USSR. Axis units can enter Eastern Poland (east of the Curzon Line), but must exit all units during the month of Polish Partition [Allied DE PP].
Mulberries - Unengaged BHs function as temporary minor ports (capacity 1) for Sea Movement (this is in addition to on-map port capacity).
National Capital - Undefined
National Supply - Major and Minor Power units must trace supply to their national capital, which in turn must trace National Supply with a Line of Communications to its Supply Origin (London or Berlin).
Naval Base - A Naval Base (black port symbols) controls the adjacent sea area.
Naval Supremacy - The side with use of more Seaways has Naval Supremacy. Naval Supremacy is evaluated at the end of every Politics phase.
Neutral - Neutrals do not belong to any faction. Except for the Soviets (whose units are always in play on the map), neutral units are not deployed on the map.
NF Arctic Zone - The tan-colored part of the NF containing Areas. The Arctic Zone has EF weather.
NF Temperate Zone - The southern parts of Norway and Sweden. Has WF weather.
North Africa Victory - Control of all six (6) major ports in North Africa (Algiers, Tunis, Tripoli,
NP - Naval Parity
Para Linkup - During the friendly SUPPLY phase, dispersed para units (just airdropped that turn) must check for Paradrop Linkup.
Peacetime Production - Before belligerence, neutrals are building up military capability at a reduced rate.
Phony War - The Axis Peace Offer DE (following Polish defeat) begins the Phony War. During this period, the Allies cannot Declare War nor build more than one French cv/month. Phony War ends upon AXIS entry into France/Belgium/Holland, Allied control of a hex in Germany, or Soviet Emergency (Allied DE SE).
Polish Partition - Beginning Oct/39, the Soviets can do DE PP (Polish Partition), which annexes Eastern Poland and the Baltic States into the USSR.
Port Capacity - For Minor Port is 1, Major Port is 2.
PP Allocation - Allocations are long-term assignments of PPs from the Axis or Allied Home Front (WF) to another front.
PP Transfer - During Production, Axis and Allies can make one 10 PP Transfer from each front to another front. Half are lost in transit, and 5 PPs arrive one month later.
Pro-Axis - These units are listed on the Pro-Axis OB card.
Protectorate - Iraq and Persia are British Protectorates, Cooperating with the Allies. They have ceded PPs, bases and transit rights to the British (while still remaining neutral).
Rail Supply - Friendly rail hexes that are connected by rail to the friendly Supply Origin.
Red Army Purge - Soviet HQs initially cost 20 PPs/step (40 PPs/ cadre).
Red Army Reforms - Two Soviet Diplomatic Events (S1 & S2) reduce Soviet HQ costs, first to 15 PPs/step (30 PPs/cadre), and then to 10 PPs/step (20 PPs/cadre).
Region - A square in a zone.
Resident - Restricted to a front but exempt from maintenance.
Resistance Army - Upon Revolt, the Allies/Soviets place a Resistance army (see Allied OB cards) at 1 cv in any national hex not containing a German unit or ZOC.
Resource Center - A pick or derreck symbol.
Revolt - (Allies only) Revolt can occur in exploited nations if the Allies/Soviets control any national territory. A resistance army appears in home territory.
Road - Thin brown lines in the Med Front, also exist where railroads are shown. Roads also connect Areas in the mapedge Zones.
Satellite - Neutrals which become Belligerent due to a Diplomatic Event. (Restricted)
Sea Area - bounded by solid blue lines.
Sea Basin - Sea areas are grouped into Sea Basins for specific weather purposes (Storms). Basin boundaries are shown as thicker blue lines.
Sea Evacuation - Sea Evacuations are Invasions in reverse. The evacuating unit is “reverse invaded” from a coastal hex to a friendly port, commanded by an Invasion HQ in the target port.
Sea Interdiction - Sea/Invasion Movement and Sea/BH Supply are totally secure from enemy interference when confined to friendly controlled seas. However, when passing through enemy seas, units and supply can be damaged or repulsed by Sea Interdiction.
Sea Lane - Sea Movement is strategic movement between friendly ports.
Sea Movement - Sea Movement is strategic movement between friendly ports.
Season - Winter (Dec-May), Summer (June-Nov)
Season Break - The transition from Winter to Summer or Summer to Winter.
Seaway - Seaways are traceable through friendly and neutral controlled seas (including those controlled by Cooperating neutrals). They are not traceable through enemy-controlled straits.
Secure Supply Line - Fortress Supply, Siege Supply, and interdictable Sea Supply are NOT secure supply.
Semi-restricted - Interventionist forces are semi-restricted to home territory and adjacent nations.
Shipping Losses - Applied to PP Transfer when a side does not have Naval Supremacy. Allied WF to Soviet PP Transfers (by Arctic Convoy) are subject to Shipping Losses if the AXIS controls Narvik.
Shore Bombardment - Allied amphibious units occupying their own BH hex fire DF, both offensisvely and defensively.
Siege Supply - Sea Supply through engaged ports is called Siege Supply, which can only support one unit at 1 cv strength. Friendly Naval Supremacy: Siege Supply can supply one unit of any CV. Friendly Naval AND Air Supremacy: Siege Supply can supply any number of units.
Ski Troops - In snow Scandinavian infantry can move 2 hexes in home territory.
Soviet Emergency - is a Soviet DE that can occur after Axis forces have entered the USSR, Finland, Turkey or the Mid East. It becomes certain upon Axis entry into Mother Russia (USSR/1939). Soviet Emergency terminates Phony War.
Soviet Mobilization - The only way the ALLIES can get the USSR to join the war against the Axis is by Soviet DE SM (Soviet Mobilization), which equals a Soviet Declaration of War upon the Axis.
Soviet Steamroller - Upgrade of Soviet unit capability by saving 100+ PPs.
Summer - June-Nov
Supply Attrition - During the friendly Supply Check (SUPPLY phase), unsupplied enemy units normally lose one step.
Supply Interdiction - During the Enemy Supply Check (SUPPLY phase), the active player can attempt to interdict enemy Sea Lanes passing through a friendly controlled sea. Success negates the enemy Sea Lane that turn (possibly leaving enemy units unsupplied).
Supply Line - Routes no more than two hexes long connecting a unit to its Supply Source.
Supply Origin - Berlin for Axis, London for Allies, Siberia for Soviets.
Supply Source - Hexes in Rail Supply act as friendly Supply Sources. Friendly Sea Lanes and Rail Lines together form the Rail/Sea Supply Network, which acts as a friendly Supply Source. Roads in the MF and mapedge areas that are connected to Rail/Sea Supply can also act as supply sources.
Surprise - Whenever the Axis Declares War upon a neutral, that nation is Surprised for that fortnight.
Surrender - If demoralized certain Axis Satellites may Surrender once Allied/Soviet forces control any national territory.
Swedish Compliance - Upon DE DS, Sweden cedes to the Axis 1 PP of mineral production (Axis +2 PPs) and Rail (but not port) Transit rights.
Two-Wave Invasion - Blitz Invasion HQs can command the invasion movement of one unit during MOVEMENT and a second unit during BLITZ MOVEMENT.
Veteran - (NF) Exempt from Arctic Maintenance and have reduced -1 cv Acclimatization upon entering the NF. Not restricted. (MF) They are exempt from Desert Maintenance, but not restricted to the Med Front.
Victory City - There are 21 Victory Cities in the game, shown on the map as black squares (Berlin counts double). The Axis and Allies/Soviets try to control as many Victory Cities as possible by June 1945.
War Weariness - Once demoralized, War Weariness for Rumania, Hungary, Bulgaria and Yugoslavia equals the number of Allied/Soviet controlled hexes, plus currently eliminated/unsupplied units. Used to determine Surrender.
Winter - Dec-May
Winter Transition - Scenario specific special rules regarding Air Power and PP changes at season break.
Zone - Abstracted areas along the edge of the map.

9/2/2008

ASL - Basic Rules Summary 3/3

Filed under: — SiteAdmin @ 3:36 pm

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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).

28/10/2007

Commonly Forgotten Abridged

Filed under: — SiteAdmin @ 4:45 pm

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Setup
- Before setup, LOS may be checked only by the side setting up first, and only if that side is the Scenario Defender, or has Pre-Registered Fire (C1.73) or Bore-Sighted weapons (C6.41-.42).
- Russian can replace 8-0 with 9-0 and/or 8-1 with 10-0 Commissar during or prior to 10/42
- Bore Sighted MGs only get BS advantage in Defensive First Fire.
- Check for Russian Guard or SS Formation benefits.
- Up to 10% (FRU) of the squads that set up onboard, and 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.
- Vehicles may set up in bypass.
- A vehicle may not start a scenario set up onboard in Motion.
- Check Gun setup limitations.

During Play
- DON’T FORGET ENCIRCLEMENT
- Fire as Area Fire into locations to try and reveal HIP units.
- Inexperienced is Conscript or Green. Suffer double column Cower on IFT and 3MF and B#/X# reduced by one. Are considered LAX. Green(only) are exempt if stacked with a leader.

- Pin negates FFNAM and FFMO (7.83).

SW
- All Guns in a FG which roll their ROF # get ROF.
- Final Firing MG reduces B#/X# by two and original B# becomes X#. (Sustained Fire)
- Firelanes are not allowed with Ammo Shortage.
- A Fire-Lane must target a moving unit on an eligible hex grain to be declared.
- A weapon fired during the AFPh cannot use Intensive Fire and is limited to one shot regardless of its ROF.
- If broken unit cannot carry SW then leader can recover it immediately with dr.
- A crew that has fired First Fire (with either its SW/Gun or Inherent FP), can as its next shot do one of the following:

1) Fire its Inherent FP as Subsequent First Fire
2) Fire a MG as Subsequent First Fire
3) Fire a Gun as Intensive Fire

Regardless of which of the three that is chosen, the remaining option is the same: It can now only use FPF/OVR Prevention.

- Elite HS become Disrupted if they ELR.
- The restrictive rules of Inexperienced Personnel always apply to Conscripts/Unarmed-units regardless of leader presence.

Concealment
- Concealed units do not lose Concealment for fire attacks and CC while solely against Broken units (12.14).
- When bump-revealing units use RS to select the unit/s revealed.
- Potential LOS checks to a moving Concealed unit are free and require no attack or penalty for a blocked LOS.
- If a Concealed unit fires on another Concealed unit, if a result of any type is obtained (even KIA) then the firer must reveal.
- Dummy Concealment counters can break out of a stack, when doing so they get a new concealment counter on top.

DC/FT/LATW
- A DC can be thrown in any fire phase (inc. First Fire) and resolved at +2 for the target Location and +3 for the thrower’s Location with seperate DRs. KIA may cause rubble or flame.
- An Assault Moving squad with 4 MF cannot pop smoke in an adjacent OG hex (2 MF) and enter than hex (2MF) since it uses all its MF. But it can do so if accompanied with a leader, since it then has 6 MF. A squad also cannot do the same with a DC.
- ATMM are not represented by counters, but are considered possibly inherent in any German Infantry unit during or after 1944.

- SMOKE does not apply in Mud, Deep Snow, Rain, or Heavy Wind (24.6).

- Rubble may be created by any HE, HEAT attack >=70mm resulting in a KIA.
- If a KIA occurs and no Rubble has been created then roll a subsequent DR and add the EC (unless building) for flame creation.
- 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.
- Shellholes can only be created by HE FFE >= 150mm.
- Height Advantage is NA if shooting the unit across the hexside it crosses going up the hill.
- Any ground level or level -1 hex adjacent to a marsh/mudflat hex is a Bog hex.

Terrain
Stream
- Units fire out of a Stream as Area Fire.

Walls
- Can be claimed by a unit at five times: during its setup; at the end of any RPh; during its MPh/APh; when losing HIP status; whenever all enemy units lose/forfeit WA over shared wall/hedge hexsides.
- Wall/Hedge TEM is reduced by one for each level above the range in hexes.
- Indirect fire at a unit behind a wall gets +1 modifier.

Bocage
- Locations (eg. Fortifications etc.) in a bocage hex can always be seen. Units can only be seen if they have WA (even if they’re adjacent to each other).
- LOS cannot be traced along a Bocage hexspine.
- A unit in a Bocage hex without WA is out of LOS to all but adjacent.
- Bocage units are always considered out of LOS and in Concealment terrain for Concealment gain purposes.

Ordnance
- Special Ammo such as Smoke/WP/APCR/APDS/HEAT may only be used if the reverse side of the counter has a depletion number.

Area Target Type
- ATT effects all levels/locations in a hex.
- MTRs are the only guns that get ROF with Area Target Type.
- Firing smoke can use Acq. modifier but must then remove the Acq. counter.
- Smoke may be placed by ordnance/OBA only at the start of the owner’s PFPh/DFPh.
- Point Blank fire is not applicable for Area Target Type.
- Indirect Fire (MTR, OBA) is resolved simultaneously with the same Original Resolution DR vs each level of a building (provided it is not an Interior Building Hex), but there is an additional +1 DRM for each non-rooftop level of the building above it.

AFPh Restrictions
- A weapon fired during the AFPh cannot use Intensive Fire.
- Is limited to one shot regardless of its ROF.
- A vehicle (including its PRC) with either a Prep Fire or Bounding Fire counter cannot fire during its AFPh.
- If a vehicle fires any weapon other than its MA during the MPh it may not fire its other weapons/PRC during the AFPh.
- If the vehicle did not exhaust its Multiple ROF during its MPh, and did not fire any other weapons (including PRC) during its MPh, it may fire that Multiple ROF weapon (only) again once (C5.3) during its AFPh using the Case C To Hit DRM for ordnance, or halved FP for MG/IFE if not in Motion; or Case C4/quartered FP, if in Motion.

- Whenever an FFE:1 (HE) is placed onboard it may be declared as Harassing Fire.
- Each OBA [>= 70mm] Blast Zone is a two level +1 hindrance [+1 per blast zone, not per hex]. (C1.57).
- HEAT weapons may only fire at Inf if target has wall/building/rubble/pillbox TEM.
- Beware backblast effects of LATW weapons, can avoid BB if use Case C3 To Hit.
- Point Blank modifiers (Case L) are not applicable if the firer or the target are in Motion/Non-Stopped that turn (6.3). (Moved is OK)
- Frindly units have their Morale Level, or that of its Inherent Personnel, lowered by one while within the Blast Area of a friendly HE/WP FFE or Bombardment.

ROF & Intensive Fire
- No ROF [or Intensive Fire] for pinned units. (A7.81).
- A non-vehicular, non-turreted GUN changing CA loses one ROF for that shot. [Conditional ROF] (C2.5).
- A gun [EXC: some mortars] with no ROF that fires outside its CA is marked as Intensive Fired to indicate it may not IF(C2.5).
- SW (i.e. Light Mortars and LATW) may not Intensive Fire. (C5.6).
- Note that it is legal to be marked with “First Fire” in the MPh (when ROF runs out) and then fire again as “Intensive Fire” in the DFPh (vs. adjacent or same-hex targets only), as described in A8.41.
- A Gun which First Fires in the DFPh may get ROF but may not Intensive Fire.
- It is legal to Intensive Fire as Final Fire in the MPh with no limitation on nearest unit etc.
- Intensive Fire is available only to Guns (not SW), and can be used only if the crew of the Gun is not pinned, shocked, stunned, or marked with a Final/Intensive Fire counter.

IFE
- ROF reduced by 1.
- Firelane not allowed.
- May not attack Armor on the TK table.
- May not be part of a Firegroup.
- Normal range is 16 hexes.
- Behaves like an MG and can use Sustained Fire.

Vehicles
- For concealment gain purposes the Unit Size # is 4 (5 for Large or Very Large).
- Tanks must fire at a target in their own hex!
- Don’t forget Gun Duels.
- A CE crew cannot be targeted by ordnance (D.6).
- No Crew Survival if a vehicle is turned into a Burning Wreck.
- If the AFV has a red CS#, a special -1 DRM applies to the Final To Kill DR for Burning Wreck determination purposes only
- Use of a CMG against other than an acquired target causes loss of any pre-existing Acquisition (C6.5) by the MA.
- Only a Stabilized Gun (D11.1) may claim/retain its Acquisition DRM for Motion/Bounding-First Fire TH attempts.

- A vehicle (and its PRC) which starts its Player Turn in Motion may not Prep Fire and must expend at least one MP (even if just to stop) during its Mph.
- Inherent crews of unarmored vehicles take MC with a Morale Level equal to that crew nationality’s best unbroken 1st Line Infantry.

Partially Armored
- The vehicle is attacked on the * line of the IFT (with no TH required for a squad’s inherent FP) and if destroyed the crew rolls for survival. If not destroyed the crew suffers a collateral attack and could break. ( small arms fire is not subject to hit location; it always “hits” the unarmored portion of that target aspect pointed towards it).

moving: a unit that is currently executing ITS MPh.
Motion: a vehicle that is not moving and not Stopped
Non-Stopped: a vehicle that is moving and not Stopped
Moving Target: a vehicle that is/has been in Motion and/or entered a new hex/used VBM this Player Turn.

10/8/2007

Europe Engulfed - Political Considerations

Filed under: — SiteAdmin @ 9:18 pm

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Germany and the Axis Minor Powers (Finland, Rumania, Hungary, and Bulgaria)
- Germany may not declare war against Switzerland until France has been conquered or declared Vichy.
- Germany may not declare war against Vichy France, but Vichy may be occupied under certain conditions.
- Germany may not declare war on any Minor Power other than Poland before Mar/Apr 1940, or until a German player-turn begins with any enemy unit(s) in Germany, whichever occurs first.
- Belgium and The Netherlands must be treated as a single entity for Declaration of War purposes.
- German militia units may only operate in: Germany, Italy, France, Belgium, The Netherlands, Denmark, Hungary, and/or
Poland.
- If Vichy France was declared, until the Allies declare war on Vichy France or Vichy France has been occupied:
__Only one German ground unit may move using Italian Sea transport per game-turn.
__No German ground unit may move into Africa via Sea-transport unless, at the instant the move is made, there are more Italian ground units than German ground units already in Africa.
__If France was conquered, or once the conditions for relaxing the rule above are met, Germany may have two ground units use Italian Sea-transport per game turn, without regard to Italian:German ratios.
- All Axis infantry-class units in the U.S.S.R. (except Finns) must each take a 1-step loss after the Axis Production Phase of the first Jan/Feb turn in which Axis units are in one or more Soviet Home Areas. (except Cadres)
- Germany receives two WERPs from Sweden provided:
__ Sweden is neutral.
__Norway is neutral or the Norwegian capital (Oslo) is under Axis control. (and not contested)
__Germany has at least one Fleet Point in the Baltic Sea.

Axis Minors
- On the turn following Germany’s control of Paris or the declaration of Vichy France, the Axis Minor Powers will declare war on the Allies in the Initial Operational Movement Phase.
- Their starting forces will be set up.
- Ploesti will begin contributing its WERPs to Germany.
- German units may also begin operating in these Nations.
- Their units cooperate fully with German units, being able to take advantage of German Special Actions and Ground-support units.
- The Axis player receives one free step of Axis Minor Power infantry (as a replacement or new cadre-level unit) each Production Phase. This free step must be received within a Home Country Area of the Power in question. This step may not be
from the same Minor Power on consecutive turns.
- Axis Minor Power steps received outside of Home Areas must be paid for by German WERPs.
- An Axis Minor Power’s forces are removed from the game the instant that Ally is conquered.
- Ploesti will provide its WERPs to the side that controls and garrisons it after Rumania is conquered. Ploesti does not require a garrison until Rumania is conquered.
- An Axis Minor Power unit may not leave its Home Country until said unit has been built to full-strength and there are currently no enemy units within its Home Country.
- These units may only receive the full strength level of replacement in their Home Country (except with Special Action).
- Bulgarian units may only operate in Bulgaria, Greece, Yugoslavia, and Turkey.
- Rumanian units may only operate in Rumania and the Soviet Union.
- Hungarian units may only operate in Hungary and Yugoslavia. They may also operate in Poland and the Soviet Union once the
Axis and the Soviets are at war.
- For the Initial Operational Movement Phase of the first Player-turn that the Axis and the Soviets are at war, no unit(s) of either side may cross the Hungarian border.
- Axis units may not cross the Finnish border until the turn after Novgorod becomes Axis-controlled, at which point the Finnish border may be crossed by Axis units to and from the Onega Swamps (only).
- Finnish units may only operate in Finland and/or the Onega Swamps until the game-turn after Leningrad becomes Axis-controlled, at which point the Karelia/Novgorod border can also be crossed and Finnish units become free to operate anywhere within Finland and the Soviet Union.
- No more than three German ground units may end any Phase in Rumania until the turn after Germany and the Soviets are at war. Only one of these three units may be armored, and none may be ground-support.

The Soviet Union
- Soviet units may not operate in the southern weather zone with the exception of the following areas: Turkey, Persia, Greece, Albania, Yugoslavia, and Italy.
- The Soviets may enter Persia (only) if it is Axis-controlled at the time of initial entry.
- Subsequent to Soviet entry, a Western-Allied unit may only enter Persia if there are no Soviet units in Persia at the moment of entry.
- After a Western-Allied unit re-enters a vacant Persia, control of Persia reverts back to Great Britain.
- The Soviets may only declare war on the Axis Major and Minor Powers but no earlier than Jan/Feb 1942 unless one of:
__There are fewer than five German ground units in Poland and/or East Prussia on any Allied Player-turn beginning with Sep/Oct 1939 or fewer than 10 German ground units in these areas beginning with Mar/Apr 1941.
__The Germans have at least one non-airborne unit on the British Isles, and they control at least one area therein.
__The Germans are at war with, or have conquered Turkey.
- Once at war with Germany, the Soviets stop paying the extra cost for cadres until 1943.
- Beginning with the Jan/Feb 1943 turn, the Soviets again pay this extra cost for cadres.
- During the Soviet Production Phase of the Jan/Feb, 1942 Game Turn, the Soviets receive four full-strength Elite Infantry units as reinforcements.
- Once in the war, the Soviets have the option to activate a onetime emergency conscription. The Soviets may NOT produce Special Actions during the four Production Phases that these troops are received.
- If the free steps are received, late war steps become more expensive.
- The Soviets may build Fleet Points normally.

Great Britain and the U.S.A.
- Great Britain and the U.S.A. may only declare war on Norway, Denmark, Vichy France, and Portugal. (other than Germany)
- Assuming the Germans have not already done so, Great Britain may declare war on Norway and/or Denmark at anytime.
- War may be declared against Vichy France beginning with the Jul/Aug 1942 turn.
- War may be declared against Portugal on any turn, but only if the Axis have declared war against Spain.
- Britain pays any and all naval maintenance costs and controls fleet transfers.
- If Britain is conquered, these items become U.S.A. controlled.
- The U.S.A. enters the war during the Axis Initial Operational Movement Phase of the Jan/Feb 1942 Game-turn.
- Great Britain gets 1 dr worth of Lend Lease after Germany controls Paris or the declaration of Vichy France.
- The Soviet Union will also receive Lend-Lease from the U.S.A via Murmansk or Persia (if allowed, see rules).
- Britain and the Soviets stop lend-lease die-rolls when America enters the war in Jan/Feb 1942.
- Once in the war, the U.S.A. may continue to send Great Britain lend-lease, up to 15 WERPs each turn. These can be forwarded to the USSR if desired.
- Units beginning a Movement Phase in the U.S.A. may move normally using Sea-transport, except that they may neither move directly into a contested area nor conduct an amphibious invasion, unless these actions are conducted into either Vichy-controlled Morocco or the British Home Isles.
- The British must pay one additional WERP for each ground unit step purchased beginning in Jan/Feb 1944.

Italy
- Italian units may only operate in the Southern weather zone except that Italy may move into and then operate up to three ground units and one ground-support unit in the Soviet Union.
- Italian units may strat-move (only) through friendly-controlled areas of Poland, Hungary, and/or Rumania, but may not end any Phase in one of these Nations.
- Italian units may also operate without restriction in all of France if the Allies succeed in placing a beachhead within or the Allies control any area of continental France beginning in 1942.
- Once allowed in the remainder of France, Italian units are permitted to operate there the remainder of the game, even if the Allied invasion is later repulsed.
- Until at war, Italian production is 5 WERPs per turn. Beginning with the next Axis Production Phase, Italy’s production rises to 10 WERPs per turn, and Italy must also begin paying naval maintenance costs on that turn.
- Italy may receive up to five WERPs
per turn from Germany, even while Italy is still neutral.
- German units may not enter Italian territory
or utilize the Mediterranean fleet until the turn Italy joins the war.
- Italian units may move normally and use Sea-transport between Italy, Sicily, Libya, Sardinia, and Albania, even while Italy is still neutral.
- The Italian Special Action must always be spent for any Axis activity where a Special Action is normally required when the Mediterranean Fleet is Sea-transporting Units.
- A German Special Action must also be spent if any non-Italian Axis units participate.

France
- French and British Fleet Points may not be used to transport each other’s units. They otherwise cooperate fully.
- British units may not freely enter French North Africa or French Levant, nor may French units enter Egypt or the British Mandate, unless Paris is Axis-controlled and Vichy France was not declared.
- France may only declare war on Germany.

Vichy France
- As an alternative to the outright conquest of France, Germany may accept a French Armistice and create Vichy France as follows:
__Vichy France may be declared by Germany at the end of the first phase of either player’s turn that Germany controls Paris and can trace a land supply route to Germany.
__or at the end of any phase where all five of the land areas surrounding Paris are Axis controlled.
__If Germany does not exercise this option at the end of that phase, the option is lost and France must then be conquered.
- Vichy ground units are always in supply, but cannot be moved once their locations are chosen.
- If France is conquered in lieu of Vichy France having been declared, one French Fleet Point (any existing point in the Atlantic or the Mediterranean; the Allied player’s choice) escapes and joins the British.
- Vichy France never receives replacement steps for her ground units, nor uses WERPs from Marseille for any purpose, nor contribute those WERPs to any Power.
- Axis units may not end any Movement Phase in Vichy French territory until the Allies have declared war on Vichy France.
- Axis units may trace supply and Strat-move through Vichy French territory.
- If Vichy France controls French Levant, it may be invaded by Britain (at any time) and/or occupied by the Germans (in 1942 or later) without it being considered a violation of Vichy France’s neutrality.
- The Vichy unit in French Levant will defend normally against a British invasion.
- The Allies must declare war on Vichy France to invade French North Africa (by sea or land).
- The Germans (only) may occupy Vichy-controlled France on any Axis Operational Movement Phase after:
__the Western Allies have declared war on Vichy France
__or on any Axis Player-turn in 1941 or later where one or more supplied British, American, or Free French Ground Units are within any area on the Atlantic coast from Andalucia to Denmark (excluding Gibraltar)
__or after Italy surrenders or is conquered.
- As soon as allowed by the above, A German ground unit is allowed to Operationally enter Marseille, and by doing so it completes the Occupation of Vichy France. No other Vichy Areas may be Operationally entered until this Occupation occurs.
- All Vichy French units are immediately and permanently removed from the game.
- A Vichy unit will fire once with normal modifiers when defending against U.S. only attacks.
- If at least one U.S. unit remains in the area after the Vichy defensive fire, the Vichy unit is immediately eliminated.
- A Vichy unit defends normally without being automatically eliminated if the attack involves at least one British unit.

Free French
- The Free-French units are controlled and produced by the U.S.A., and may not be built prior to 1942.
- Not more than three (3) steps of Free-French forces may be built each turn as replacements and/or new unit(s).

Other Minor Powers
- An unconquered Minor Power receives one step of replacements per turn, but may not exceed its original force pool.
- When war is declared against a Minor Power, its territory immediately becomes friendly to Germany or Great Britain, whichever is on the non-invading side.
- The Minor Power also contributes the two WERPs from its resource area provided a supply line can be traced to that Power.
- Poland, Spain, Turkey, & Yugoslavia each receive one Special Action when war is declared against them. It may only be used to reinforce a battle or to counterattack.
- If expended, this Special Action is replaced, free of charge, every Jan/Feb Production Phase that the Minor Power is still in the war.

Europe Engulfed - Rule Summary

Filed under: — SiteAdmin @ 9:18 pm

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- Units crossing Air Routes use their entire movement allowance.
- British Home Areas act as Home Areas for the USA for supply purposes only.
- Middle-East – All areas of the French Levant, Transjordan, Iraq, and Persia.
- Straits: Messina, The Dardanelles and The Kerch Straits.

Strategic Warfare
- Max fighters and bombers is 30 of each.
- Max U-boats is 60.
- The Suez Canal can only be used by the side which controls both Alexandria and the Sinai Desert.
- War may be declared any time during Operational Movement. Any defending units are then set up and you can move straight into the hostile area.
- U-boat attack:
__1. Brit Rolls on ASW table then eliminates u-boats.
__2. German then rolls on u-boat attack table.
- For every 20 u-boat points, subtract one strat move from both Brit and USA Strat moves.
- Germany may not launch a Bombing raid until the turn after the fall of France.
- All Bombers and Fighters must be sent on a Raid.
- Bombing Raid:
__1. Escorts fire on Interceptors and exchange if 6s.
__2. Interceptors fire on Bombers and hit with 5 or 6.
__3. Flak fires at bombers using Flak table and hit with 6s.
__4. Bombers hit production with 5s and 6s (unless Mud or Snow).
- Starting Jan/Feb ‘43, Allied Bombers get a Hit Bonus. Also, Interceptor Fire on bombers resulting in 5s causes exchange.
- Starting Jan/Feb ‘44, Allied Escorts exchange on 5s and kill on 6s.
- Germany’s strat moves are reduced by one for each 5 Bomber points (or 10 bomber points if Mud/Snow). A raid must be conducted for this to come into effect.
- Bombers may not inflict more hits on defending production in any one raid than one-half of the sum of WERPs within supplied Home Areas currently under the defender’s control.
- If Western Allies have a 2:1 superiority of Fighters, they can elect to have the bombs hit Strat Moves in the *west* instead of WERPs. Bombers may not be re-routed on consecutive turns.
- Build Limits
__Germany: 8 U-boats, 6 V-1’s, 2 V-2’s, and 4 aircraft points, with a maximum of 2 Bombers
__Britain: 2 aircraft points, maximum of 1 Bomber
__U.S.A.: 6 aircraft points, maximum of 3 Bombers
- Beginning with the Jan/Feb turn of 1944, the German player may begin purchasing V-1 rockets. The German player must control the Pas de Calais area of France to utilize V-1’s.
- Beginning with the Sep/Oct turn of 1944, the German player may purchase V-2 point’s. (+1 hit bonus)

Supply
- Supply may be traced across Straits.
- Self supplying areas: Leningrad Fortress (if the Soviets control the Ladoga Swamps), Baku, Ural Mountains, USA.
- Leningrad is not a valid destination port of Novgorod is enemy controlled.
- Fleets can supply 4 units for France Britain and USA and 3 units for the Axis and Soviets.
- Soviet units may NOT use Western-Allied Fleet Points and vice-versa.
- Each unit tracing around the Cape of Good Hope counts as 4 units of supply.
- Morocco is a port for Britain, France, and the U.S.A. only.
- OOS units must be kept separate from supplied units assisting in their breakout attempt.

Production
- Garrisoned resource areas produce 2 WERPS for the conquering nation (except Soviet resource areas)
- Britain may receive additional WERPs for Alexandria (only), if it is friendly-controlled and garrisoned by a British ground unit.
- Germany may give up 5 WERPs per turn for Italy.
- The U.S.A. and France may never receive WERPs for garrisoned resource areas.
- The Soviets receive WERPs for captured and garrisoned resource areas with no restrictions.
- Resource areas unable to trace to a supply source do not contribute to Production.
- Leningrad does count for the Soviets if friendly-controlled and the Ladoga Swamps are also friendly-controlled and in supply.
- The value of each Home resource area is equal to your Nation’s basic production total divided by the number of resource areas, except for the Soviet Union.
- Conquered and garrisoned resource areas in the Soviet Union are worth only one WERP each with the exception of Moscow and Baku, which are worth the normal two WERPs each to the conquering Axis player.
- Only supplied Fleet Points pay maintenance (see rules).
- Only Major Powers at War with other Major Powers pay Fleet maintenance.

Unit Builds
- Units cannot be increased to full Strength unless in a home Country Area or
__Germans in: Italy, France, Belgium, The Netherlands, Denmark, Hungary, or Poland.
__British/US in: Morocco/any European port on the Atlantic Ocean, if friendly-controlled (including Gibraltar).
__Any area: Expend special action.
- New units may be built to full strength and placed in a H ome Area that is a valid supply source. Two units Max per area (unlimited for Soviets in Ural Mountains or USA).
- New units may not appear in the Sevastopol or Leningrad Fortresses.
- If Baku is contested, but still Soviet-controlled, one new unit (Full-strength ok) may appear there.
- Production point expenditure must be announced but not the type of unit.
- ASW and Flak levels may be raised only once per calendar year, beginning in 1939.
- No Power may build more than one Fleet Point on any given Game-turn, nor may any Power build Fleet Points on consecutive Game-turns.
- Germany, Italy, and the Soviet Union may only build a maximum of one Fleet Point per calendar year.
- New Fleet Points may only be added to a Sea-zone bordered by a friendly-controlled Home Nation port (but may then be transferred.
- New Fleets are placed with their “Trans. Avail.” side showing.
- Ungarrisoned captured resources activate partisans which block Strat Moves, Supply Routes and Production.
- Note that there is not a need for an Axis garrison of Italian resource areas until after Italy has been conquered or has surrendered.

Movement
- Units in Swamp may not use Breakthrough Movement.
- Straits:
__Only ground Support and Inf may cross.
__Must start and end movement next to the strait.
__Until the Sevastopol fortress is friendly controlled, Axis units may not cross the Kerch Straits if the crossing is opposed and would result in a newly contested area.
- Ground Units may Strat Move across straits.
- Enemy control of Leningrad precludes friendly movement and tracing of supply between the areas of Novgorod and Karelia.
- URALS: Axis units may never enter the Ural Mountains area.
- Strat moves may never be reduced below one.
- Units may Op Move between Ports/beachheads of the same sea zone but must stop.
- Only one British unit may Stratmove around the cape per Strat-Move Phase, and this Strat-move uses the Sea-Transport capacity of four Atlantic Fleet Points and Britain’s entire Strat-move allotment for that phase.
- Soviet units utilizing Sea-supply are not allowed Breakthrough Movement Phases.
- Each Breakthrough Strategic Movement Phase allows for a fresh allotment of Strat-Moves for the affected Nation.

Fortresses
- No more than one friendly ground unit (no ground-support units) may end a Phase in a non-Soviet Fortress (two in Soviet Fortress).
- When attacking an enemy-controlled fortress, the attacker may place double the stacking limit of ground units plus one ground-support unit in the fortress area. (Airborne Assaulting units are not counted toward stacking)
- Units are always in Limited Supply if in a besieged Fortress.

Battle
- For Ground Support air attack, 5s and 6s kill.
- German ground-support units may support the Axis Minor Powers, but may not support Italian units.
- In a given battle, each side may have no more than three ground units supported by ground-support units per round.
- If two or more major powers in an area wish to attack in a Breakthrough Combat Phase, they must each expend a Special Action.
- Only the Major Power(s) that expend a Special Action may attack. The attacker may not assign casualties to friendly units that do not participate.
- Militia never receive Hit Bonuses.
- Ground Units may only aid combat in Clear or Lt. Mud Weather.
- Soviet and Finnish ground units attacking in a Home Area are not affected by the Snow attack penalty.
- If units from two or more different Axis Minor Powers are discovered in the same area at the start of a combat round, the Allied player receives an additional hit-bonus vs. infantry.

Fortifications
- The Maginot line is destroyed as soon as France is conquered or declared Vichy.
- Field fortifications (fortifications for short) may be built during the friendly Production Phase on Clear and Lt Mud weather turns.
- There is no limit on the number of fortifications each Major Power may build.
- Italy may only construct fortifications in the Southern weather zone.
- Germany may not construct fortifications in the Southern weather zone until Italy is conquered or surrenders.
- The Soviets may only construct fortifications in Home Areas until Jul/Aug 1941 or until they are at war with Germany.
- Heavy Fortification must replace an existing Field Fortification which was built in a prior turn.
- If a field fortification ends a player-turn without a friendly ground unit in its area, it is immediately removed from the map.

Amphibious Invasion
- The weather at the invasion site must be Clear or Lt Mud for the invasion to be allowed.
- Only infantry class units may participate in the invasion and they must begin the phase in one or more friendly ports (including beachheads) in the same Sea-zone as the invasion site.
- As part of the same Special Action expended, an airborne assault may also be mounted into the area if airborne units are in range. (They do not count toward thh Invasion Site limit).
- Defenders against invasion get a hit bonus for first round of combat and any Counterattack.
- If the invaders survive, they get a beachhead. Other units can then enter in next Op Movement Phases.
- A Beachhead counts as a normal Friendly Controlled Port except units count as two units each for Sea Supply.
- Cannot use Strat Movement to get to a Beachhead.
- The Soviets may only amphibiously invade in the Black Sea.
- An Allied amphibious invasion may be launched against Upper Egypt from Great Britain.
- For political reasons, each contested amphibious invasion made by the Western Allies once the Americans are in the war must contain at least one British and one American infantry-class unit.

Airborne Assault
- Only full strength airborne units may conduct an airborne assault, and they must begin the phase in an uncontested, supplied
area.
- The destination area must always be a Fortress or clear terrain area, and must either be within two areas of the origination area(s) or across an Air-Route.
- No airborne unit(s) may Airborne Assault on consecutive turns.
- Defenders defend as for an Amphibious Invasion.

Special Actions
- Amphibious Invasion.
- Airborne Assault.
- Breakthrough Movement/Combat Phases.
- Retreat Before Combat.
- Retreat From Combat Without Needing a Rearguard.
- Reinforce Battle. (Defender Only)
- Counterattack.
- Unrestricted Replacements.
- Put an Area in Limited Supply. (Reduce units one step instead of Elim.)

Naval
- Fleets can Intercept if the enemy uses their Fleets to move ground units.
- Fleet Point losses are taken first from those that have not yet transported any units this Game-Turn; followed by the points that are currently transporting units.
- Each Fleet Point destroyed also eliminating a transported unit of the owning player’s choice.
- For equal Fleet size, both sides roll and hit on 6s.
- For unequal, both sides roll number of dice in smaller fleet and hit on 6s then larger force rolls the difference and hits on 5, and 6s.
Interdiction
- Occurs during Strat Movement per Fleet Point and hits on 6s.
- If the Interdicting Side controls Italy or Malta and the zone is the Med, they get a hit bonus.
- In order to interdict, a player must have at least one Fleet Point in the Sea-zone for every two Fleet Points the enemy has in that same zone.
- Fleet Points on both sides are never affected by interdiction, only the units that they are carrying.

General Fleet Transfer Rules
- Axis fleet points transferred between the Med and Atlantic switch between German and Italian as appropriate.
- Can happen during Each Friendly Supply Phase.
- Only if Fleets are still available for transport.
- A supplied friendly controlled port must be in the intended Sea-zone.
- Ports are supplied if they are either able to trace a land supply path, or a Sea supply path.
- Transferring Fleet Point markers are flipped to their ‘w/out Transport’ side after transferring.

Allied Fleet Transfer
- If the Western Allies control Gibraltar, Britain and France may transfer two points each per turn between the Atlantic and Mediterranean.
- If the Axis control Gibraltar, then only one Fleet Point per turn may be transferred, and only if the Western Allies control both the Alexandria and Sinai Desert areas.

Axis Fleet Transfer
- The Axis player may transfer ONE Fleet Point per turn, either between the Atlantic and the Baltic, or between the Atlantic and the Mediterranean.
- Axis transfer between the Baltic and Atlantic requires Axis control of either the Ruhr OR Denmark areas.
- Axis transfer from the Atlantic to the Mediterranean requires that Italy be in the war and that the Axis player currently controls Gibraltar.
- Axis transfer from the Mediterranean to the Atlantic additionally requires either that the Allied player currently has no Fleet
Points in the Mediterranean or that a current state of war exists between the Axis and the Soviet Union.

14/7/2007

A World Divided

Filed under: — SiteAdmin @ 5:04 pm

One Production Point = One Factory Point + one Resource Point

- the Axis lose if Western Allies Occupy Germany and Japan.
- the Allied World Powers never surrender due to physical conquest.
- either of the Axis World Powers (Germany or Japan) will surrender when their home
regions are physically occupied by the Allies.
- impassable zones are white.
- Fortified regions provide a combat bonus and it takes greater than 3 to 1 forces to capture a fortified region (instead of greater than 2 to 1).
- Air units on islands have an ability to Op-Fire at some enemy units that move out of the sea region containing the island.
- Whenever a Politically Frozen region is attacked, there is a +1 Evasion bonus to attacking units when being fired and the defending units have their evasion ratings reduced by one during the combat.
- The Soviet union is divided into three different zones for the purpose of Politically Frozen regions.
- If an action causes the Soviet Union to be at war with Germany, the Western and Central Zones only are immediately Unfrozen.
- The Soviet Union is automatically at war with Japan starting the turn after Germany surrenders. If an action causes the Soviet Union to be at war with Japan, the Central and Eastern zones are immediately Unfrozen.

8/7/2007

Games Played

Filed under: — SiteAdmin @ 4:30 pm

ASL - HS 3 Tasimbioko Raid: This could be the most-fun ASL scenario I’ve played thus far. Burning Huts and Dive Bombing!

ASL - VV13 Sur Les Chemins De Rome: An Interesting scenario, may have been more enjoyable if I had not totally diced my opponent.

ASL J12 - Jungle Fighters: Fun but hard to see how the Japs can get through the defense. Fun Banzai opportunities though.

ASL S21 - Clash at Borisovka: Back to this tank-only scenario and lost again!

ASL 3 - A Simple Equation: My second play of this one. It’s fascinating that twice my opponents neglected to cover their right-flank. This allows the Germans to use board-edge creep and avoid sometimes even long-range fire.

4/7/2007

ASL - Basic Rules Summary 2/3

Filed under: — SiteAdmin @ 1:39 pm

PDF

Ordnance
- Special Ammo such as Smoke/WP/APCR/APDS/HEAT may only be used if the reverse side of the counter has a depletion number.
- Acquisition follows the target regardless of the acquiring Gun’s CA.

Area Target Type
- Is resolved at Half the normal FP + TEM.
- ATT effects all levels/locations in a hex.
- Mortars always use ATT then resolve at half FP. TEM is applied to the resulting effects DR only.
- MTRs are the only guns that get ROF with Area Target Type.
- Firing smoke can use Acq. modifier but must then remove the Acq. counter.
- Smoke may be placed by ordnance/OBA only at the start of the owner’s PFPh/DFPh.
- Point Blank fire is not applicable for Area Target Type.
- Indirect Fire (MTR, OBA) is resolved simultaneously with the same Original Resolution DR vs each level of a building (provided it is not an Interior Building Hex), but there is an additional +1 DRM for each non-rooftop level of the building above it.

AFPh Restrictions
- A weapon fired during the AFPh cannot use Intensive Fire.
- Is limited to one shot regardless of its ROF.
- A vehicle (including its PRC) with either a Prep Fire or Bounding Fire counter cannot fire during its AFPh.
- If a vehicle fires any weapon other than its MA during the MPh it may not fire its other weapons/PRC during the AFPh.
- If the vehicle did not exhaust its Multiple ROF during its MPh, and did not fire any other weapons (including PRC) during its MPh, it may fire that Multiple ROF weapon (only) again once (C5.3) during its AFPh using the Case C To Hit DRM for ordnance, or halved FP for MG/IFE if not in Motion; or Case C4/quartered FP, if in Motion.

- Whenever an FFE:1 (HE) is placed onboard it may be declared as Harassing Fire.
- Each OBA [>= 70mm] Blast Zone is a two level +1 hindrance [+1 per blast zone, not per hex]. (C1.57).
- HEAT weapons may only fire at Inf if target has wall/building/rubble/pillbox TEM.
- Beware backblast effects of LATW weapons, can avoid BB if use Case C3 To Hit.
- Point Blank modifiers (Case L) are not applicable if the firer or the target are in Motion/Non-Stopped that turn (6.3). (Moved is OK)
- Frindly units have their Morale Level, or that of its Inherent Personnel, lowered by one while within the Blast Area of a friendly HE/WP FFE or Bombardment.

ROF & Intensive Fire
- No ROF [or Intensive Fire] for pinned units. (A7.81).
- A non-vehicular, non-turreted GUN changing CA loses one ROF for that shot. [Conditional ROF] (C2.5).
- A gun [EXC: some mortars] with no ROF that fires outside its CA is marked as Intensive Fired to indicate it may not IF(C2.5).
- SW (i.e. Light Mortars and LATW) may not Intensive Fire. (C5.6).
- Note that it is legal to be marked with “First Fire” in the MPh (when ROF runs out) and then fire again as “Intensive Fire” in the DFPh (vs. adjacent or same-hex targets only), as described in A8.41.
- A Gun which First Fires in the DFPh may get ROF but may not Intensive Fire.
- It is legal to Intensive Fire as Final Fire in the MPh with no limitation on nearest unit etc.
- Intensive Fire is available only to Guns (not SW), and can be used only if the crew of the Gun is not pinned, shocked, stunned, or marked with a Final/Intensive Fire counter.

IFE
- ROF reduced by 1.
- Firelane not allowed.
- May not attack Armor on the TK table.
- May not be part of a Firegroup.
- Normal range is 16 hexes.
- Behaves like an MG and can use Sustained Fire.

Vehicles
- For concealment gain purposes the Unit Size # is 4 (5 for Large or Very Large).
- Tanks must fire at a target in their own hex!
- Don’t forget Gun Duels.
- A CE crew cannot be targeted by ordnance (D.6).
- Use of a CMG against other than an acquired target causes loss of any pre-existing Acquisition (C6.5) by the MA.
- Only a Stabilized Gun (D11.1) may claim/retain its Acquisition DRM for Motion/Bounding-First Fire TH attempts.

- A vehicle (and its PRC) which starts its Player Turn in Motion may not Prep Fire and must expend at least one MP (even if just to stop) during its Mph.
- A tank behind a wall does not get the +2 wall TEM but is instead considered HD.
- While inside an AFV, the crew checks morale with a Morale Level equal to that of its nationality’s best unbroken elite Infantry MMC.
- Inherent crews of unarmored vehicles take MC with a Morale Level equal to that crew nationality’s best unbroken 1st Line Infantry.
- The CE DRM is not cumulative with any positive TEM.

Partially Armored
- The vehicle is attacked on the * line of the IFT (with no TH required for a squad’s inherent FP) and if destroyed the crew rolls for survival. If not destroyed the crew suffers a collateral attack and could break. ( small arms fire is not subject to hit location; it always “hits” the unarmored portion of that target aspect pointed towards it).

moving: a unit that is currently executing ITS MPh.
Motion: a vehicle that is not moving and not Stopped
Non-Stopped: a vehicle that is moving and not Stopped
Moving Target: a vehicle that is/has been in Motion and/or entered a new hex/used VBM this Player Turn.

20/6/2007

Games Played

Filed under: — SiteAdmin @ 5:06 pm

2 x ASL S2 - War of the Rats: According to my ASL game record this is my sixth play of War of the Rats. I think it’s the best scenario in Starter Kit #1. A very good introduction to Flamethrowers, DCs and Support Weapons.

ASL S21 - Clash at Borisovka: This one seems like a pretty hectic scenario to introduce Starter Kit players to Armor. In fact there are barely enough Acquisition counters to keep track of all the shots!

ASL J102 - Borodino Train Station: An interesting scenario that in the early game feels more like a puzzle than your typical ASL game. Russian squads advancing catiously onto the mapboard and straight into enemy fire. I managed to hole up a large enough force to successfully pull off a Human Wave and capture the required single building. Later I had enough of a force to march down and satisfy the VC for a win.

14/6/2007

Games Played

Filed under: — SiteAdmin @ 1:09 am

4 x ASL Starter Kit #1 - Retaking Vierville: Helping an old ASL-er get back into the game.

8/6/2007

OCS Series Rules (v35e-1)- Summary

Filed under: — SiteAdmin @ 1:33 am

PDF

Air Bases: Includes Aircraft Carriers and Air Strips.
Armor: Have a yellow background behind their unit symbol.
Attack-Capable: Combat Units with a non-parenthesised printed combat strength (even if zero). (includes Repls)
Cargo: Ground units, Transport Points, and SPs moving by Rail Transport.
Combat-Units: HQs, Artillery, and any unit with a combat factor.
Detrainable Hex: Any railroad hex that both 1) contains a village, minor city, major city, port, or friendly HQ in Combat Mode and 2) is under the player’s control. No rail hex is “detrainable” or can be used to trace back to a supply source when in an enemy ZOC.
Mech: Have a red background behind their unit symbol.
Non-Combat Units: Hedgehog, dump, Transport Point, port, or Air Base.
ZOC: Projected only by Combat-Mode Attack-Capable Units.

Units
- Units may setup in any desired mode.(Exception: ground units adjacent to enemy Attack-Capable units cannot set up in Reserve or Strat Mode.)
- Some ground units have a yellow dot behind their Action Rating. These cannot be rebuilt.
- No more than 10REs can ever stack in a hex.
- Note that Ports and Hedgehogs are often printed on the map, and a non-combat unit of that type is considered to be in those hexes even though there is no counter.
- Ground movement into a hex with an enemy non-combat unit (Hedgehog, dump, Transport Point, port, or Air Base) requires an Attack-Capable unit.
- ** Note the ZOC supply and movement effects and negation (create a play-aid for this) **
- Units wishing to conduct an overrun cannot overstack at the time of the combat.
- Low, Exhausted, and Step Loss markers should be placed beneath each affected unit.
- Rail transport and supply paths can pass through enemy Non-Combat units, but cannot stop in their hex.

Modes
- Units in Reserve Mode can also perform a limited voluntary mode change during Reaction and Exploitation Phases, and also when suffering certain combat results (see 5.7b and 5.7d). These are the only voluntary mode changes allowed outside of the Movement Phase.
- Although a Disorganized unit cannot change mode during the Movement Phase, it can change its orientation between the Combat and Move sides of the counter.
- Only Combat Mode units can perform engineering functions and reduction of Air Bases and Hedgehogs.
- When entering Reserve Mode, a unit can be flipped to have either side of its counter facing up. Reserve Mode units cannot change the chosen orientation (toward Combat or Move Mode) until the next friendly Movement Phase.
- Reserve Mode units released in the Exploitation Phase have full capabilities. Reserve Mode units released in the Reaction Phase only have half their MA but still full combat.
- Reserve Mode units cannot use rail, air, and shipping transport.
- No unit in Reserve Mode can be in a Hedgehog hex at the end of any Movement Segment.
- Exploitation Mode units move using only 1/2 their MA. Their Combat and Barrage Ratings are normal.

Movement
- If eligible to move in a phase, a unit without enough MPs can still move a minimum of one hex (with exceptions).
- In all cases below, the word “road” encompasses all road-like features (roads of different caliber, tracks, and railroads).
- Overrunning units spend 3 MPs for each overrun.
- No hex can be attacked more than once in a single Combat Segment, although a hex may be overrun more than once in a
given Movement Segment.

Combat
- During combat (regular or overrun), players must reveal their Action Rating, AT capability, and the total combat strength. Neither side is required to show actual units.
- The defending player chooses the terrain for each attacking stack: either that in the defender’s hex (Mountain, Swamp, Open, etc.), or the hexside (Rivers, etc.) the attack crosses. This selection is made separately for each attacking stack. Only the hex
or the hexside can be chosen; these modifiers are not cumulative.
- The defending player also chooses the terrain for the defending stack. This is made without regard to the selection(s) made in 9.4b. Only hex terrain (not hexside) can be chosen, and the selection also determines the terrain category line used on the
Combat Table.
- If a Terrain Effect is in brackets ([x2], etc.), then that modifier only applies to attacking units. On the defense, all such bracketed modifiers are read as x1.
- Note that the Hedgehog modification is different for the Surprise Action Rating DRM and the one used for the combat roll itself. Surprise uses –1 regardless of Hedgehog level while Combat uses the full value of the Hedgehog.
- For combat results, The attacker always goes first—he must decide how he will exercise his option before the defender decides.
- The defender can choose to ignore his options if the attacker retreats or cannot take all options.
- When results contain both option and exploitation numbers, the attacker must take his entire option as a loss to earn Exploitation Mode. If the attacker chooses to retreat, ignore the exploitation result entirely.
- In case of multiple losses, all units must take one step loss before any unit takes two.
- For Retreat, Ground units that did not participate in a combat can sometimes join a retreat: Organic Trucks and combat units can tag along.
- Transport Points never retreat. (See the Organic Truck exception: 13.2g.) and cannot be used to absorb step losses.
- All artillery units have a parenthesized (defensive-only) strength of 1 (this number is not printed on the counters).

Barrage
- Only units of the same general type—artillery, naval, or air—can combine in a single barrage.
- Regardless of the number of target-types in the target hex, only one barrage per phase per target hex is allowed.
- The player can use the Barrage Table to attack the combat units or the Barrage vs. Facility Table to attack either the port or the Air Base (but not both at once).
- All supply needed to fire a multi-unit barrage must come from either the same HQ or same direct draw point (if no HQ is used).
- Artillery units have their range printed below their Action Rating.
- Artillery units in Reserve or Strat Mode cannot barrage.

Supply
- As with on-map supply, HQs are typically used to put the front lines in trace supply.
- Only Combat Units require supply. Non-Combat units, ships and aircraft never consume SPs or need trace supply.
- No SP can be moved by more than one type of transport (shipping, rail, Transport Point, etc.) in a single phase, nor can an SP be loaded if it was unloaded previously in the same phase.
- Always use Truck MPs when counting the path back to a dump. (Exception: for HQs, if the HQ’s throw range is in another mobility type, use that mobility type.)
- HQs cannot “rethrow” SPs thrown to them by another HQ, but they can use them directly (e.g. for their own combat supply or fuel) just like any independent unit.
- The “adjacent to” provision for supply handling is very important. Regardless of terrain (even if prohibited), it is assumed the unit will be able to get its hands on supply that can reach an adjacent hex. The “adjacent is close enough” rule applies to all
supply use.
- Combat units in a multi-unit formation must all “make their trace” to the same HQ or the same direct-draw source. If this is not possible, then select part of the formation to trace “for free” while the rest must substitute SPs for trace supply or
become Out of Supply.
- Non-combat units never require trace supply or fuel.
- HQs need trace supply and require fuel and combat supply like any other combat unit.
- HQs are 1 RE in size, regardless of what is shown on the unit designation.
- A Combat Mode HQ makes a railroad hex detrainable.
- An HQ can throw supply to a second HQ, but that does not allow the second HQ to “daisy chain” the supply to a more distant unit using its own throw range.
- Divisional HQ units can only provide supply to their own units or to non-divisional units of the same nationality.

HQs
- In Combat Mode each HQ has a parenthesized (defensiveonly) strength of 5, and in Move Mode this is reduced to 1 (these numbers are not printed on the counters).
- HQs must must change to Move Mode when forced to retreat. they also have an Action Rating of 0.

Transport Points
- Extenders are created by placing a 5-point Transport unit in a hex and deploying the counter on its “Extender” side.
- A Transport Point can move, pause to use some of its load, and then move further in the same phase. The only limitation is
that the Transport Point must finish moving before another unit is moved.
- Transport Points are always in Move Mode (never Combat,Strat, Reserve, DG, or Exploit). Exception: Organic Trucks can be placed in Reserve Mode
- A Transport Point can load in any hex. Transport points can only unload in hexes which contain one or more of the following:
Friendly Combat Units
Friendly Port
Friendly Air Base or
An existing unloaded Supply Dump
- It costs 10% of a Transport Point’s printed MA (adjusted for Weather effects, if applicable) to load/unload any number of SPs in a hex.
- Transport Points that are captured in a Movement Phase can be moved immediately.

Organic Trucks
- Can never be combined into Extenders.
- Can tag along with other retreating combat units in their stack (but cannot
retreat alone).
- Become regular Transport Points for the enemy when captured.
- Can withhold combat supply.
- Players can use HQs to throw supply from Organic Trucks to that formation’s units.

Railroads
- If cargo moves for its entire rail movement along multi-track rail hexes, that cargo costs half its normal Rail CAP cost.
- Rail movement always includes three steps: entrain, move, detrain (all must be done in the same phase).

Replacement Units
- Repl counters are not intentionally limited by the counter-mix.
- Repls cannot enter Combat Mode, but can enter all the other modes.
- Eq cannot be transported by aircraft; Pax can.
- Repls are Attack-Capable and can be used to satisfy combat or barrage losses.
- Repls are non-divisional units and must be supplied normally.
- A Repl must be in its natural Move Mode to be used to replace losses or rebuild dead units.

Engineering
- Only HQs and Engineer Units are capable.
- Some“engineer” jobs (like building Hedgehogs) require a combat unit, not necessarily an Engineer-Capable one.
- An engineer must be place in Combat Mode and cannot do any other jobs.
- Combat Mode HQs can create a detrainable hex in a functioning railroad hex that they physically occupy.

Air Power
- Aircraft that abort before/during an air combat over a friendly Air Base must return to that base.
- No more than 4 Active aircraft can execute a mission together.
- On a friendly Air Base, a maximum of four friendly aircraft plus the Air Base level can be Active at one time.
- When a friendly aircraft moves to an enemy Air Base, the enemy player can voluntarily make all but one aircraft in the hex Inactive to avoid undesired air combat.
- In a change from v3.1, more than four aircraft can stay Active over their Air Base.
- An aircraft can never perform multiple or combined air missions.

Barrage
- A given hex can only be barraged once in a phase, but Hip Shoots do not count against this limit.
- A Hip Shoot is a special type of Barrage that allows you to execute it during the Movement Segments instead of Barrage Segments and allows the same hex to be hit more than once in a single phase.
- Aircraft move to a mission hex during a Barrage Segment. (for Barrage)
- A Hip Shoot is made by a single aircraft at a time and that nationality must be listed as having Hip Shoot capability in the game’s specific rules.

Air Combat
- Air Combat is done if at least one Active Fighter unit is present.
- The “attacker” in an Air Combat is normally the player who is moving or intercepting.
- Voluntarily Aborting from an air combat is sometimes useful but can only be done at the start.

Flak
- Fighter Sweeps are never subject to Flak. Barrage, Hip Shoot, and Trainbusting missions are always subject to Flak before execution.
- Air Transport/Drop and Base Transfer missions are subject to Flak only if they are executed in a Patrol Zone.

Trainbusting
- Don’t forget Trainbusting to hinder enemy movement.
- Truck and Track MA enemy units must pay an extra 1 MP to enter the marker’s hex and the hexes adjacent to it.
- Trainbusting does not affect enemy supply draw, throw, Air Transport, or Sea Transport in any way.
- Leg MA enemy units pay the extra movement point in the marker’s hex, but not in the hexes adjacent to the
marker.
- Cargo passing within one hex of one or more of these markers costs twice the normal Rail Cap.
- Trainbusting does not affect Supply in any way.

Air Transport
- If a unit’s Move Mode MA is 1 to 6 Leg MP, its transportation equivalent is halved. For all other units, the transportation cost is the same as the RE size.
- Only SPs and combat units that are in Move Mode with an MA of 10 or less Leg MPs can be transported by air.
- Cargo (both units and SPs) can move up to 1/2 their MA during the phase it is carried by Air Transport. This can be done before or after the cargo is moved (or both).
- Air Transport missions are flown to any friendly Air Base. A transport mission can…
1 …be at up to double the unit’s range, provided the air unit becomes Inactive at the destination Air Base, or
2 …be at up to the unit’s range, in which case the air unit may return to any Air Base within range after concluding the mission,
3 …be at up to half the unit’s range, in which case the air unit’s capacity is doubled and the air unit can return to any base within half its range after concluding the mission.
- A given Air Base can only unload 2T times the base level per Movement Segment using Air Transport.
- However, any amount of cargo can be delivered if the Transports in excess of this limit become Inactive in the destination hex.

Air Drop
- Either Parachute or glider.
- Only SPs and those combat units with the small “Para” symbol can Air Drop. Exception: Any combat unit that can be air transported can land by glider.
- You must make this plan either before the game begins or at least two turns in advance of the scheduled drop.
- Planning restrictions do not apply to a supply drop or gliders transporting supplies.
- A scheduled Air Drop can be cancelled or delayed.
- Automatically destroy anything that attempts to land on an enemy combat unit.

Base Transfer
- Aircraft can double their range when moving from base to base.
- When a Fighter moves from base to base within its normal range, it remains Active.
- If the destination base is within a Patrol Zone, base transfer missions resolve Flak upon destination just like any other mission.

Air Bases
- No more than one Air Base can ever exist in a single hex. Air bases are Non-Combat units with no defense strength of their own.
- Each Air Base level allows the refit of two aircraft.
- Stacking limit of Active aircraft in an Air Base hex is 4 + the level.
- No Air Base can ever be reduced below Level 1 due to Barrage.
- Refitting costs 1T to refit each base (regardless of base level or number of aircraft involved).
- A base can refit up to double its base level in aircraft.
- Weather conditions never prohibit refit, and aircraft are always allowed to be Active on their base.
- Given an Engineer-Capable unit, the owning player can expend 1 SP to build/improve the base.
- The owning player can voluntarily reduce any of his Air Bases by one level in his Movement Phase (using Combat Units).

Hedgehogs
- Hedgehogs can be captured and used by the enemy.
- During the Movement Phase, at least 1 RE of combat units that are put in Combat Mode and do not move from their starting hex can build a Hedgehog (or improve an existing Hedgehog) by spending 2 SPs.
- No Hedgehog can ever exceed Level 4.

Ports and Shipping
- If a unit’s Move Mode MA is 1 to 6 Leg MP, its transportation equivalent is halved. For all other units, the transportation cost is the same as the RE size.
- Only Attack-Capable enemy units can enter port hexes.
- Ports with a capacity above zero can choose to use their full capacity to load or unload a single ground unit counter whose RE size exceeds the port’s current capacity. This can be the only loading/unloading in the port during the phase.
- A port can never accumulate more than 4 hits, each hit affects its capacity.
- An Engineer-Capable unit that spends the entire Movement Phase in range (2 hexes) of a damaged port can repair one hit at a cost of 1 SP.
- A port that is normally available to the player as a supply source loses that ability if the port falls below a 1 SP capacity.
- Shipped units must be in Move Mode.
- No other movement is allowed by shipped units and SPs during the same Movement Phase.

23/5/2007

Games Played

Filed under: — SiteAdmin @ 5:48 pm

ASL - J89 Himmler’s House: Wow, this one is great but… hectic. The stacking in “Himmler’s House” became quite dense, this one would be so much better played on the DASL boards which for which it was designed. We screwed up a bunch of rules along the way but I lost fair and square!

Games Played

Filed under: — SiteAdmin @ 5:46 pm

ASL Starter Kit S4(2): First play of this one. All the SK scenarios bar maybe one or two from SK#2 seem good to me. This was an interesting get-your-guys-off-my-map-edge game. Possibly slightly favors the defender though.

15/5/2007

Games Played

Filed under: — SiteAdmin @ 11:16 pm

ASL - BC7 Brigade Hill (2): A pretty good introductory PTO scenario although it does feel somewhat unbalanced. In the hands of a better player the Brits may have had a chance though. The Japanese did an excellent job defending, they timed their attacks very well with few errors.

6/5/2007

Musket & Pike Summary

Filed under: — SiteAdmin @ 7:03 pm

PDF

Leaders & Activation
- If all leaders of one side are under Rally orders then the whole side leaves the battlefield.
- AC can: Influence orders change, influence Continuation or Preemption roll, rally a unit, reform a unit.
- A Wing under Rally Orders may not attempt Continuation or Preemption.
- Mark Preempted units with a Bypassed marker, unless Preempted Continuation then mark with a Finished marker.
- WC must end each movement action stacked with a unit of his wing.
- Dead leaders can be replaced.
- Out of command units must be moved to be placed back in command (regardless of any movement restrictions).
- Order restrictions only apply during a unit’s Activation.

Movement
- For a charge order, must attempt to end the phase one hex closer to an enemy in LOS (the closest enemy).
- Units under Receive Charge may move a maximum of one hex.
- Single hex HI pay 2MP to change facing.
- 180 facing change costs 2MP.
- Units choosing Open Formation do not take formation hits (Use a reform action to change)
- Note the MP cost differences for terrain for LI, HI and Cav.

Stacking
- Only the unit on top when stacked with artillery may fire or be the target of fire.

Reaction
- Note the possibility of a Withdraw Reaction in some cases.
- Cav may only intercept if their movement allowance is greater or equal to that of the enemy.
- Units in a Castle, Village or Chateu may Take Cover instead of reaction firing. This makes them immune to fire.

Firing
- Units fire per hex of their counter. So 2-hex units fire twice as a single action.
- Three different inf fire types are: Advancing Fire, Skirmishing, Retreating Fire.
- Suffering a hit from fire causes a MC.

Casualties
- If a unit hits its Casualty Threshold then it must make an additional MC.
- A unit requiring multiple MC only rolls once and adds +1 for each additional roll required.
- If a target is already FB, MB or in a Hedgehog then any formation hit caused by HI, LI fire is a
Casualty Hit.

Artillery
- Use grazing fire ability for Artillery!
- Cavalry have the ability to avoid artillery fire.

Games Played

Filed under: — SiteAdmin @ 9:25 am

ASL Starter Kit S6 - Released From the East: Still a pretty good scenario, lots of room for a varied attack strategy. My opponent concentrated his attack on only two of the buildings which was probably a bad idea. It meant I could rush the defending squads from the 3rd building over to reinforce.

1/5/2007

Games Played

Filed under: — SiteAdmin @ 5:50 pm

ASL SP111 - Why At Erp: Reminiscent of the Starter Kit scenario Retaking Vierville with roles reversed. Same map but with the Americans attempting to break units in the victory hexes.
Good fun but a little basic, a nice bridging scenario for new players.

29/4/2007

Games Played

Filed under: — SiteAdmin @ 5:12 am

ASL - S16 Legio Patria Nostra

AO12 - Sicilian Midnight

27/4/2007

Games Played

Filed under: — SiteAdmin @ 10:05 am

ASL A32 - Zon With the Wind: An excellent scenario but can be tricky for the attacker. Getting around those 88s isn’t easy on the Americans.

ASK S16 - Legio Patria Nostra: Not a bad scenario. Lots of room for maneuver for the attacking Free French. Good fun.

25/4/2007

ASL - Basic Rules Summary 1/3

Filed under: — SiteAdmin @ 3:24 am

PDF

Setup
- Before setup, LOS may be checked only by the side setting up first, and only if that side is the Scenario Defender, or has Pre-Registered Fire (C1.73) or Bore-Sighted weapons (C6.41-.42).
- Russian can replace 8-0 with 9-0 and/or 8-1 with 10-0 Commissar during or prior to 10/42
- Don’t forget German Panzerfaust.
- Boresighting for Scenario Defender only. (Bore Sighted MGs only get BS advantage in Defensive First Fire.)
- Check for Russian Guard or SS Formation benefits.
- Tanks and Guns may boresight too!
- Up to 10% (FRU) of the squads that set up onboard, and 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.
- Vehicles may set up in bypass.
- A vehicle may not start a scenario set up onboard in Motion.
- Check Gun setup limitations.

During Play
- Spraying Fire.
- DON’T FORGET ENCIRCLEMENT
- Fire as Area Fire into locations to try and reveal HIP units.
- Inexperienced is Conscript or Green. Suffer double column Cower on IFT and 3MF and B#/X# reduced by one. Are considered LAX. Green(only) are exempt if stacked with a leader.
- Searching - use it to find HIP units and mines.
- Only one type of action can occur in RPh per unit.
- FPF can be used as many times as possible, but is required for within hex fire.
- Use random selection to choose sniper target/s, attacker then chooses a single unit.
- Chinese Dare-Death squads may declare a Dare-Death attack if an enemy unit is in LOS (no need to be a KEU). It can then charge that unit.
- Heroship modifier can be used in multi-hex FG but only within Normal Range of Hero or his SW (15.24).

Movement
- Infantry bypass is allowed if the terrain depiction does not touch the hexside being bypassed.
- CX reduces a unit’s portage points by 1. (A4.52).

Residual
- Residual FP attacks occur after all MF activity but before fire attacks.
- Residual attacks use the target hex TEM even against Bypassing units.
- A unit can be attacked by Residual FP only once per Location (unless the Residual FP has since increased).
- ROF does not leave residual unless it has been forfeit.
- Pin negates FFNAM and FFMO (7.83).

SW
- All Guns in a FG which roll their ROF # get ROF.
- Final Firing MG reduces B#/X# by two and original B# becomes X#. (Sustained Fire)
- Firelanes are not allowed with Ammo Shortage.
- A Fire-Lane must target a moving unit on an eligible hex grain to be declared.
- Fire-Lane Residual is the next lower column on the IFT.
- If an MG establishes a FL it is marked with FirstFire and may fire again only in the DFPh.
- 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. Use RS if more than one squad.
- Units may recover weapons in MPh at 1MF cost and dr. Only one attempt is allowed.
- Only an SMC can recover a weapon from a broken unit with a dr.
- A weapon fired during the AFPh cannot use Intensive Fire and is limited to one shot regardless of its ROF.
- If broken unit cannot carry SW then leader can recover it immediately with dr.
- Whenever a unit uses Subsequent First Fire, it must use all MG/IFE in its possession as Subsequent First Fire or forfeit their use for the remainder of that Player Turn (barring FPF).
- A crew that has fired First Fire (with either its SW/Gun or Inherent FP), can as its next shot do one of the following:

1) Fire its Inherent FP as Subsequent First Fire
2) Fire a MG as Subsequent First Fire
3) Fire a Gun as Intensive Fire

Regardless of which of the three that is chosen, the remaining option is the same: It can now only use FPF/OVR Prevention.

Morale
- A squad with underscored ML is replaced with two broken HS if fails ELR.
- Only units with a lower Moral than the leader need to take a LLMC.
- Leadership modifiers apply as positive DRM for LLMCs and LLTCs (10.2).
- A routing unit may never rout toward a Known armed enemy unit (even if that enemy unit is broken or disrupted).
- Low Crawl is always an option when routing.
- The closest woods/building hex need not be in LOS.
- Concealed units, since they are not Known, must be ignored by the routing player in determining his legal rout route.
- During the RtPh a broken unit not in Melee may not remain in the same Open Ground hex in the Normal Range and LOS of a Known non-Melee enemy unit/it-SW/Gun.
- Nor may 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” for purposes of determining legal rout paths and enforcing Failure to Rout eliminations.
- Elite HS become Disrupted if they ELR.
- CX units are not able to Interdict nor can units who must halve their firepower (Pinned, Motion etc.)
- A unit may opt to retain its DM status provided it is not in a woods/building/pillbox/trench.

Leadership
- Snipers are activated by residual FP attacks.
- The restrictive rules of Inexperienced Personnel always apply to Conscripts/Unarmed-units regardless of leader presence.

Concealment
- Concealed units do not lose Concealment for fire attacks and CC while solely against Broken units (12.14).
- When bump-revealing units use RS to select the unit/s revealed.
- In scenarios with no OB-designated “?” counters, one unit (and its SW) still needs to be momentarily revealed to strip concealment during play.
- Dummies deny concealment gain.
- If the owner claims concealment gain the enemy may check LOS with every of his units/Dummys to the unit claiming concealment gain. He may make as many free LOS checks as he wants.
- Potential LOS checks to a moving Concealed unit are free and require no attack or penalty for a blocked LOS.
- Multiple OB Designated Dummies may be placed on a unit.
- If a Concealed unit fires on another Concealed unit, if a result of any type is obtained (even KIA) then the firer must reveal.

DC/FT/LATW
- A DC’s *FP* is modified only by Concealed units (23). TEM etc. still applies.
- DC can be placed in the MPh but the unit is not considered to have moved out of its current Location.
- A DC can be thrown in any fire phase (inc. First Fire) and resolved at +2 for the target Location and +3 for the thrower’s Location with seperate DRs. KIA may cause rubble or flame.
- An Assault Moving squad with 4 MF cannot pop smoke in an adjacent OG hex (2 MF) and enter than hex (2MF) since it uses all its MF. But it can do so if accompanied with a leader, since it then has 6 MF. A squad also cannot do the same with a DC.
- ATMM are not represented by counters, but are considered possibly inherent in any German Infantry unit during or after 1944.

Smoke
- Smoke fired in the DFPh is always dispersed Smoke.
- Half-Squads may never place smoke even if declared as Assault Engineers (until they re-combine).
- SMOKE does not apply in Mud, Deep Snow, Rain, or Heavy Wind (24.6).

Berserk
- If a berserk unit fails a MC it is not broken, but suffers Casualty Reduction.
- Automatically loses any CX, TI, Concealment or pinned status.
- Never receives the leadership benefit of a friendly leader.

Terrain
- 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.
- Rubble may be created by any HE, HEAT attack >=70mm resulting in a KIA.
- If a KIA occurs and no Rubble has been created then roll a subsequent DR and add the EC (unless building) for flame creation.
- Indirect fire requires an effects DR for rubble, shellholes and fire.
- 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.
- Shellholes can only be created by HE FFE >= 150mm.
- Height Advantage is NA if shooting the unit across the hexside it crosses going up the hill.
- Any ground level or level -1 hex adjacent to a marsh/mudflat hex is a Bog hex.

Orchards
- Orchards do not block LOS to their own hex from higher elevations when in season.

Stream
- Units fire out of a Stream as Area Fire.

Walls
- Can be claimed by a unit at five times: during its setup; at the end of any RPh; during its MPh/APh; when losing HIP status; whenever all enemy units lose/forfeit WA over shared wall/hedge hexsides.
- Wall/Hedge TEM is reduced by one for each level above the range in hexes.
- Indirect fire at a unit behind a wall gets +1 modifier.

Bocage
- Locations (eg. Fortifications etc.) in a bocage hex can always be seen. Units can only be seen if they have WA (even if they’re adjacent to each other).
- LOS cannot be traced along a Bocage hexspine.
- A unit in a Bocage hex without WA is out of LOS to all but adjacent.
- Bocage units are always considered out of LOS and in Concealment terrain for Concealment gain purposes.

23/4/2007

Games Played

Filed under: — SiteAdmin @ 8:13 pm

Played the following scenarios at Anzacon tournament. There is roughly 17 hours of ASL play here. The only game I won was the very last monster scenario “Ancient Feud”.

ASL SP118 - Seizing the Sittang Bridge: Opponent was Joe Morrow. A short scenario to start off the tournament. Set in Burma, the Chinese attempt to hold off a Japanese patrol intent on capturing the Sittang Bridge. I’m not bad at playing the Japanese because when they inevitably break, they don’t go backwards, they just continue on to the objective. In this case however, I ended up with the Chinese who were quickly overwhelmed.

ASL PBP22 - Morire in Belleza: Opponent was Murray McCloskey. We had a lot of fun with this one, I played the Italians; They’re not bad until they break the first time. Surprisingly, they had a really good 10-2 leader so I was able to get very very close to winning the game. In fact we both thought I had it in the bag until the very last turn when Muzza sprung his HIP artillery piece and blew away enough guys to prevent me controlling the hill. Excellent fun!

ASL FT50 - Meeting on the Summit: This is where the tournament went downhill for me. A night scenario in deep snow with heavy winds was probably the last thing I wanted to play after 9 hours straight of ASL. Needless to say I didn’t have a hope. Cloaking, night LV, Starshells, Trenches, snow drifts. My head almost imploded. I’ll only remember this as my worse tournament experience ever!

ASL 119 - Ancient Feud: And then on Sunday came the monster. A scenario designed to take from 9am to 6pm. Luckily, my opponent Gordon Stokes conceded after only a few hours so we had a result. Unfortunately for the others they only made it halfway through their games after 8-9 hours of play so the TD needed to make a decision as to who would most likely have won if the game continued. Hopefully this problem does not surface in future tourneys.

20/4/2007

Games Played

Filed under: — SiteAdmin @ 1:59 am

ASL SK15 - Hammer to the Teeth (2): Our second play of this one saw the Germans getting a good foothold on the town and managing to hold out against the Americans and their reinforcements. This and 88’s At Zon are probably my two favorite Starter Kit scenarios.

ASL SK13 - Priority Target (2): My first play of Priority Target. Looking back it’s hard to see how the Allies with their three artillery pieces have a chance of winning the game. There is a ton of cover on every flank due to the grain fields being in season. Still fun though.

9/4/2007

Games Played

Filed under: — SiteAdmin @ 7:40 pm

ASL 22 - Kurhaus Clash (2): I kinda liked this scenario, looking forward to giving it another try; But, I’m not convinced the allies have a hope of winning! The Roar balance shows German:63 American:31, I never stood a chance!

5/4/2007

OCS - Tunisia

Filed under: — SiteAdmin @ 8:06 pm

Tunisia Specific Rules

Rail
- Rail lines are converted from moving over them.
- Axis player has no rail capacity, purely uses it for Trace Supply.
- Points of interest are detrainable hexes.

Air
- Air units cannot be intercepted in an AEP hex.
- Holding box Airbases cannot be upgraded.
- Units can only be rebuilt on the playing map.

Terrain
- Always use the worse terrain for movement and the best terrain for the defender.

Shipping
- Units may not move in the same Phase they ship.

Axis Air
- German air units may conduct Hipshoots. Italian cannot **
- Motorized Parachute Inf Reg Barenthin and Brandenburg Commando Kampf von Konig may not conduct airdrops (in addition to the normal restrictions).

Axis Reinforcements
- Most must be placed in the Sicily Holding Box first.
- Any reinforcements not assigned an entry area must be placed in the Holding Box.
- Repl units always go in the “A” area of the Holding Box.
- Axis player must empty the “A” area before being able to ship or air transport from the “B” area. (except airlift)

Axis Supply Sources
- Tunis and Bizerte
- All organic or regular trucks enter loaded with SPs.

Allied Air
- Only the Desert Airforce (color coded with blue band) can make Hipshoot attacks.

Allied Reinforcements
- Most must be placed in the Algiers Holding Box, Tripoli Holding box or Entry Area A.
- Allied Variable can be brought on at any Allied Supply Source but rebuilding may not occur in a Holding Box.
- Allied Rail may be used to ship units directly from the Algiers Holding Box to the map.

Allied Supply Sources
- Port of Bone and hex A1.15.

31/3/2007

Games Played

Filed under: — SiteAdmin @ 5:14 pm

ASL Starter Kit - S12(2): Over Open Sights was fun but bloody. As the attacker I was chewed to pieces thanks to some incredible ROF tears. I really want to give this one another go soon.

ASL Starter Kit - S15(2): Hammer to the Teeth is a pretty fun scenario. The Germans get a big 81mm MTR to play with, the Americans a couple of AT Guns with limited HE ammo. First play through using VASL, we’ve kicked off another game after swapping sides.
The Germans were well and truly chewed up before getting close to their victory conditions.

10/3/2007

Games Played

Filed under: — SiteAdmin @ 5:15 pm

ASL Starter Kit - Clearing Coleville (2): I had forgotten how much fun ASL is when you break it down into such a simple scenario. I miss it.

12/2/2007

The Burning Blue Summary

Filed under: — SiteAdmin @ 10:08 pm

PDF

- Orbits can only occur above landmarks and convoys etc.
- Balloons exist over convoys.
- Don’t forget the +1 attack strength per attacking/defending squadron in combat.
- Don’t forget to check for possible Tally loss.
- Don’t forget detection checks when Raids break out.
- The Luftwaffe player may always issue Pancake orders to his units.
- The enemy may Tally back if an Orbit’s Tally fails.
- If a fighter fails to tally one unit, it can continue tallying others.
- Normally a unit uses the “Pr” air picture column of the Tally card unless a RAF fighter is trying to tally a detected unit and is in command or has a Vector order. In this case it uses the air picture counter.
- If a tallied target moves in or adjacent to a pursuing unit, it immediately undergoes an attack (interrupt movement).
- For an escort React result the LF player may choose Escorts or Top Cover units but not both.
- Escorts attack at the point of Intercept (the bomber point) but do not change their height!!
- Escorts do not get the Up Sun modifier.
- All RAF Airfields have LAA!
- Don’t forget Nav rolls for the LF player.
- Scramble limit is 2 units for Sector airfields and 1 unit for other.
- Note the restrictions for units moving through “overcast” weather.
- Units may not take-off or land at airfields affected by fog.
- Frei Jagdt do not need a Landmark to go into Orbit.
- Bombing takes place at the expenditure of the Diving MP, the unit may not change altitude first.

Landmarks
- Any printed town, port, factory, Chain Home RDF station, sector airfield or non-Fighter Command airfield icon. Coastline hexes, including the River Thames, are landmarks.
- Satellite airfields and Chain Home Low RDF stations do NOT count as landmarks.

Raids
- If a Raid is detected a detection card is placed in the raid’s box.
- After reaching the target hex dive-bombing units and their close escort should plot an altitude of Angels 2 from the target back to their recovery point.
- Only certain units, designated by the scenario as ‘low-level raiders’ may be plotted to fly at Angels 0.
- For raids from Luftflotte 2, form up points can be plotted on any landmark, airfield hex or movement box in France except for Cherbourg and Caen.
- For raids from Luftflotte 3, form up points are plotted in the Cherbourg or Caen boxes.
- Freie Jagd raids [9.4.1] must operate independently of bombing raids.
- Each time a bombing raid reaches a waypoint on an outbound leg to the target or reaches the target itself, the Luftwaffe player secretly rolls two dice on the Navigation Table.
- Units that receive pancake orders should be broken out from the raid, along with any other pancaking units, and made to form a new raid.
- When raids break out, make a detection check on all the broken out raids and the original raid.

Form Up Counters
- The plotted form up time of all Luftwaffe raids must be within 18 game turns (1 hour 30 minutes) of the start of the scenario. EXCEPTION: If the time of day is Dusk, all raids should form up within 6 game turns (30 minutes).
- Four game turns BEFORE a Luftflotte 2 raid is due to form up, place a form up counter. Luftflotte 3 raids place a counter one turn before form up.
- Do not place form up counters if the raid’s form up point is out of the arc and range of RDF.
- On placing a counter perform a detection check for its strength. Remove the counter when the raid forms up.
- The Luftwaffe player may place dummy Form Up counters on the map or remove them in the Form Up Phase however he sees fit.
- When the Luftwaffe player removes a dummy form up counter he may draw a detection card to conceal whether the raid is a real raid that is undetected at form up.

Forming Up Raids
- Check for detection, if applicable.
- If detected place a hostile raid counter otherwise track its location secretly.
- Place counters for the units in the Raid Display. Mark each unit with its plotted altitude.
- Units may only deviate from their plotted course if they are in pursuit or have a pancake order.

2/2/2007

Games Played

Filed under: — SiteAdmin @ 7:39 pm

Scenarios played at Cancon ASL tourney.

ASL (2): FT31 - The Yelna Bridge. I’ve played this twice before but it was no help as I still have not figured out how to win as the attacker.

ASL (2): SP95 - Burn Gurkha Burn! An excellent scenario, lots of fun to play and came down to the very last Close Combat die roll. My first tournament win.

ASL (2): SP123 - The Badger’s Breath. I thought I had this in the bag for most of the game but things fell apart on the very last turn. A very tricky smoke/flank attack secured the buildings quite easily.

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