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Introducción Bienvenido al excitante mundo de Advanced Squad Leader. ASL es un sistema detallado de simulación bélica que puede representar cualquier acción terrestre a nivel de compañía en cualquier teatro de operaciones de la Segunda Guerra Mundial. Las fichas representan pelotones, escuadras, jefes, dotaciones y vehículos de cada uno de los países involucrados en la Segunda Guerra Mundial. Los campos de batalla se representan mediante tableros geomórficos sobre los cuales maniobran las fichas. Los Starter Kits (Equipos de Iniciación) proporcionan a los nuevos jugadores un método sencillo para familiarizarse con las bases del sistema ASL utilizando escenarios sencillos, las fichas, los tableros y las reglas. Las fichas de pelotón representan aproximadamente entre 9 y 15 hombres, dependiendo de la nacionalidad y del tipo. Las fichas de jefes individuales representan jefes de combate históricamente presentes en la batalla y también ayudan a representar la total independencia en combate de la unidad a la que están agregados. Cada pelotón y cada jefe posee un nivel de moral indicado en su ficha; cuanto más alto sea el nivel de moral, más resistirán firmes en el combate y antes se recuperarán de los reveses. Las fichas de armas de apoyo representan otras armas individuales además de las armas cortas orgánicas o de dotación que ya están incluidas en los valores de potencia de fuego dados a cada ficha de pelotón y de escuadra. Los grupos de fuego para atacar unidades enemigas se forman a partir de la potencia de fuego combinada de unidades y armas individuales.
Después de totalizar la potencia de fuego de un ataque, se tiran dos dados de seis caras y el resultado (modificado por varios factores) se cruza con la columna apropiada de potencia de fuego de la Infantry Fire Table (Tabla de Fuego de Infantería) para determinar los resultados del ataque. Dichos resultados oscilan entre no tener efecto, provocar que el enemigo compruebe su nivel de moral para ver si se desmoraliza, y la completa eliminación de una o más unidades enemigas. Las unidades también utilizan su potencia de fuego en combate próximo, normalmente en lucha a todo o nada hasta la muerte. Cada escenario de ASL simula una batalla histórica proporcionando tanto al atacante como al defensor con un orden de batalla con unidades específicas y armamento con el que deberán maniobrar en un esfuerzo por conseguir las condiciones de victoria especificadas. Los tableros geomórficos pueden colocarse en varias combinaciones diferentes para representar los variados campos de batalla europeos. El Equipo de Iniciación número 1 es un juego completo que introduce al jugador en las reglas de Infantería de ASL e incluye pelotones, escuadras, jefes, armas de apoyo y reglas simplificadas y terreno para usar con todo ello. Las fichas y los tableros son perfectamente compatibles con otros productos ASL. El Equipo de Iniciación número 1 contiene todas las fichas necesarias para jugar los seis escenarios incluidos bajo circunstancias normales. Sin embargo, ASL es un juego con múltiples posibilidades por lo que, circunstancias excepcionales en una partida, pueden provocar la escasez de fichas concretas, en cuyo caso los jugadores
1.0 Componentes del Juego 1.1 Tablero de Juego 1.1.2 Tipos de Terreno 1.2 Fichas 1.2.1 Fichas de Individuo (SMC) 1.2.2 Fichas de Grupo (MMC) 1.2.3 Lado Desmoralizado 1.2.4 Armas de Apoyo (SW) 1.3 Tarjetas de Escenario 1.4 Dados 2.0 Definiciones 3.0 Secuencia de Juego 3.1 Fase de Reagrupamiento (RPh) 3.2 Fase de Fuego Preparatorio (PFPh) y Ataques con Fuego 3.2.1 Efectos 3.2.2 PFPh 3.3 Fase de Movimiento (MPh) 3.3.1 Primer Fuego Defensivo 3.4 Fase de Fuego Defensivo (DFPh) 3.5 Fase Avanzada de Fuego (AFPh) 3.6 Fase de Retirada (RtPh) 3.7 Fase de Avance (Aph) 3.8 Fase de Combate Próximo (CCPh) 3.9 Tabla de Registro de Turnos 4.0 Armas de Apoyo (SW) 4.1 Ametralladoras (MG) 4.2 Lanzallamas (FT) 4.3 Cargas de Demolición (DC) 5.0 Valor del Nivel de Experiencia (ELR) y Características de Unidades 5.1 ELR 5.2 Características Nacionales 5.3 Promoción en Combate 5.4 MMC Inexpertas
1.0 Componentes del Juego 1.1 Tablero de Juego: Este módulo de ASL contiene dos tableros geomórficos (tableros “y” y “z”). Ambos representan el campo de batalla y pueden unirse por los lados o por los extremos con otros para formar diferentes áreas de juego. Sobreimpreso sobre el tablero hay una trama hexagonal utilizada para medir distancias. Cada hexágono contiene un tipo concreto de terreno. Los diferentes tipos de terreno producen diferentes efectos en el movimiento y en el combate. También cada hexágono contiene su propia coordenada que indica su localización en el tablero (p.ej.: hexágono K2). Anotar el identificador del tablero junto a la coordenada (p.ej.: yK2) proporciona un identificador único para cada hexágono en el sistema. C ada hexágono contiene un punto blanco que señala el centro del hexágono. Se utiliza para determinar la Línea de Tiro (LOS). Los semihexágonos a lo largo del borde del tablero equivalen a hexágonos completos, aunque la coordenada y el punto blanco central puedan no aparecer. 1.1.2 Tipos de Terreno: Lo que viene a continuación describe los distintos tipos de terreno que se encuentran en los tableros incluidos en este módulo. A efectos estéticos, el dibujo del terreno puede extenderse fuera de un hexágono hasta otro adyacente con otro
tipo de terreno, pero la mayoría de los hexágonos están dominados por un tipo específico de terreno y están gobernados por las reglas específicas de ese tipo de terreno. Normalmente el tipo de terreno dominante incluye el punto central del hexágono, pero ocasionalmente hexágonos que no sean de Campo Abierto pueden tener el punto central del hexágono en Campo Abierto. Algunos terrenos perjudican más el movimiento a su través que otros; los costes de movimiento se expresan en Factores de Movimiento (MF). El terreno también puede bloquear la LOS o estorbar la LOS y pueden proporcionar algo de cobertura modificando los ataques con fuego; hablamos de Modificador por Efectos del Terreno (TEM). Campo Abierto: Es todo hexágono desprovisto de otros dibujos de terreno, generalmente cubiertos de forma uniforme con un color verde claro como el hexágono yFF1. El Campo Abierto no representa obstrucción ni estorbo a la LOS, y el único TEM para Campo Abierto es el DRM –1 por FFMO (Primer Fuego contra Movimiento en Campo Abierto) contra unidades moviéndose. A la Infantería le cuesta 1 MF entrar en Campo Abierto. Edificios: Representan construcciones de tamaños variados realizadas por el hombre. Cualquier hexágono que contenga el dibujo de un edificio en vista aérea de color gris o marrón, es un edificio, como en yP6. Un edificio es un obstáculo a la LOS. A la Infantería le cuesta 2 MF entrar en un edificio. El TEM de un edificio de piedra (gris) es +3 y +2 el de un edificio de madera (marrón). Carreteras: Representan carreteras con superficies pavimentadas o no. Una carretera representada con una tira color marrón, como en yL5, es una carretera no pavimentada; mientras que una representada por una tira gris, como en zQ4, es de superficie pavimentada. Una carretera se considera Campo Abierto a todos los efectos. Además, Infantería que cruce sólo carreteras a lo largo de su MPh completa tendrá derecho a un MF extra (bonificación por carretera). Bosques: Los bosques representan un área forestal con monte bajo denso, como en yG6. Los bosques son un obstáculo a la LOS y a la Infantería le cuesta 2 MF entrar. El TEM de los bosques es +1.
Bosque Carretera: Una unidad moviéndose en un hexágono de bosque carretera como en yE4, no tiene derecho al TEM +1 por Bosques durante el Primer Fuego Defensivo (y es objeto del FFMO o de interdicción) si la LOS no cruza un símbolo verde de bosque y la unidad en movimiento entró en el hexágono utilizando la tasa de movimiento por carretera. En otro caso, el TEM normal de bosque entrará en efecto; una unidad puede elegir siempre utilizar la tasa de movimiento por bosques y recibir los beneficios consiguientes TEM. La porción de carretera no obstruye la LOS. Arboledas: Una arboleda representa un área escasamente poblada de árboles desprovista de monte bajo como yK5. Una arboleda representa un estorbo a la LOS y por tanto añade un DRM +1 por cada hexágono de arboleda entre quien dispara y su objetivo. A la Infantería le cuesta 1 MF entrar en una arboleda. Una arboleda no tiene TEM, pero dado que no es Campo Abierto el FFMO no se aplica, y la interdicción no se produce. Trigal: Cuando está en temporada, un trigal representa un campo cultivado de una variedad de cereal como yU9. Un trigal es un estorbo a la LOS y añade un DRM +1 por cada hexágono de terreno de trigal entre quien dispara y su objetivo. Los trigales están en temporada durante los meses de junio a septiembre (ambos inclusive). Cuando no estén en temporada los hexágonos de trigal son tratados, en su lugar, como Campo Abierto. A la Infantería le cuesta 1’5 MF entrar en un hexágono de trigal. No hay TEM por trigal, pero dado que no es Campo Abierto (a menos que no esté en temporada), el FFMO no se aplica. 1.2 Fichas: Hay tres tipos de fichas en uso en este juego: fichas informativas, fichas de tropa y Armas de Apoyo (SW). Las fichas informativas se utilizan con fines memorísticos. Incluyen fichas como las de Prep Fire, First Fire, Pin y DM. Todas ellas serán desarrolladas en profundidad durante la explicación de la secuencia del juego. Las fichas de tropa son de dos tipos principales: Fichas de Individuo y Fichas de Grupo. 1.2.1 Fichas de Individuo (SMC): Las fichas SMC (o jefes) son unidades de elite, que portan una única silueta y representan únicamente un hombre. Los jefes tienen un factor de fuerza compuesto de dos números, que indican la moral del jefe (parte inferior) y su DRM por mando (parte superior). Este último se expresa por un número negativo o un cero, o bien ocasionalmente por un +1. Un jefe no desmoralizado ni paralizado puede utilizar su DRM por mando para afectar el comportamiento de otras tropas en su localización. Los modificadores por mando no son acumulables. Un jefe puede intentar una
única acción por fase, y únicamente puede utilizar su modificador por mando (incluso si es un 0 ó un +1) más de una vez en la misma fase sólo para intentar reagrupar más de una unidad en una RPH, para dirigir ataques con ROF y/o de Fuego Defensivo, y para asistir a unidades en un MC.
1.2.2 Fichas de Grupo (MMC): Las MMC son unidades que portan la silueta de más de un hombre. Hay dos tipos de MMC en uso en este juego: pelotones y escuadras (HS). Un pelotón porta la silueta de tres hombres, una HS la de dos hombres. Cada una de ellas puede ser definida como E (Elite), 1 (Primera Línea), 2 (Segunda Línea), G (Novata) o C (Conscriptos) lo cual aparece en la esquina superior derecha de la ficha. Dos HS equivalen a un pelotón en cuanto a tamaño. Cada MMC contiene un número compuesto de tres dígitos llamado factor de fuerza que cuantifica sus capacidades en el juego. La Potencia de Fuego (FP) es el número más a la izquierda y representa la FP con la que la MMC puede atacar previamente a cualquier modificación. El número del medio (su alcance normal) es el número de hexágonos que puede alcanzar con su FP al completo. El tercer número es su Moral, factor relativo que cuantifica la habilidad para resistir el castigo antes de desmoralizarse. Algunos pelotones tienen un Exponente de Humo que aparece en forma de superíndice de su FP e indica que puede intentar colocar granadas fumígenas. 1.2.3 El reverso de cada SMC y MMC es su lado desmoralizado. El número grande en la esquina inferior derecha es su Nivel de Moral desmoralizado. Si el Nivel de Moral aparece dentro de un cuadrado, indica que esa unidad es capaz de autoreagruparse. 1.2.4 Armas de Apoyo (SW): Estas fichas representan armas que han de estar en posesión de una MMC o SMC para poder ser utilizadas (ver sección 4). Se incluyen Ametralladoras (MG), Lanzallamas (FT) y Cargas de Demolición (DC). Estas SW están en posesión de la unidad apilada inmediatamente debajo de ellas. Una SW ha de estar en posesión para poder disparar o moverse. Las SW exigen unas capacidades de acarreamiento (Puntos de Acarreo o PP) indicados en la ficha. Las SW tienen un alcance y una FP que se utiliza como la de una MMC. Algunas SW tienen una Cadencia de Tiro (ROF) múltiple indicada por un número dentro de un cuadrado. Si el dado de color en
una DR de un ataque con fuego es menor o igual que dicha ROF, esa SW puede disparar otra vez en esa fase hasta que, en una ulterior DR, el resultado del dado de color exceda la ROF. Algunas SW (p.ej.: una MG) pueden funcionar mal, en cuyo caso son giradas sobre su lado de rotura o malfuncionamiento. El número de Reparación se muestra en la esquina superior izquierda. El “6” en la esquina inferior derecha indica que si la dr original de reparación es un 6, la SW resulta eliminada definitivamente. 1.3 Tarjetas de Escenario: Cada juego comienza con la tarjeta de escenario que muestra la información precisa para jugar una partida: el tablero(s), las unidades y dónde se posicionan inicialmente o por dónde entran, extensión de la partida, condiciones de victoria, reseña histórica y cualquier regla especial (SSR) precisa para jugar ese escenario. 1.4 Dados: Son necesarios dos dados de seis caras, uno de color blanco y otro de color. Algunas veces será preciso tirar ambos dados (DR); otras, sólo uno (dr). El dado de color se utiliza para determinar la ROF.
2.0 Definiciones: AFPh: Fase Avanzada de Fuego (3.5). APh: Fase de Avance (3.7). ATACANTE: El jugador cuyo turno de juego se está jugando actualmente. Auto-Reagrupamiento: La capacidad de una unidad de reagruparse ella misma sin la presencia de un jefe en Buen Orden se representa con la moral del lado desmoralizado encasillada en un cuadrado (3.1). B#: Número de Rotura de un Arma de Apoyo (el arma es reparable) (4.0). Buen Orden: Una unidad de tropa que no está ni desmoralizada ni marcada con una ficha de Melée. CC: Combate Próximo (3.8). CCPh: Fase de Combate Próximo (3.8). Control: Una MMC de Infantería en Buen Orden gana el control del hexágono o del edificio que ocupa sin la presencia de una unidad enemiga. A menudo se requiere dicho Control a efectos de determinar la victoria. ● CX: Ficha Exhausta (3.3) DC: Cargas de Demolición (4.3). DEFENSOR: El jugador cuyo turno de jugador no está siendo jugado actualmente. DFPh: Fase de Fuego Defensivo (3.4). DM: Moral de Desesperación (DRM +4 en intentos de reagruparse) (3.1, 3.2.1 y 3.6). dr: Tirada de un único dado (1.4). DR: Tirada de dos dados (1.4). drm/DRM: Modificador de tirada de un dado (o de dos dados); un ajuste matemático bien positivo o negativo de la tirada de dado o dados. Equivalente a Pelotón: Dos HS equivalen en tamaño a un pelotón (1.2.2). Estorbo: Algunos tipos de terreno (arboleda, trigal) no son lo suficientemente compactos como para bloquear completamente la Línea de Tiro (LOS). Se dice que estorban la LOS y cada uno de ellos estorbará el fuego trazado a su
través pero no lo bloqueará completamente. Todo hexágono de estorbo añade un modificador +1 al fuego trazado a través de él (3.2). Exponente de Humo: Un exponente en la FP de una unidad indica la capacidad de intentar lanzar granadas fumígenas (3.3). FFMO: Primer Fuego contra Movimiento en Campo Abierto; un DRM –1 contra Infantería moviéndose en Campo Abierto; no se aplica si existe un estorbo a la LOS (3.3.1). FFNAM: Primer Fuego por Movimiento no de Asalto; un DRM –1 contra Infantería moviéndose siempre y cuando el objetivo no esté utilizando Movimiento de Asalto (3.3.1). FG: Grupo de Tiro; dos o más unidades y/o SW se unen para realizar un ataque combinado de fuego (3.2). Fila de Hexágonos: Una cadena contigua de hexágonos a través de los cuales una LOS trazada entre los puntos centrales del primero y del último también cruzan los puntos centrales de todos los hexágonos entre ellos (1.1). FP: Potencia de Fuego; la fuerza con la que una unidad (o FG) ataca (1.2.2). FPF: Fuego Protector Final (3.3.1). FT: Lanzallamas (4.2). Fuego Disperso: La Potencia de Fuego de una unidad atacante se divide a la mitad por cada caso concurrente de Fuego Disperso (3.2). HS: Escuadra. Inexpertos: Las MMC Novatas (G) no apiladas con un jefe en Buen Orden y las MMC Conscriptas sufren penalizaciones por ser Inexpertas: 3MF, B# o X# reducidos en uno, cobardía dos columnas, drm de emboscada +1. IFT: Tabla de Fuego de Infantería. Infantería: Todas las SMC y MMC. IPC: Capacidad Inherente de Acarreo (4.0). Lado de Hexágono: Una de las seis líneas que se combinan para formar un hexágono. Cada lado de hexágono tiene o forma dos vértices (1.1). Límites de Apilado: Cada bando puede tener hasta tres MMC equivalentes a pelotón por hexágono y además hasta cuatro jefes (3.3). LLMC: Chequeo Moral por Pérdida de un Jefe; un MC adicional provocado por la pérdida de un jefe con un nivel de moral superior al de la unidad(es) con la que estaba apilado (3.2.1). LLTC: Chequeo de Actividad por Pérdida de un Jefe; causado por la desmoralización de un jefe con un nivel de moral superior al de la unidad(es) con la que estuviera apilado (3.2.1). LOS: Línea de Tiro (3.2). Melée: Una condición en la que quedan involucradas unidades opuestas en la misma localización después de haber atacado en Combate Próximo (3.8). MF: Factor de Movimiento; medida de la capacidad de movimiento para unidades de Infantería (3.3). MG: Ametralladora; un tipo de Arma de Apoyo (SW), designada normalmente como ligera (LMG), media (MMG) o pesada (HMG) (4.1).
MPh: Fase de Movimiento (3.3). NMC: Chequeo Moral Normal; requiere una tirada de dados inferior o igual al nivel actual de moral de la unidad. El modificador por Mando puede aplicarse (3.2.1). Paso Ligero: Una unidad puede añadir 2 MF a su MPh quedando CX (3.3). PBF: Fuego a Quemarropa; fuego a un objetivo en una localización adyacente. La potencia de fuego es el doble de la normal (3.2). PFPh: Fase de Fuego de Preparación (3.2.2). PP: Puntos de Acarreo; representan la dificultad existente para transportar un arma, y se restan del IPC de la unidad (4.0). Primer Fuego Defensivo: Disparos efectuados a unidades moviéndose en la MPh (3.3.1). Primer Fuego Subsiguiente: Disparar nuevamente en Primer Fuego Defensivo, pero como Fuego de Área (3.3.1). PTC: Chequeo de Paralización de Actividad (3.2.1). Punto Central del Hexágono: El punto blanco existente en el centro de un hexágono desde el que se determina la LOS (1.1). Reducción por Bajas: Un resultado de combate que elimina una HS o hiere a una SMC. Un pelotón queda reducido a una HS (3.2.1). ROF: Cadencia de Tiro; una MG puede atacar más de una vez en el mismo turno gracias al número de su ROF, que aparece en un cuadrado (4.0). RPh: Fase de Reagrupamiento (3.1). RtPh: Fase de Retirada (3.6). SSR: Regla Especial del Escenario (1.3). SW: Arma de Apoyo (4.0). TEM: Modificador por Efectos del Terreno; un DRM causado por el terreno (3.2). Terreno Inherente: Ciertas representaciones de terreno (arboleda) y contenidos de fichas de un hexágono (humo) identifican al hexágono en su totalidad, incluyendo los lados de hexágono, como poseedor de las características de ese hexágono. Una LOS que penetre en dicho hexágono (incluso la trazada a lo largo de un lado de hexágono) se ve afectada por el terreno inherente. Turno de Jugador: Las ocho fases consecutivas que conforman la mitad de un turno de juego, durante las cuales el ATACANTE puede mover sus fuerzas. Unidad Enemiga Conocida (KEU): Toda unidad enemiga hasta la que la unidad amiga en cuestión tiene una LOS actualmente. X#: Número de Rotura de una SW (arma que no es reparable) (4.0).
3.0 Secuencia de Juego Hay ocho fases diferentes en cada turno de jugador: 3.1 Fase de Reagrupamiento (RPh) Durante la RPh ambos jugadores intentarán reagrupar sus unidades desmoralizadas, arreglar sus equipos estropeados o transferir equipo de una unidad a otra en la misma localización. Excepto los jefes reagrupando (a ellos mismos y a otras unidades) cada unidad sólo puede intentar una acción por RPh. Estas acciones deben realizarse en orden:
Ejemplo de Fase de Reagrupamiento rusa: La unidad 5-2-7 desmoralizada en Q6 intenta auto reagruparse. Tiene que añadir +1 a su intento de reagruparse, pero puede restar uno por estar en un hexágono de edificio. La DR original es un 7, y con los modificadores anulándose el uno al otro, la 5-2-7 se reagrupa y es girada hacia su lado normal, retirando la ficha ● DM. A continuación, el jefe intenta reagrupar a las dos unidades apiladas con él. La 5-2-7 tiene que añadir +4 a su DR porque está actualmente DM. El DRM –1 del jefe se aplica así como el –1 por estar en un edificio. La unidad 4-4-7 desmoralizada no está bajo una ficha DM y no tiene que aplicarse el +4 adicional. El DRM total es +2 para la 5-2-7 y –2 para la 4-4-7. La DR original para la 5-2-7 es 6; después de añadir el DRM +2 la DR final es 8. Dado que es superior su nivel moral desmoralizado de 7, el pelotón no se reagrupa. La DR original para la otra es 9; tras añadir –2 la DR final es 7. Y como es inferior o igual que su nivel moral desmoralizado, la 4-4-7 se reagrupa y es girada sobre su lado normal.
a) El ATACANTE tira dados por ocasionales refuerzos (SSR) y posiciona fuera del tablero todas las fuerzas que tengan prevista su entrada en ese turno de jugador. b) Unidades en Buen Orden pueden intentar recuperar SW no poseídas que estén en su mismo hexágono, realizando una dr menor que 6 (drm +1 si están CX) (el ATACANTE primero). c) Reparación de SW Rotas: Una unidad en Buen Orden que posea una SW rota de su propia nacionalidad (es decir, de su color) puede intentar reparar esa SW realizando una dr menor o igual al número de reparación indicado al dorso de la ficha (el ATACANTE primero). Una dr de 6 elimina la SW definitivamente. d) Transferencia de SW: Los apilamientos pueden ser redistribuidos libremente para cambiar la posesión de todas las SW, entre unidades en Buen Orden en la misma localización (el ATACANTE primero). e) Auto Reagrupamientos: Ambos bandos pueden intentar auto reagrupar (el ATACANTE primero) unidades capacitadas para ello (aquellas con su moral del lado desmoralizado dentro de un cuadrado; p.ej.: los jefes). El ATACANTE sólo puede intentar auto reagrupar una única MMC. Un jefe que intente auto reagruparse no puede aplicar su modificador por mando, y toda unidad que intente auto reagruparse sufre un DRM +1. f) Reagrupamiento de unidades: Ambos bandos (el ATACANTE primero) pueden intentar reagrupar unidades desmoralizadas apiladas con un jefe en Buen Orden. A efectos de reagruparse una unidad debe conseguir una DR menor o igual que su número de moral indicado en su lado desmoralizado. Se aplica un DRM +4 si la unidad sufre de Moral de Desesperación (DM), un DRM –1 si la unidad está en bosques o edificios y un DRM igual al modificador por mando del jefe que intenta reagrupar a la unidad desmoralizada. Si el único jefe presente en un apilamiento de unidades desmoralizadas estuviera él mismo desmoralizado, puede intentar reagrupar a las otras unidades si él mismo consigue auto reagruparse primero. No hay penalización por no conseguir reagruparse, a menos que la unidad saque un 12 original, en cuyo caso sufre de reducción por bajas. Ninguna unidad puede intentar reagruparse
Ilustración anterior a cualquier resultado. más de una vez por turno de jugador; sin embargo, un jefe en Buen Orden puede intentar reagrupar a todas las unidades con las que esté apilado. g) Retirada de marcadores: Todas las fichas DM son retiradas al final de la RPh a menos que la unidad DM esté adyacente a una unidad enemiga Conocida. Una unidad desmoralizada puede elegir mantener su estatus DM a menos que esté en bosques o edificios. 3.2 Fase de Fuego de Preparación (PFPh) y Ataques de Fuego Los ataques de fuego son el principal proceso mediante el cual una unidad ataca a unidades enemigas. Ninguna unidad puede disparar a plena potencia más de una vez por turno de jugador, excepto las SW que mantienen su ROF. En otro caso un jugador puede disparar todas, alguna o ninguna de sus unidades en cualquier fase de fuego aplicable. Los ataques de fuego normalmente afectan a todas las unidades de Infantería en el hexágono objetivo, excepto durante la MPh en la que el fuego de Primer Fuego Defensivo afecta sólo a unidades moviéndose juntas. Una unidad sólo puede disparar a una
unidad enemiga si tiene una Línea de Tiro (LOS) hasta ella. Puede determinarse extendiendo un hilo entre el centro del hexágono desde el que se dispara y el centro del hexágono objetivo, y no puede aplicarse a unidades fuera del tablero. Si el hilo no cruza un obstáculo a la LOS (representaciones de edificios o bosques) con el obstáculo visible a ambos lados del hilo, hay una LOS entre los dos hexágonos. El terreno en el hexágono de quien dispara o en el hexágono objetivo no bloquean la LOS hasta el punto central del hexágono. Los ataques pueden trazarse a través de unidades en hexágonos interpuestos sin que las afecten. Ningún jugador puede realizar un chequeo de LOS hasta después de que se haya declarado el ataque. Si un chequeo de LOS revela que un obstáculo a la LOS bloquea el fuego, el ataque de fuego no se resuelve, pero se considerará a todos los efectos que las unidades que declararon el ataque han disparado, incluyendo posibles roturas de SW. Toda combinación de DRM por estorbos a la LOS por humo o terreno, mayor o igual a +6 bloquea completamente esa LOS. La FP de una unidad atacando se duplica por Fuego a Quemarropa (PBF), lo cual ocurre cuando una unidad dispara a un hexágono adyacente. Una unidad puede atacar más allá de su alcance Normal hasta una distancia del doble de su alcance (incluido), pero lo hace con la mitad de su FP. Las fracciones de FP reducidos a la mitad no se desprecian, sino que se retienen y podrán ser objeto de posteriores modificaciones, o añadirse a las FP totales de otras unidades involucradas en el mismo ataque. Las modificaciones a la FP son acumulativas; las FP atacantes pueden verse tanto duplicadas como reducidas a la mitad varias veces. Una unidad no puede su FP entre diferentes objetivos pero puede optar por disparar su propia FP a un objetivo y cualquier SW en su posesión a un objetivo diferente. Siempre que un ataque de una MMC no dirigida por un jefe obtenga una tirada original de dobles en su DR de resolución en la IFT, sufrirá de cobardía y será resuelto en la
Ejemplo de Línea de Tiro La 4-6-7 puede ver a la 4-4-7a en F3 porque se puede tender una línea desde el punto central en I2 hasta el punto central en F3 sin que toque ninguna representación de bosque (va directamente “carretera abajo”) y puede ver a la 4-4-7b en J5 con un estorbo +1 debido a la arboleda en J4; no puede ver a la 4-4-7c en K4 debido al edificio interpuesto en J3.
Ejemplo de Fase de Fuego de Preparación (asumiendo una ELR alemana de 3): Durante la PFPh americana una 7-4-7 en el hexágono N5 constituye un FG con la 6-6-6 en el hexágono O6 para disparar a las unidades alemanas del hexágono P5. La potencia de fuego total es de 19 (el doble de 6 FP de la 6-6-6 en O6 por Fuego a Quemarropa más 7 FP de la 7-4-7 en N5), y el ataque se produce en la columna de 16 FP de la IFT. Los DRM incluyen un +3 por el TEM del edificio de piedra y un +1 del estorbo de la arboleda para un DRM total de +4. La DR original es 6; después de añadir 4 la DR final es 10. Cruce la referencia 10 en la columna 16 en la IFT resulta en un Chequeo Moral Normal (NMC). Por tanto, cada unidad en el hexágono P5 ha de pasar un NMC. Una de las 4-6-7 obtiene un 9 original y la otra un 7; ninguna DR resulta modificada. La 4-6-7 que obtuvo un 9 es girada hacia su lado desmoralizado y se coloca una ficha DM sobre ella. La 4-6-7 que sacó un 7 tendrá una ficha PIN sobre ella porque su tirada igualó su nivel moral en el chequeo. Finalmente, se coloca una ficha Prep Fire sobre las unidades americanas. A continuación la 7-4-7 americana restante y el 9-1 en N5 atacan a la 4-6-7 en P1 con 2 FP (7 FP por Fuego a Larga Distancia se queda en 3’5 FP, por lo que se utiliza la columna de 2 FP) y un DRM +2 (+3 del edificio de piedra, -1 de Modificador por Mando). La DR original es un 2 (¡ojos de serpiente!, lo cual es un dobles, pero el ataque no se ve afectado por cobardía al ser dirigido por un jefe) y la DR final es un 4. Cruce la referencia 4 en la columna 2 de la IFT y obtendrá un Chequeo Moral +1 (1MC). La 4-6-7 saca una DR original de 5, modificada a un 6, así que resulta no afectada. Las unidades americanas colocan una ficha de Prep Fire sobre ellas. El jugador americano elige entonces que la 5-3-6 en el hexágono N4 dispare al hexágono O5. La potencia de fuego total es de 10, y el ataque se produce en la columna de 8 FP. El DRM es +0, dado que la arboleda produce un estorbo de +1 pero tiene +0 como modificador por efectos del terreno. La DR original es un 4 (dos doses, así que el ataque sufre cobardía y se produce dos columnas por debajo de lo que correspondería, ya que la unidad es Inexperta) y la DR final es un 4. Cruce la referencia 4 en la columna de 4 FP (dos columnas a la izquierda de la de 8 FP) lo que resulta en 1MC. La 4-6-7 obtiene una DR original de 12 con una DR final de 13. La 4-6-7 sufre Reducción por Bajas por haber obtenido un 12 original y es reemplazada por una 2-4-7. La 2-4-7 es reemplazada por una escuadra 2-3-7 ya que la DR final era más alta que la moral de la unidad superando la ELR de la unidad, así que es sustituida. La 2-3-7 es girada a su lado desmoralizado y marcada con una ficha DM. La 5-3-6 es marcada con una ficha Prep Fire.
Ilustración posterior a todos los resultados siguiente columna inferior en la IFT y la unidad cobarde quedará marcada con una ficha de Fuego Preparatorio (Prep Fire) o de Fuego Final (Final Fire), según corresponda. Si una MMC inexperta se ve envuelta en dicho tipo de ataque, será resuelto dos columnas por debajo en lugar de sólo una. Cualquier descenso de columna por debajo de la más baja, provocará que ese ataque no tenga efecto. La cobardía no afecta a ataques CC, de DC o de FP Residual. Dos o más unidades pueden unirse para formar un ataque de fuego combinado denominado Grupo de Tiro (FG). Un FG puede estar formado por unidades situadas en más de un hexágono sólo si cada unidad participante ocupa un hexágono o está adyacente a otra unidad participante del mismo FG. Un jefe solitario no puede hacer de enlace para un FG. Todos los miembros de un FG tienen que ser capaces de trazar una LOS hasta el objetivo. Un FG de varios hexágonos que descubra que parte del FG no tiene una LOS hasta el objetivo perderá la participación de esa unidad. El resto del FG con una LOS válida todavía puede atacar al objetivo, pero como un FG más pequeño o en ataques separados a opción de quien dispara. Si unidades en un mismo hexágono van a atacar a la misma unidad, lo tienen que hacer como un FG, es decir, no pueden realizar ataques individuales. Un jefe puede utilizar su DRM por mando para modificar la DR en la IFT de cualquier unidad atacante o de un FG por turno de jugador, siempre y cuando todas las unidades del FG estén en el mismo FG que él. El DRM por mando puede utilizarse con un FG situado en varios hexágonos sólo si hay un jefe dirigiendo ese ataque en cada hexágono; el DRM por mando que se aplicará en ese caso será el del jefe participante de inferior calidad. Un jefe dirigiendo fuego es tratado como si él mismo hubiera atacado. 3.2.1 Efectos: Los ataques de fuego son resueltos cruzando la FP combinada total de la
unidad(es) atacantes con la DR en la Tabla de Potencia de Fuego de Infantería (IFT). El atacante utilizará la columna más a la derecha en la IFT cuyas FP no excedan del total ajustado de FP del ataque (por tanto un ataque total de 9 se resuelve en la columna de 8); las FP excedentes no tienen efecto. La DR es modificada añadiendo todo DRM aplicable debidos a mando, Modificadores por Efectos del Terreno (TEM) o estorbos a la LOS entre (pero no en) el hexágono de quien dispara y el hexágono objetivo. Los resultados se aplican de la siguiente forma: #KIA: Al menos tantos objetivos como el número indicado (#) son eliminados (determinándolos de forma aleatoria); las restantes unidades objetivo quedan desmoralizadas y DM automáticamente, o sufren reducción por bajas (ver debajo) si ya estaban desmoralizadas. K/#: Una unidad sufre reducción por bajas y todas las demás unidades objetivo (incluyendo cualquier recién reducida HS) tienen que pasar un chequeo moral (MC) añadiendo el número indicado (#) a la DR del MC. En caso de varios objetivos la determinación de cuáles sufren reducción por bajas se hará de forma aleatoria. La reducción por bajas elimina una HS, reduce un pelotón a HS y hiere a una SMC. Una SMC herida tiene que realizar de inmediato una dr de severidad de herida; un resultado de 1-4 indica una herida leve (coloque una ficha de Herido (Wound)), y uno de 5-6 elimina a la SMC. Una SMC herida ve reducido su MF a tres, su IPC a cero y no puede usar Paso Ligero. Si vuelve a resultar herida tiene que añadir un único drm +1 a su dr de severidad de herida – la única penalización por resultar herido más de una vez–. Su nivel moral y modificador por mando se reducen en uno; es decir, un jefe 8-0 herido tiene un nivel moral de 7 y un modificador por mando de +1. NMC: Cada unidad objetivo tiene que intentar superar un Chequeo Moral Normal (NMC) obteniendo una DR menor o igual al nivel
moral de la unidad. El mejor jefe en un hexágono realizará el chequeo en primer lugar. Las unidades que lo fallen quedarán desmoralizadas, serán giradas y se colocará una ficha DM sobre ellas. Una unidad que saque una tirada original de 12 en un MC sufrirá reducción por bajas además de quedar desmoralizada. Una unidad ya desmoralizada que falle un MC sufrirá reducción por bajas; una unidad ya desmoralizada que saque una tirada original de 12 en un MC quedará eliminada. Una unidad no desmoralizada que falle un MC por un resultado superior a su ELR (véase 5.1) será reemplazada por una unidad de inferior calidad. Las unidades desmoralizadas utilizan en nivel moral impreso en su lado desmoralizado para todos los MC e intentos de reagrupamiento hasta que sean reagrupadas y sean giradas a su lado normal. Las unidades desmoralizadas sólo pueden retirarse e intentar ser reagrupadas. Un jefe en Buen Orden y no paralizado aplicará su DRM por mando a otras unidades (incluso a jefes con moral inferior) en la localización objetivo si él mismo pasa previamente su MC sin resultar afectado; pero no se lo podrá aplicar a sí mismo. Además, si un jefe resulta eliminado, todas las unidades con un nivel moral actual inferior y que estén apiladas con él, salvo en CC, deben pasar un MC después de resolverse el ataque inicial, sumando cualquier DRM negativo por mando a la DR en lugar de restarlo. Si un jefe queda desmoralizado, todas las unidades en Buen Orden con un nivel moral actual inferior y apiladas con él, deben pasar un PTC después de resolverse el ataque inicial, sumando cualquier DRM negativo por mando a la DR en lugar de restarlo. Si una unidad supera el MC requerido obteniendo exactamente el número más alto con el que esa unidad pasaría el MC (después de todas las modificaciones), entonces esa unidad se considera paralizada, y se coloca una ficha Pin sobre ella. Esa unidad no puede
continuar moviéndose en ese turno de jugador y dispara a la mitad de su FP normal. #MC: El número por delante del MC es un DRM positivo que tiene que aplicarse a la DR del MC. PTC: Chequeo de Paralización de Actividad; cada unidad objetivo tiene que realizar una tirada inferior o igual a su Nivel Moral actual o quedará paralizada (pinned). El DRM por mando puede aplicarse si el jefe que es parte del grupo objetivo pasa primero su propio PTC. Se colocará una ficha Pin a las unidades que fallen su PTC; durante ese turno no podrán moverse, su FP quedará reducido a la mitad, perderán la ROF y un jefe paralizado no podrá utilizar su DRM por mando. Las unidades no pueden quedar paralizadas más de una vez por turno de jugador. Una unidad desmoralizada que no esté bajo una ficha DM que quede adyacente a una unidad enemiga Conocida o sea atacada con suficiente FP (teniendo en cuenta la posibilidad de cobardía) como para infligirle un NMC, recibirá una ficha DM. 3.2.2 Fase de Fuego de Preparación (PFPh) El ATACANTE realiza sus ataques de fuego en la PFPh. Después de resolver cada ataque en la PFPh, la unidad que ha disparado es marcada con una ficha Prep Fire. 3.3 Fase de Movimiento (MPh) Durante la Fase de Movimiento el ATACANTE puede mover todas, alguna o ninguna de sus unidades, siempre que no dispararan durante la PFPh y no estén ni desmoralizadas ni involucradas en una melée. Las unidades pueden moverse en cualquier dirección o combinación de direcciones hasta el límite de su lote de Factor de Movimiento (MF). Las unidades pueden moverse y colocarse encima de otras unidades amigas formando un apilamiento, pero no pueden moverse a un hexágono que contenga unidades enemigas durante la MPh. Una unidad no puede abandonar el tablero de juego voluntariamente. Toda unidad forzada a hacerlo quedará eliminada. Una SMC tiene 6 MF y una MMC tiene 4 MF (o 3 si es Inexperta). Puede obtenerse un bono de un MF adicional si la unidad se mueve a lo largo de una carretera durante la MPh. Toda MMC que inicie y concluya su MPh apilada con un jefe en el mismo hexágono, recibe un bono de 2 MF durante la MPh, siempre y cuando se mueva con el jefe en un apilamiento combinado. El MF no puede transferirse entre unidades ni puede acumularse de un turno a otro. Las unidades gastan MF en base al terreno al que entran, restando la cantidad correspondiente del total restante hasta que llegue a cero, o elija no moverse más. Siempre que un jugador mueve una unidad deberá indicar en voz alta el MF consumido por esa unidad cuando entra en un hexágono o en realizar cualquier otra actividad
en ese hexágono. Si una unidad va a finalizar su MPh en un lugar concreto deberá indicarlo antes de mover otra unidad. El jugador no puede hacer retroceder a una unidad a un hexágono previamente ocupado y comenzar de nuevo, a menos que lo haga como parte de su movimiento. Una vez que una unidad se mueve, se para y otra unidad comienza a moverse, la unidad original no podrá moverse otra vez en esa MPh. Hasta tres equivalentes a pelotones MMC por bando y 4 SMC pueden estar en el mismo hexágono al mismo tiempo. Las unidades se mueven normalmente de una en una a menos que la MMC esté utilizando el bono en MF obtenido por moverse con un jefe. Las unidades pueden elegir moverse como un apilamiento y pueden abandonar el apilamiento durante la MPh para continuar su movimiento por separado, pero todos los miembros de ese apilamiento deben concluir su MPh antes de que una unidad que no esté en ese apilamiento pueda moverse. Una unidad que se mueve sólo un hexágono durante la MPh puede utilizar Movimiento de Asalto si el jugador lo declara así, y el movimiento no consume todos los MF de la unidad. El Movimiento de Asalto reduce la vulnerabilidad de la unidad frente al Primer Fuego Defensivo anulando el DRM –1 por FFNAM. Toda unidad de Infantería capaz de moverse y que no esté desmoralizada, paralizada, herida ni CX puede usar Paso Ligero si el jugador anuncia
la opción al inicio de la MPh de esa unidad y coloca una ficha CX sobre ella. El Paso Ligero incremente el MF de la unidad en dos. Las unidades CX añaden uno a toda DR o dr (+1 máximo) que hagan o dirijan incluyendo ataques en la IFT o CC, y chequeos de recuperación, emboscada y granadas fumígenas ● [EXC: chequeos de Moral y PTC]. Una unidad CX tiene su IPC reducido en uno y toda unidad realizando un ataque CC contra ella tiene su DR de CC reducido en uno. Las fichas CX se retiran al inicio de la MPh y no afectan a esa unidad durante esa MPh excepto en que no podrá usar Paso Ligero durante esa MPh. Una unidad con un Exponente de Humo (1.2.2) puede realizar un chequeo para poder lanzar granadas fumígenas durante la MPh declarándolo así, gastando un MF en colocar humo en su propio hexágono o dos MF si es en un hexágono adyacente, y realizando una dr menor o igual que su Exponente de Humo. Una unidad CX tiene que añadir un drm +1. Ninguna unidad puede intentar lanzar granadas fumígenas más de una vez por MPh. Si el resultado de la dr fuera un 6, la unidad finalizará inmediatamente su MPh en la localización en que se encuentre. El humo representa un estorbo inherente a la LOS; todo fuego trazado fuera de, hacia dentro de o a través de un hexágono con humo queda sujeto a un DRM +2 por hexágono. Entrar en un hexágono con humo cuesta un MF adicional.
Tabla de Factores de Movimiento de unidades Unidad MMC Primera/Segunda/Elite MMC Inexperta SMC
MF Básico 4 3 6
MF con Jefe 6 5 6
Paso Ligero sin Jefe 6 5 8
Paso Ligero con Jefe 8 7 8
Las fichas de granadas fumígenas se retiran al final de la MPh. Está permitido recuperar SW durante la MPh gastando un MF y realizando una dr inferior a 6 (drm +1 si CX). La unidad recuperadora tiene que estar en el mismo hexágono que la SW no poseída. 3.3.1 Primer Fuego Defensivo El Fuego Defensivo se produce durante la MPh enemiga y en la DFPh. La porción que ocurre durante la MPh enemiga es llamada Primer Fuego Defensivo y puede utilizarse únicamente contra unidad(es) en movimiento. Los ataques con Primer Fuego Defensivo sólo afectan a las unidades moviéndose aunque haya otras unidades ocupando el mismo hexágono en el mismo instante del ataque. Siempre que una unidad o apilamiento gasten MF en la LOS de una unidad DEFENSORA en Buen Orden, el DEFENSOR tiene la opción de detener momentáneamente el movimiento mientras que dispara sobre aquélla en esa localización con tantos ataques como pueda. El DEFENSOR tiene que colocar una ficha de Primer Fuego (First Fire) sobre todas las unidades o SW que hayan disparado y, en el último caso, que hayan consumido su ROF. El Primer Fuego Defensivo tiene que resolverse antes de que la unidad o apilamiento en movimiento abandonen el pretendido hexágono objetivo. El DEFENSOR no puede reclamar que una unidad o apilamiento en movimiento regresen a una posición previa para sufrir un ataque, sin embargo, el ATACANTE debe dar al DEFENSOR suficiente tiempo para declarar su fuego antes de continuar moviéndose, y tiene que declarar el final del movimiento de esa unidad antes de mover otra. Una vez que otra unidad comienza a moverse o que se declara concluida la MPh, las unidades previamente movidas no pueden ser objeto de ataques de Primer Fuego Defensivo. Toda acción realizada por una unidad que precise el gasto de un MF en una localización, la habilita como objetivo de un hipotético Primer Fuego Defensivo incluso aunque no haya entrado en esa localización durante la MPh. Ejemplos de tal gasto incluyen intentos de lanzar granadas fumígenas, recuperación de SW y colocación de DC. Los ataques de Primer Fuego Defensivo se resuelven de la misma manera que los demás ataques de fuego. Los ataques de Primer Fuego Defensivo también pueden beneficiarse de un DRM –1 por Primer Fuego contra Movimiento no de Asalto (FFNAM) contra Infantería que se esté moviendo sin utilizar Movimiento de Asalto, y un DRM –1 por Primer Fuego contra Movimiento en Campo Abierto (FFMO) (FFMO) si el objetivo se estuviera moviendo en Campo Abierto. Note que el DRM por FFMO no se aplica en el caso de que exista un estorbo a la LOS entre el objetivo y quien dispara, incluso aunque la unidad que se mueve lo haga en Campo Abierto. Una unidad de Infantería DEFENSORA ya marcada con una ficha de Primer Fuego (First Fire) puede volver a realizar Primer Fuego Defensivo con su FP y/o MG durante esa MPh siempre y cuando el objetivo no esté a una distancia superior de la de la unidad enemiga más cercana, ni más allá del alcance normal de quien dispara. Si lo hace estará utilizando el llamado Subsiguiente Primer Fuego con su FP
reducida a la mitad. Después de resolver el ataque, gire la ficha de Primer Fuego (First Fire) hacia su lado de Fuego Final (Final Fire) en cuanto a la unidad y todas sus SW (independientemente de si disparó con todas ellas). Fuego Protector Final (FPF) es una opción disponible para una unidad DEFENSORA ya marcada con una ficha de Fuego Final (Final Fire) que desee disparar a una unidad moviéndose adyacente a ella durante la MPh. El FPF es tratado como Subsiguiente Primer Fuego (con la FP duplicada debido a los efectos de PBF) con una penalización adicional; inmediatamente después de resolver el ataque en la forma habitual, la DR en la IFT original (modificada únicamente con los DRM por mando aplicables) se utiliza como un NMC contra las unidades utilizando FPF (incluyendo al jefe que dirige el ataque). Siempre y cuando no se desmoralicen no existe límite al número de ataques FPF que puede realizar una unidad, salvo el número de unidades en movimiento y el MF que gasten moviéndose adyacentes al hexágono de quien dispara. Una unidad que utilice FPF tiene que utilizar toda su FP y todas las SW utilizables y puede formar un FG con unidades que no usen FPF, pero sólo aquellas unidades que utilicen FPF resultarán afectadas por sus adversos efectos. Una unidad que sobreviva a un ataque de Primer Fuego Defensivo sin resultar afectada puede recibir otros ataques en esa misma localización durante su MPh antes de que gaste MF adicionales, pero sólo de diferentes atacantes o de los mismos si gastó al menos 2 MF en ese hexágono. La misma unidad o SW nunca podrá realizar Primer Fuego Defensivo, ni Subsiguiente Primer Fuego ni Fuego Protector Final sobre la misma unidad en movimiento, en la misma localización más veces que el número de MF que gaste en esa localización durante la MPh. Una unidad desmoralizada o paralizada por Primer Fuego Defensivo puede ser atacada otra vez en su actual localización por otros ataques de Primer Fuego Defensivo pero será atacada en su estatus desmoralizado o paralizado. Una unidad moviéndose, que sea objeto de FFNAM o FFMO y quede desmoralizada, todavía será objeto de dichos DRM en esa localización en cuanto a sucesivos ataques hasta que su MPh finalice. Una unidad que quede paralizada no será objeto a posteriores FFNAM o FFMO mientras esté paralizada; sin embargo, si un Subsiguiente Primer Fuego u otros Primeros Fuegos Defensivos contra esa unidad paralizada consiguen desmoralizarla, perderá su estatus paralizado y será objeto otra vez de los DRM por FFNAM o FFMO (si se aplicaron anteriormente) en cuanto a posteriores ataques de Primer Fuego Defensivo que se hagan contra ella durante esa MPh (teniendo en cuenta que su MPh concluye tan pronto como otra unidad se mueva). Una unidad que utilice Movimiento de Asalto y quede desmoralizada no será considerada en adelante usuaria de Movimiento de Asalto y será objeto del DRM –1 por FFNAM por el resto de su MPh. Cuando una unidad es atacada con Primer Fuego Defensivo o Subsiguiente Primer Fuego o FPF, la localización en la cual se resuelve el
ataque es marcada con una ficha de FP Residual igual a la mitad (hasta un máximo de 12; fracciones redondeadas por debajo) de la columna FP en la IFT utilizada para ese ataque, aunque una SW que funcione defectuosamente no dejará ninguna FP Residual. Por consiguiente, toda unidad que entre (o gaste MF) en esa misma localización en la misma MPh resultará atacada en la IFT con la FP representada por dicha ficha, una nueva DR en la IFT, TEM de la localización objetivo y los DRM por FFNAM o FFMO que resulten aplicables. Una unidad que gaste MF para abandonar una localización no será objeto de ataques de FP Residual en la localización que esté abandonando. La FP Residual no puede formar un FG; siempre atacará en solitario. La FP Residual siempre ejecuta el primer ataque de Primer Fuego Defensivo permitido contra una unidad moviéndose en su actual localización durante su MPh y se resuelve antes de que el DEFENSOR tenga que declarar un ataque. No puede colocarse más de una ficha de FP Residual en una localización, pero se colocará una ficha con mayor valor de FP si posteriores ataques en la IFT tuvieran derecho a colocar FP Residual, sustituyendo a la de menor valor anteriormente colocada; eso no quiere decir que fichas de FP Residual de diferentes ataques puedan combinarse. Normalmente, una unidad sólo puede ser atacada una vez por FP Residual por localización; un gasto simultáneo de MF (p.ej.: dos MF para entrar en un edificio) no provocan múltiples ataques por FP Residual. Una unidad puede ser atacada por FP Residual otra vez en la misma localización si la unidad gaste MF adicionales en esa localización y, al hacerlo así, es objeto de más DRM negativos o de menos DRM positivos. ● El FP Residual se reduce en una columna por cada DRM de estorbo y DRM por CX que afecte al ataque inicial. Ej.: un ataque de 4 FP afectado por un DRM +1 por estorbo de arboleda, dejará únicamente 1 FP Residual. Si además el atacante estuviera CX, no quedaría FP Residual (incluso aunque estuviera dirigido por un jefe –2). ● Una MG que mantenga su ROF no podrá dejar FP Residual (pero una MG puede renunciar a su ROF para dejar FP Residual). Retire todas las fichas de FP Residual al final de la MPh. 3.4 Fase de Fuego Defensivo (DFPh) La porción de Fuego Defensivo que ocurre estrictamente durante la DFPh es llamada Fuego Final. Durante Fuego Final, cualquier de las unidades del DEFENSOR que no esté marcada con una ficha de Primer Fuego (First Fire) o Fuego Final (Final Fire), podrá disparar (incluyendo MG que mantuvieron su ROF en la MPh). Cualquiera de las unidades del DEFENSOR que esté marcada con una ficha de Primer Fuego (First Fire) también podrá disparar otra vez, pero sólo a unidades en un hexágono adyacente, y después de hacerlo se girará su ficha de Primer Fuego (First Fire) hacia su lado de Fuego Final (Final Fire). Una unidad marcada con Primer Fuego (First Fire) tiene su FP dividida a la mitad (y duplicada debido a los efectos del PBF). Una unidad ya marcada con Fuego Final (Final Fire) no podrá disparar
Resumen sobre Fuego Defensivo: 1. Primer Fuego Defensivo: Ocurre durante la MPh del contrario; afecta sólo a unidad(es) en movimiento; puede dejar FP Residual; colocar fichas de Primer Fuego (First Fire).
1a. Subsiguiente Primer Fuego: Ocurre durante la MPh del contrario; afecta sólo a unidad(es) en movimiento dentro del alcance normal; puede dejar FP Residual; disponible para unidades que ya estén marcadas con una ficha de Primer Fuego (First Fire) pero que no tengan un objetivo más cercano; girar la ficha hacia el lado de Fuego Final (Final Fire).
1b. Fuego Protector Final: Ocurre durante la MPh del contrario; afecta sólo a unidad(es) moviéndose adyacentes; puede dejar FP Residual; disponible para unidades ya marcadas con una ficha de Fuego Final (Final Fire), y actúa como un NMC contra la unidad que dispara.
2. Fuego Final: Ocurre durante la DFPh; no se aplica FFNAM ni FFMO; afecta a todas las unidades en la localización objetivo; no disponible para unidades ya marcadas con una ficha de Fuego Final (Final Fire) ni para unidades marcadas con una ficha de Primer Fuego (First Fire) a menos que estén disparando a un hexágono adyacente; colocar (o girar hacia ese lado) ficha de Fuego Final (Final Fire)
durante Fuego Final. Los ataques Fuego Final afectan a todas las unidades enemigas en la localización objetivo, no sólo a aquellas que se hayan movido, pero no se aplican los DRM FFNAM ni FFMO. Puede utilizarse otra vez la dirección de jefes utilizada en Primer Fuego Defensivo, al ejecutar Subsiguiente Primer Fuego, FPF o Fuego Final, pero sólo en cuanto a una unidad o FP disparador, y dicha unidad o FG no puede incluir disparadores distintos a aquellos a los que dirigió durante Primer Fuego. Si se formara un nuevo FG durante ese turno de jugador, el jefe no podrá dirigir su fuego (ni siquiera durante FPF). Retire todas las fichas de Primer Fuego (First Fire) y Fuego Final (Final Fire) al final de la DFPh. 3.5 Fase Avanzada de Fuego (AFPh) Las unidades del ATACANTE que no dispararon en la PFPh pueden disparar con la mitad de su FP. Una escuadra con su factor FP subrayado puede utilizar Fuego de Asalto. La capacidad de usar Fuego de Asalto permite que una unidad utilizando su propia FP durante la AFPh añada 1 FP a su ataque después de todas las modificaciones a la propia FP del pelotón; las fracciones se redondean hacia arriba. El bono de fuego de asalto no se aplica al fuego a larga distancia. Ni las ametralladoras medias (MMG) ni las pesadas (HMG) que hayan sido movidas en la MPh actual podrán disparar en la AFPh. Retire todas las fichas de Fuego de Preparación (Prep Fire) al final de la AFPh. 3.6 Fase de Retirada (RtPh) Durante la RtPh una unidad desmoralizada que no esté en una melée no puede finalizar la RtPh adyacente o en la misma localización que una unidad enemiga no desmoralizada y Conocida y tampoco puede permanecer en la misma localización de Campo Abierto en la LOS y alcance Normal de una unidad enemiga Conocida en Buen Orden que pueda interdictarla si se estuviera retirando en ese
(Fig. 1) Ejemplo de Fase de Movimiento (MPh): En la MPh rusa, la 4-4-7 en I5 gasta dos MF en entrar en J5; dado que se trata de un movimiento de un único hexágono que no consume todo el lote MF de la 4-4-7, puede utilizar Movimiento de Asalto. La 4-4-7 en H3 gasta dos MF en entrar en I3 y otros dos MF por entrar en J2; dado que la PP de la LMG (1) no excede de la IPC del pelotón (3), la LMG no afecta al movimiento. La 5-2-7 en F3 declara Paso Ligero y gasta un MF en entrar en G3, un MF en entrar en H2, dos MF en entrar en I3 y 2 MF en entrar en J3 para un total de seis MF, finalizando CX. El 9-1 y la 4-4-7 en F4 se mueven juntas y gastan dos MF utilizando el bono del jefe. El 8-1 y la 4-4-7 en E3 declaran Paso Ligero y gastan dos MF en entrar en E4, luego en F5, después en G5 para un total de 8 MF, finalizando CX.
(Fig. 2) Ejemplo de Fase de Movimiento y de Fase de Fuego Defensivo: La 4-4-7 con la MMG en I4 gasta 2 MF en entrar en J3; como los cinco PP de la MMG reducen el MF del pelotón en dos, el pelotón no puede utilizar Movimiento de Asalto para entrar en J3. La 4-4-7 podría declarar Paso Ligero lo que incrementaría su MF en dos, pero reduciría su IPC en uno con un resultado neto de un MF extra que le permitiría entrar en K3 y después de haberlo hecho a J3. Asuma que ese es el movimiento que efectúa el ruso. La unidad alemana 4-6-7 con la MMG en K5 dispara sólo con la FP del pelotón a la unidad que entra en J3 en la columna de 4 FP con un DRM +2 (+3 edificio de piedra, -1 FFNAM), no se ve afectada por cobardía (es decir, no saca dobles), deja 2 FP Residuales en el hexágono J3, y el pelotón (sólo) es marcada con una ficha de Primer Fuego (First Fire). Cuando la 4-4-7 rusa continúa moviéndose a K3, el jugador alemán dispara la MMG de K5 en la columna de 4 FP con un DRM –2 (–1 FFMO, –1 FFNAM). Asumiendo que la MMG ni funciona defectuosamente, ni sufre cobardía, ni mantiene su Cadencia de Tiro (ROF) (es decir, la DR original no es ni un 12, ni son dobles, ni el dado de color es un 3 o más), la MMG es marcada con una ficha de Primer Fuego (First Fire) (utilice la misma ficha que cubría al pelotón para cubrir el apilamiento alemán) y deja dos FP Residuales en el hexágono K3. Ahora el jugador ruso mueve la siguiente unidad, la 5-2-7 en el hexágono G5, con la intención de utilizar 3 MF para llegar a K4. Note que el bono de carretera no se aplicaría pues la totalidad del movimiento no cruza lados de hexágono de carretera. La 5-2-7 entra en H5 e I5. En este punto, el jugador alemán declara que usará Subsiguiente Primer Fuego con la 4-6-7 (ya marcada con una ficha First Fire) ya que el ruso está en su Alcance Normal y ninguna unidad enemiga Conocida está más cerca. El pelotón también utiliza la MMG (aunque su B# será reducido en 2) porque la MMG quedará marcada con una ficha Final Fire independientemente de que dispare o no. Los 9 FP de la 4-6-7 y de la MMG se dividen a la mitad y atacan en la columna 4 FP con un DRM –2 (– 1 FFNAM, –1 FFMO). El ataque dejará 2 FP Residuales a menos que sufra cobardía o la MMG funcione defectuosamente (en cuyo caso dejará 1 FP Residual) o sufra cobardía y la MMG funcione defectuosamente (en cuyo caso no dejará FP Residual alguno). Asuma que la 5-2-7 se desmoraliza y que quedan 2 FP Residuales en el hexágono. Gire la ficha First Fire del apilamiento alemán hacia el lado Final Fire. El jugador ruso mueve entonces la 4-4-7 en el hexágono F6. Mueve: G6, H5 e I5 donde sufre el ataque de las 2 FP Residuales con un DRM –2 (–1 FFNAM, –1 FFMO); asumamos que el ataque no tiene efecto. Al jugador alemán le gustaría disparar otra vez contra las unidades en K5, pero con una ficha Final Fire sólo se puede disparar a unidades adyacentes. La 4-4-7 continúa moviéndose a I6 gastando 4 MF y utiliza el bono de carretera para moverse a I7.
hexágono (véase más adelante). Dicha unidad
El 9-2 ruso y la 4-4-7 con la MMG en el hexágono F5 se mueven a G6, H5, I6 y J5 para un total de 5MF. La IPC del jefe (1) se añade a la IPC de la MMC (3) para un IPC total de cuatro que se resta de las 5 PP de la MMG. La diferencia se resta de 6 MF proporcionado por el bono del jefe. Una vez que entran en J5, el jugador alemán declara Fuego Protector Final. La FP del FG (la MMG tiene que atacar con la 4-6-7) se divida a la mitad (debido a que usa Subsiguiente Primer Fuego) y duplicada debido a Fuego a Quemarropa y ataca en la columna 8 FP, con un DRM +2 (+3 edificio de piedra, –1 FFNAM). Con una DR original de 7 la 4-6-7 supera su NMC por FPF con la cantidad más alta posible, así que queda paralizada (Pin) y los rusos tienen que pasar un PTC (un 9 en la columna de 8 FP), dejando el ataque 4 FP Residuales. Finalmente, la 4-2-6 rusa en H6 se mueve a I6, J6 y K6, donde el jugador alemán declara otra vez Fuego Protector Final. La FP del FG se divide a la mitad (debido a que usa Subsiguiente Primer Fuego), dividida a la mitad otra vez (debido a estar paralizada)
y duplicada debido al Fuego a Quemarropa, y ataca en la columna de 4 FP con un DRM –1 (–1 FFNAM). Sin embargo, la suerte del alemán se acaba cuando obtiene una DR original de 10 (no es un doble) lo que significa que la 4-6-7 no supera por 3 su NMC por FPF (siendo reemplazada por una unidad de segunda línea 44-7 si la ELR del alemán fuera de 2 o menos) y es girada hacia su lado desmoralizado y marcada con una ficha DM. Además, la MMG funcionará defectuosamente y se girará hacia su lado roto. No obstante, el disparo se produjo pero no tiene efecto ya que el resultado final es un 9 en la columna 4 FP. Se coloca una ficha de 1 FP Residual (la MMG que funcionó defectuosamente no deja FP Residual alguno).
Figura 2 después de todos los resultados excepto el ataque FPF contra la 4-2-6 moviéndose al hexágono K6
hexágono (véase más adelante. Dicha unidad se coloca bajo una ficha DM. Las unidades desmoralizadas que estén DM pero no estén en melée tendrán que retirarse (las del ATACANTE primero –de una en una–) o resultarán eliminadas por imposibilidad de retirada. Todas las unidades desmoralizadas tiene 6 MF para su uso durante la RtPh; esta cifra no puede verse incrementada de ningún modo. Una unidad desmoralizada puede retirarse a un hexágono de Campo Abierto en la LOS y alcance Normal de una unidad enemiga Conocida sin sufrir interdicción (véase más adelante) sólo si lo hace utilizando Avance a Rastras, pero aún así no podrá estar adyacente a una unidad enemiga no desmoralizada y Conocida al final de la RtPh o quedará eliminada por imposibilidad de retirada. El Avance a Rastras es una retirada de un único hexágono que consume la totalidad del lote MF de la unidad en retirada. Una unidad en retirada utilizando Avance a Rastras no puede ser interdictada. Todas las demás normas de la retirada se aplican sin cambios a las unidades usando Avance a Rastras. Una unidad en retirada tiene que moverse hacia el hexágono de edificio o bosques más cercano (en MF) a 6 MF de distancia. Haciéndolo así, una unidad en retirada no puede retirarse hacia una unidad enemiga (incluso aunque esté desmoralizada), mientras esté en la LOS de ese enemigo, si haciéndolo así disminuye la distancia en hexágonos entre la unidad en retirada y la unidad enemiga Conocida, ni puede moverse hacia dicha unidad después de abandonar su LOS durante esa RtPh; ni si está adyacente a una unidad enemiga puede moverse a otro hexágono adyacente a esa misma unidad enemiga, a menos que al hacerlo esté abandonando la localización de esa unidad. En cualquier otro caso, una unidad retirándose puede moverse hacia una unidad enemiga. Después de llegar al hexágono de edificio o bosques legal más cercano no adyacente a una unidad enemiga, una unidad en retirada debe detenerse y concluir su RtPh en ese hexágono de edificio o bosques a menos que la unidad puede entrar inmediatamente en otro hexágono de bosques o edificio. Una unidad desmoralizada siempre podrá retirarse del edificio en el que comenzó su RtPh. Una unidad retirándose tiene que ignorar cualquier hexágono de bosques o edificio en el que no pueda entrar debido al límite de apilamiento y también puede ignorar un hexágono de bosques o edificio si ese hexágono no estuviera más alejado de una unidad enemiga Conocida que su hexágono actual. Si no pudiera alcanzar un edificio o bosques durante esa RtPh, una unidad desmoralizada puede retirarse a cualquier hexágono que cumpla con las restricciones indicadas anteriormente. Una unidad desmoralizada sólo puede retirarse si está debajo de una ficha DM. Un jefe ya apilado con una unidad desmoralizada antes de que se retirara, puede optar por retirarse junto con la unidad desmoralizada incluso aunque él no lo esté ● [EXC: un jefe paralizado no puede retirarse con una unidad desmoralizada]. Si el jefe opta por hacerlo así, resultará eliminado si la unidad desmoralizada con la que está apilado falla un MC de
Ejemplo de Fase de Retirada: Es la RtPh y todas las unidades desmoralizadas tienen su ficha DM y, por tanto, pueden retirarse. La unidad en zM9 puede optar por permanecer estacionaria o retirarse a los bosques en N9 (y después, posiblemente, a O10 o N10); no puede retirarse a L8 ni a M8 porque de hacerlo se acercaría a una unidad enemiga Conocida; podría ignorar los bosques en N9 (que no están más alejados de O6 de lo que lo está M9) y retirarse en su lugar a N10 o L10. La unidad en N7 tiene que retirarse; no puede permanecer en Campo Abierto dentro del Alcance Normal de los posibles interdictores situados en O6, M6 o L7, y quedaría automáticamente DM al comienzo de la RtPh. Puede retirarse a O8 o puede ignorar O8 (el cual no está más alejado de O6 de lo que lo está N7) y retirarse hacia N9 (o M9), bien usando Avance a Rastras hasta N8 o sufriendo interdicción allí de camino a N9 (o M9). La unidad en N6 tiene que retirarse a N7. Puede utilizar Avance a Rastras de forma segura, o puede sufrir interdicción en N7 y continuar retirándose a O8. Si la 4-6-7 en M6 estuviera en su lugar en M5, la unidad en N6 podría retirarse a M7 pero no podría permanecer allí y sufriría interdicción en el camino a O8 donde tendría que detenerse. La unidad en N5 sería eliminada por imposibilidad de retirada (y lo mismo sucedería si la 4-6-7 estuviera en M5 en lugar de en M6).
interdicción. Tiene que permanecer con la unidad todo lo que dure la RtPh, pero no se considera desmoralizado y puede añadir su DRM de mando al NMC de interdicción de aquélla. La interdicción se produce cuando una unidad retirándose entra en un hexágono de Campo Abierto sin utilizar movimiento a rastras en la LOS y alcance normal de una unidad enemiga no desmoralizada ni paralizada, capaz de disparar sobre ese hexágono con al menos 1 FP. Una unidad en melée no puede realizar interdicción ni tampoco una unidad CX ni un único jefe con manejando una MG. Si se produce una interdicción, la unidad en retirada será objeto de un NMC con todo lo que conlleva. Una unidad en retirada que no supere su NMC de interdicción, sufre reducción por bajas aunque la HS restante puede continuar retirándose a continuación. La interdicción no afecta a otras unidades en el hexágono, y las unidades pueden interdictar incluso aunque hayan agotado todas las demás opciones de fuego durante ese turno de jugador. Una unidad interdictada que sufra un resultado de paralización en su NMC no podrá continuar retirándose en ese turno y si aún estuviera adyacente a una unidad enemiga Conocida será eliminada por imposibilidad de retirada. Una unidad desmoralizada no puede ser interdictada más de una vez por hexágono de Campo Abierto en el que entre, independientemente del número de unidades enemigas que puedan reclamar una interdicción. Un hexágono de Campo Abierto a efectos de interdicción, es cualquier hexágono de Campo Abierto en el que cualquier interdictor pudiera, durante una hipotética oportunidad de Primer Fuego Defensivo, utilizar el DRM –1 por FFMO. El DRM por FFMO resulta negado si hay un estorbo entre la unidad en retirada y el interdictor. Note que el Primer Fuego no se produce realmente durante la RtPh.
3.7 Fase de Avance El ATACANTE puede transferir SW entre unidades en Buen Orden y puede mover cualquiera de sus unidades de Infantería no paralizadas y en Buen Orden, a un hexágono adyacente (incluso aunque en él haya unidades de Infantería enemigas). Si avanzar a un hexágono requiere el gasto por una unidad del lote completo de MF, quedará CX. Por ejemplo, un pelotón ruso acarrea una MMG de cinco PP sólo tiene dos MF y, por tanto, quedará CX si avanza a un hexágono que, por entrar, le costara dos MF en la MPh (bosques o edificio), a menos que vaya acompañado de un jefe el cual agrega dos MF y un IPC a los del pelotón, para un total de cinco MF. Una unidad CX no puede avanzar a un hexágono si ello le costara todo su lote MF. Por ejemplo, a un pelotón alemán CX que posea una HMG de cuatro PP sólo le quedarían dos MF debido a los dos PP en exceso (su IPC queda reducida a dos debido a estar CX) y no podría avanzar a un hexágono de edificio, a menos que vaya acompañado de un jefe. Coloque una ficha CC sobre las unidades que hayan avanzado a un hexágono ocupado por el enemigo. 3.8 Fase de Combate Próximo (CCPh) El Combate Próximo es un tipo de ataque que ocurre durante la CCPh entre unidades opuestas situadas en el mismo hexágono. No hay modificadores por TEM para una DR por ataque CC, y no se aplican ni SW ni PBF. Al contrario de los ataques con fuego, el CC se considera simultáneo, a menos que se produzca una emboscada, así que ambos bandos se atacan uno a otro incluso aunque uno de ellos o ambos resulten eliminados. El ATACANTE especifica el orden en el cual los diversos hexágonos que contengan situaciones de CC vayan a resolverse; el CC de cada hexágono ha de ser resuelto antes de resolver el CC de otro hexágono. Cada bando tiene que designar todos sus ataques en ese hexágono antes de proceder a la resolución de cualquiera de ellos (el ATACANTE designa
los suyos primero). El DEFENSOR designa a continuación todos sus ataques, después de lo cual el ATACANTE resuelve todos los ataques que previamente designó. A continuación el DEFENSOR resuelve todos sus ataques –incluso los de aquellas unidades que hayan resultado eliminadas o reducidas–. Las unidades pueden atacar a cualquier unidad o combinación de unidades en el mismo hexágono, con el límite de que ninguna unidad puede atacar o ser atacada más de una vez por CCPh. Todas las unidades en el hexágono no tienen por qué ser atacadas, ni tampoco todas las unidades tienen que realizar un ataque. Sólo las unidades no desmoralizadas pueden atacar, pero incluso las unidades desmoralizadas pueden defenderse, aunque sufren un DRM –2 en ataques CC contra ellas. La FP de las unidades atacantes se compara con la FP de aquellas unidades enemigas que están siendo atacadas, para así conseguir una ratio de factores FP ataque-defensa denominada relación. Una vez que se ha determinado la relación, se efectúa una DR por cada ataque. Si la DR final es inferior interior al número para Destruir indicado en la Tabla de Combate Próximo (CCT) bajo la columna de relación aplicable, las unidades atacadas son eliminadas. Una DR final que sea igual al número para Destruir indicado en la CCT provoca una reducción por bajas de una de las unidades atacadas (determinado de forma aleatoria). Una DR final superior al número para Destruir, no tiene efecto. Toda SMC en CC tiene una FP de uno, tanto en defensa como en ataque. Una única SMC puede atacar en solitario, pero si lo hace también tendrá que defenderse en solitario. Cualquier número de SMC puede combinarse con MMC u otras SMC para efectuar un ataque CC sumando sus FP. Una SMC se defiende en CC como parte del grupo con el que ataca añadiendo su FP a la FP de la unidad con la que está apilada (los jugadores son libres de recolocar sus apilamientos previamente al comienzo de la CCPh). Un jefe puede dirigir el CC de la MMC con la que ataca o se defiende (y cualesquiera otras unidades que se unan a esa MMC en un ataque CC combinado) aplicando su DRM por mando para modificar la DR del CC, además de añadir su FP al factor del ataque. Un jefe no puede utilizar su DRM por mando para modificar un ataque en el que participe en solitario. Siempre que la Infantería avance a un CC en un hexágono de edificio o bosques (a menos que refuerce una melée preexistente), puede producirse una emboscada. En tal caso previamente a declarar los ataques CC, cada jugador efectúa una dr. Si alguno de ellos consigue una cifra menor en tres, al menos, que la del otro, ha conseguido emboscar a su oponente. El bando que consigue emboscar en un CC tiene derecho a un DRM –1 en sus ataques CC e imponer un DRM +1 a los ataques CC contra él, hasta que ese CC se transforme en melée al final de la CCPh. La dr de emboscada será objeto de drm incluso aunque sólo una parte de la fuerza del jugador en CC tenga derecho o esté obligada a su uso; los drm incluyen +1 por estar CX, +1 por estar paralizado, +1 por tropa Inexperta y cualquier drm por mando (a menos que el jefe esté solo). El bando que logró emboscar resuelve primero
Todos los avances (mostrados con flechas amarillas) se han completado. Los combates próximos se resuelven en el orden elegido por el ATACANTE (alemán). Cuando la 4-6-7 alemana en G6 avanza a CC con la 4-2-6 rusa en F5, puede producirse una Emboscada porque es una localización de edificio. El drm por Emboscada de la 4-2-6 es +1 (conscripta) mientras que el drm alemán es cero. No se produce emboscada porque la dr del ruso es un 3 y la del alemán es un 2. El alemán ataca con un factor 1:1, y también el ruso. El DRM de ambos ataques es cero. La DR del alemán es un 5, lo que provoca reducción por bajas, pero no cambia el factor. La DR rusa igual a 9 no tiene efecto. La 42-6 rusa es reemplazada por una 2-2-6 y la localización es marcada con una ficha de Melée. Las alemanas 8-1, 9-1 y 4-6-7 en H5 avanzan a G5 con la 4-4-7 rusa. Es posible una Emboscada con un drm alemán de –1 (modificador de uno de los jefes) y un drm ruso de cero. La dr alemana es un 6; la rusa un 3, así que no existe emboscada. La 4-6-7 aporta cuatro FP y cada uno de los jefes, un FP para un factor de 6:4 o 3:2. El ruso tiene que atacar a 1:2; dado que los jefes atacan con el pelotón, no pueden ser atacados independientemente. Los alemanes tienen un DRM –1 (modificador de uno de los jefes) y el DRM ruso es cero. La DR alemana es un 6 modificada a un 5, y elimina a la 4-4-7 rusa. La DR rusa es un 3 y todas las fichas alemanas son eliminadas también. El hexágono queda vacío y no se coloca ninguna ficha informativa. Las tres 4-4-7 alemanas avanzan a la localización de edificio en H4 donde hay dos 4-5-8 rusas. Ambos bandos tienen un drm de Emboscada de cero, y sus respectivas dr de Emboscada son un 3 para el alemán y un 5 para el ruso, lo que implica que no se produce emboscada. El alemán tiene que declarar todos sus ataques primero. Cada uno de sus pelotones sólo puede atacar una vez y cada uno de los pelotones rusos sólo puede ser atacado una vez. Las opciones del alemán son: un gran ataque de 12 a 8 (3:2); dos pelotones contra uno ruso y un pelotón contra el otro, es decir, un ataque a 2:1 y otro a 1:1; o los tres pelotones contra uno de los pelotones rusos, con un factor de 3:1, y sin atacar al otro pelotón ruso. El alemán anuncia entonces dos ataques: uno de 2:1 y otro de 1:1. El ruso tiene que anunciar ahora sus ataques. Las opciones son: un gran ataque de 8 a 12 (1:2); una 4-5-8 ataca a dos 4-4-7 (1:2) y la otra 4-5-8 ataca a la tercera 4-
4-7 (1:1); las dos 4-5-8 atacan a dos 4-4-7 en un ataque 1:1 mientras la tercera 4-4-7 no resulta atacada; cada 4-5-8 ataca a una 4-4-7 (dos ataques 1:1) mientras la tercera 4-4-7 no resulta atacada; ambas 4-5-8 atacan a una 4-4-7 (2:1) mientras que las otras 4-4-7 no resultan atacadas. El ruso anuncia dos ataques: una 4-5-8 ataca a dos 4-4-7 (1:2) y la otra 45-8 ataca a la 4-4-7 restante. Todos los ataques tienen cero DRM. El alemán lanza un 6 en el ataque 2:1, eliminando el pelotón enemigo, y un 9 en el ataque 1:1, sin efectos. Los rusos consiguen un 4 en el ataque 1:2 (reducción por bajas) y un 7 en el ataque 1:1, sin efectos. Se determinará aleatoriamente qué 4-4-7 sufre la reducción por bajas. Después de los ataques, la localización contiene dos pelotones 4-4-7 alemanes, una escuadra alemana 2-3-7 y un pelotón ruso 4-5-8, que son marcados con una ficha de Melée. En J3 la 4-6-7 alemana está en una melée desde el turno anterior, con dos rusas una 4-4-7 y otra 5-2-7, y el jefe herido 9-2 en K4 avanza para reforzar la melée. No hay posibilidad de emboscada puesto que la melée ya existía. El alemán declara un ataque 1:1 contra la 5-2-7. La 4-4-7 no será atacada. El ruso ataca 3:2 contra el pelotón y el jefe. El apilamiento alemán tiene un DRM –1 (modificador por mando reducido en uno por estar herido). El DRM del ataque ruso es cero. La DR alemana para el CC es un 7, y la DR rusa es otro 7. Ambos resultados no tienen efectos y la melée continúa. La 4-6-7 alemana avanza a la localización de edificio en I4 en la que está la 4-4-7 rusa. Es posible una emboscada. Los drm son cero para ambos bandos. La dr alemana es un 4 y la rusa es un 1, lo que implica que el ruso embosca al alemán. Por tanto, el Combate Próximo en esta localización es secuencial. El ruso declara y resuelve su ataque(s). El alemán declarará y resolverá sus ataques con los supervivientes. El ruso declara un ataque 1:1. El DRM es –1 (emboscada). La DR de 6 conlleva una reducción por Bajas y la 4-6-7 es reemplazada por una 2-4-7. Los alemanes declaran ahora un ataque 1:2. El DRM es +1 (por haber sido emboscada). La DR de 5 no tiene efecto. La localización es marcada con una ficha de melée. La melée continuará en el siguiente turno, pero el DRM de CC provocado por la emboscada, no será de aplicación entonces. La 5-4-8 alemana CX avanza a E6 donde ya está una 4-4-7 rusa. No hay posibilidad de emboscada. El alemán ataca a 1:1 con un DRM +1, y el ruso ataca 1:2 con un DRM –1, provocados ambos DRM por el estatus CX de la unidad alemana. La DR alemana es un 9 y la DR rusa es un 2, lo que conlleva una posible Promoción en Combate. El ruso realiza una dr en la tabla de Creación de Jefes con un drm +1 (ruso). Su dr original de 1 es modificada a un 2, creando un jefe ruso 8-0. El factor CC tiene que ser recalculado. El ataque alemán se mantiene en 1:1 (5:5), sin efectos. El ataque ruso pasa a ser 1:1, aunque la DR del CC de 2 eliminaría la 5-4-8 tanto en 1:2 como en 1:1.
todos sus ataques en ese CC; sólo las unidades enemigas supervivientes podrán devolver el ataque después de ser emboscadas. Si Infantería de ambos bandos (cualquiera de las cuales esté no desmoralizada)
permanece en la misma localización al final de la CCPh, después de que los ataques CC iniciales hayan sido resueltos, se considerará que están encerrados en una melée y no podrán realizar ninguna otra actividad distinta a ese
Ejemplo de Fase de Combate Próximo:
CC (p.ej.: abandonar la localización, realizar un fuego de ataque, interdictar unidades en retirada, etc.). Coloque una ficha de Melée sobre dicho apilamiento. Nuevas unidades podrán avanzar a un hexágono con una melée, pero quedarán encerradas en CC. Unidades que no estén en una melée pueden atacar a las unidades en dicha melée durante una fase de fuego, pero tanto las unidades amigas como las enemigas en el hexágono tendrán que ser atacadas. Retire la ficha de Melée tan pronto como no quede ninguna unidad no desmoralizada. Retire todas las fichas Pin al final de la CCPh. 3.9 Ficha de Registro de Turnos: El anterior DEFENSOR pasa ahora a ser el ATACANTE e invierte la ficha que están utilizando para anotar el turno. Si ya hubiera sido el ATACANTE en ese turno de juego, avanzará la ficha de turno una casilla en la Ficha de Registro de Turnos (Turn Record Chart). Cuando la ficha de turno sea colocada sobre la casilla END (final), el escenario habrá concluido. Si una casilla de Turno está dividida diagonalmente e impresa en rojo, ello indica que sólo el primer bando en mover tiene un turno de jugador en ese turno final de juego. Los símbolos de nacionalidad en una casilla de Turno, sirven para recordar que pueden entrar refuerzos en ese turno de juego. Para registrar el turno utilice una MMC de una nacionalidad que no esté en juego; use el lado normal para el bando que mueve primero y gírela hacia el lado desmoralizado para el bando que mueve segundo.
está CX). Una SW no puede ser transferida durante la misma fase en que fue recuperada. Infantería moviéndose puede también realizar un intento de recuperación al coste de 1 MF. El acarreo actúa por objeto acarreado contra la Capacidad de Acarreo de Infantería (IPC) de una MMC o una SMC. Una SW puede ser arrojada en cualquier momento durante la MPh. Ningún objeto puede ser acarreado más de una vez por MPh. Una MMC tiene una IPC de tres PP, y una SMC tiene una IPC de un PP. Una unidad de Infantería pierde un MF por cada PP que exceda su IPC, y un SMC nunca podrá acarrear más de dos PP. Una SMC en Buen Orden puede añadir su IPC a la de una MMC en Buen Orden a efectos de incrementar en uno la IPC de esta última, siempre y cuando comiencen la MPh juntas y se mueven en un apilamiento. Las SW pueden ser destruidas de forma voluntaria por la unidad que las posee durante la PFPh o DFPh, pero dicha acción cuenta como el uso de una SW. Las SW también pueden resultar destruidas cuando una DR final en la IFT resulta en un KIA contra la unidad que la posee. Efectúe una dr subsiguiente en la misma columna IFT en la que hizo el ataque por cada SW que poseía esa unidad. Si la dr final es un KIA, esa SW resulta destruida; si es un K, entonces esa SW funciona defectuosamente. Una SW capturada tiene su ROF rebajada en 1 y su B# o X# rebajada en dos, y una SW utilizada por una MMC Inexperta tiene sus B# o X# rebajadas en uno (ambos efectos se acumulan a otras posibles penalizaciones). Un pelotón puede dispara cualquier SW sin coste a su propia FP, o cualesquiera dos SW al coste de no poder utilizar su propia FP para la fase de fuego actual y restantes en ese turno de jugador. Una HS sólo puede disparar una SW, y haciéndolo no podrá utilizar su propia FP para el resto de fases de fuego en ese turno de jugador (la CCPh no se considera fase de fuego). Una SMC puede usar una SW, pero pierde todo DRM por mando que pudiera haber ejercido durante esa fase de fuego.
4.0 Armas de Apoyo
4.1 Ametralladoras (MG): Cada MG tiene un factor compuesto por dos números separados por un guión que indica su efectividad; el número a la izquierda es su FP y el número a la derecha es su alcance normal medido en hexágonos. Una única SMC puede disparar una MG como Fuego de Área, mientras que dos SMC apiladas juntas pueden disparar cualquier MG a plena FP. Si una MMC va a disparar su propia FP y una MG al mismo objetivo (al mismo hexágono y a la misma unidad al mismo tiempo) durante la misma fase, tienen que constituir un FG; no pueden atacar de forma separada a menos que la MG retenga su ROF (o la MMC ataque con Subsiguiente Primer Fuego sin utilizar la MG). El fuego con MG está limitado a un alcance máximo de 16 hexágonos, a menos que esté dirigido por un jefe. Dichos ataques a una distancia superior a 16 hexágonos se dividen a la mitad como Fuego de Área contra Infantería no desmoralizada (además de los efectos propios de disparar a larga distancia). Una MG que no porte un B# en su ficha, tiene un B# inherente de 12. Si la DR original en la IFT de cualquier ataque que utilice una MG es superior o igual a su B#, la MG
Una unidad puede poseer cualquier número de SW. Una SW no puede moverse por sí misma; tiene que ser acarreada por una unidad con algún coste indicado en PP (véase 1.2.4). Una unidad no desmoralizada puede recoger y abandonar SW en cualquier momento de su movimiento siempre y cuando tenga suficientes MF para hacerlo, aunque ninguna SW puede ser acarreada más de una vez por MPh. Una unidad no desmoralizada puede abandonar una SW sin coste en MF durante su MPh o APh. Si una unidad abandona una SW al inicio de una fase en que pueda hacerlo, previamente a gastar MF, se asume que esa SW ha estado desposeída (y por consiguiente no acarreada por ninguna unidad) al inicio de esa fase. Las unidades tienen que abandonar SW que excedan su IPC antes de proceder a retirarse. Si una unidad abandona una SW o es eliminada, sus SW quedan desatendidas en la misma localización y tienen que se recuperadas para ser poseídas. Infantería en Buen Orden puede reclamar la posesión de una SW no poseída en su hexágono al inicio de su RPh, como la única acción durante esa RPh, siempre y cuando efectúe una dr de recuperación igual o inferior a 6 (drm +1 si
funciona defectuosamente y es girada hacia ese lado después de realizar su ataque. El B# de una MG utilizado con Subsiguiente Primer Fuego esta rebajado en dos. 4.2 Lanzallamas (FT): Un FT es una SW con un alcance normal de un hexágono y un factor de FP de 24. Una unidad paralizada no puede disparar un FT. Un FT puede atacar a larga distancia (dos hexágonos) con la mitad de FP. La FP de un FT nunca podrá incrementarse por PBF. La FP de un FT no se divide a la mitad durante la AFPh pero se ve afectada por cobardía. Los ataques FT son resueltos en la IFT pero no reciben DRM por mando ni por TEM. Los DRM aplicables por estorbos (incluyendo humo) y el DRM +1 por CX se pueden aplicar. Una unidad no puede usar 2 FT, pero un pelotón completo puede realizar un ataque separado con su propio FP. Un FT no puede combinarse con ningún otro ataque ni puede constituir un FG. Cualquier unidad que posea un FT tiene que deducir uno (por FT poseído) de la DR de resolución en la IFT de todo ataque realizado contra ella. Si la DR original de resolución en la IFT de cualquier ataque realizado con un FT es mayor o igual a 10 (su X#), el FT es retirado del juego después de realizar ese ataque. MMC que no sean de elite que utilicen el FT, reducen su X# en dos. 4.3 Cargas de Demolición (DC): Una DC es una SW que ataca un la localización objetivo en la AFPh con un factor de 30 FP en la IFT. No es objeto de modificaciones a la FP debido a PBF o uso en la AFPh. El TEM del defensor se aplica a la resolución del ataque, como también el estatus CX de la unidad que la emplaza. Un pelotón atacando con una DC puede usar su propia FP en la AFPh. MMC no de elite utilizando una DC, reducen su X# en dos. Una unidad de Infantería que posea una DC puede intentar emplazarla en un objetivo adyacente durante su MPh, gastando MF extra (en el hexágono desde el que la DC es emplazada) igual al número de MF que tendría que gastar esa unidad para entrar en la localización en esa MPh. El acto de emplazar la DC se considera movimiento en la localización ocupada por la unidad que hace el emplazamiento, no en la localización en la que está emplazada realmente la DC. Una unidad no puede emplazar una DC si realizó fuego preparatorio o resultó paralizada o desmoralizada previamente a completar el intento de emplazamiento. Si una unidad emplazadora sobrevive a todo el Primer Fuego Defensivo, Subsiguiente Primer Fuego y FPF que se haga contra ella, entonces la DC está operativamente emplazada. Si la unidad emplazadora estuviera CX, el DRM +1 por estar CX se aplica a la DR de resolución del ataque DC. Una DC que haya sido operativamente emplazada durante la MPh, atacará en la AFPh con cualquier DR original en la IFT menor a 12 (su X#; 10 si se usa por unidad no de elite) y es retirada del juego.
5.0 ELR y Características de Unidades 5.1 Valor del Nivel de Experiencia (ELR): Cada fuerza en cada escenario recibe un número específico de jefes y SW y de pelotones o HS de elite, Primera Línea,
Advanced Squad Leader ha determinado el estándar en juegos de combate táctico desde su estreno en 1985. Una próspera comunidad de jugadores y entusiastas de ASL se extiende a lo largo del mundo. Ningún otro juego alcanza su flexibilidad, envergadura y desafío. Dominando los escenarios del Equipo de Iniciación ASL nº 1, habrá aprendido todas las reglas básicas para el combate de infantería. Pruebe el resto de la línea ASL en nuestra página web: www.multimanpublishing.com ¡Una vida de diversión jugando le espera!
Títulos de crédito del Equipo de Iniciación ASL nº 1 Diseño de reglas y Desarrollo: Ken Dunn y MMP (agradecimiento especial a Pete Phillips) Diseño de Tableros: Ken Dunn y MMP Grafismo de Tableros: Kurt Miller Composición y Diseño de Cubierta: MMP Diseño de Escenarios: Chas Argent, Ken Dunn, John D. Jonson, Pete Shelling y Brian Youse Pruebas del Juego: Ken Dunn, Kevin Valerien, Darren Emge, Gene Gibson, Vince Alonso, Keith Tyson, Jeff Evich, Bryan Kropf, Lou Manios y J.R. Tracy (agradecimiento especial a Chris McKerron, Jasonn Worron, Jon Grantham, Alan Krause, Clark Highsmith, Richard Lloyd y Aarón Silverman) Al castellano: Fernando G. Maniega
Segunda Línea, Novatas o Conscriptas. Sin embargo, durante el curso del juego, jefes y MMC pueden ser objeto de posibles reemplazos por unidades de peor calidad. Cada OB indicará una ELR para ese grupo de unidades. Ese número representa la máxima cantidad por la cual una unidad no desmoralizada puede fallar cualquier MC
(después de modificaciones) sin ser reemplazada por una unidad de inferior calidad. Si una unidad que no puede ser reemplazada por una unidad de inferior calidad falla un MC por más de su ELR, no sufre penalizaciones adicionales. Si una unidad no desmoralizada falla un MC por más de su ELR, es reemplazada inmediatamente por una unidad desmoralizada del mismo tamaño pero un paso inferior en calidad como indica la tabla de nacionalidades a continuación. MMC con moral subrayada no son objeto de ELR. 5.2 Distinciones Nacionales. Unidades de diferentes nacionalidades tienen capacidades diferentes. En este juego esas distinciones se reflejan en las MMC.
5.3 Promoción en Combate. Siempre que una MMC consiga una DR original de 2 en un intento de auto reagrupamiento o en un ataque CC, puede crear un jefe. La calidad del jefe se basa en una dr en la tabla de Creación de Jefes (utilizando el Nivel Moral de la unidad en el momento de la DR original de 2). Si más de un tipo de MMC realizó el ataque CC, use la mejor como base de la dr. 5.4 MMC Inexpertas. Las MMC Novatas no apiladas con un jefe en Buen Orden y todas las MMC Conscriptas sufren penalizaciones por su Inexperiencia. Tienen 3 MF (no 4); si sufren cobardía rebajan dos columnas (no una); el B# o X# de una SW que estén utilizando es rebajado en uno; sufren un drm por emboscada de +1.
Equipo de Iniciación #3 Reglamento
Introducción ................................................1 1.0 Componentes del juego.........................2 1.1 Tablero de Juego..................................2 1.1.1 Tipos de terreno 1.2 Fichas ..................................................4 1.2.1 Ficha de individuo (SMC) 1.2.2 Ficha de Grupo (MMC) 1.2.3 Lado desmoralizado 1.2.4 Armas de apoyo (SW) 1.2.4.1 Cadencia de tiro (ROF) 1.2.5 Humo 1.2.6 Cañones 1.2.7 Vehículos 1.3 Tarjetas de escenario ...........................5 1.4 Dados...................................................5 2.0 Definiciones............................................5 3.0 Secuencia de Juego................................7 3.1 Fase de reagrupamiento (RPh) ............7 3.2 Fase de fuego preparatorio (PFPh) .....8 y Ataques con Fuego 3.2.1 Línea de visión (LOS) 3.2.2 Ataques con fuego 3.2.2.1Fuego de proximidad (TPBF) 3.2.3 Efectos 3.2.4 Proceso para impactar [To Hit - TH] 3.2.5 Fase de fuego preparatorio (PFPh) 3.3 Fase de Movimiento (MPh) ................12 3.3.1 Movimiento de Infantería 3.3.2 Movimiento de vehículos 3.3.2.1 Intento de estado en marcha
Introducción: Bienvenido a la tercera entrega de la serie de Equipos de Iniciación de Advanced Squad Leader, ASLSK#3–Tanques le introducirá en el material esencial necesario para añadir vehículos a la experiencia de ASLSK. Advanced Squad Leader (ASL) es un sistema de juego de guerra detallado que puede simular cualquier acción a nivel de compañía en cualquier teatro de la Segunda Guerra Mundial. Las piezas de juego representan pelotones, escuadras, mandos, tripulaciones, Cañones, y Vehículos de todos los mayores y menores combatientes de la segunda guerra mundial, los campos de batalla están representados por tableros geomórficos sobre los que las fichas maniobrarán. Los Equipos de Iniciación proveen al nuevo jugador con un método sencillo para familiarizarse con las bases del sistema ASL usando escenarios a nivel inicio, fichas, tableros, y reglas. Las abreviaturas se usan en muchos términos presentes en las reglas. Mientras te familiarizas con ellas con el uso, la sección de Definiciones puede ser una referencia de ayuda en esta terminología especial. Las fichas de pelotón representan aproximadamente entre 9 y 15 hombres, dependiendo de la nacionalidad y del tipo. Las fichas de jefes individuales representan jefes de combate históricamente presentes en la batalla y también ayudan a representar la total independencia en combate de la unidad a la que aquéllos están agregados. Cada pelotón y cada jefe poseen un nivel de moral indicado en su ficha; cuanto más alto sea el nivel de moral, más resistirán firmesen el combate y antes se recuperarán de los reveses. Las fichas de armas de apoyo y de Cañones representan otras armas individuales además de las armas cortas orgánicas o de dotación que ya
Indice de Presentación
3.3.2.2 Fuego en marcha 3.3.3 Primer Fuego Defensivo 3.3.4 Fuego de Reacción 3.3.5 Fuego Residual 3.4 Fase de Fuego Defensivo (DFPh) .....14 3.5 Fase de Fuego de Avance (AFPh) .....14 3.6 Fase de Retirada (RtPh) ....................16 3.7 Fase de Avance (APh) .......................16 3.8 Fase de Combate Cercano (CCPh)....17 3.9 Tabla de Registro de Turno ...............18 4.0 Armas y Armas de Apoyo (SW) .........18 4.1 Ametralladoras (MG) ........................19 4.2 Lanzallamas (FT) ..............................19 4.3 Cargas de Demolición (DC)..............19 4.4 Arma Anti-Tanque Ligera (LATW)...19 4.4.1 Bazooka (BAZ) y Panzerschreck (PSK) 4.4.2 Panzerfaust (PF) 4.4.3 Rebufo (Backblast) 4.4.4 Rifles Anti-Tanque (ATR) 4.4.5 PIAT 4.5 Morteros ligeros ................................20 5.0 Valor del Nivel de Experiencia (ELR) y distinción de Unidades ...................20 5.1 ELR ...................................................20 5.2 Distinciones de Nacionalidades ........20 5.3 Promoción de Combate .....................20 5.4 MMC Inexpertas ...............................20 5.5 Equipo Capturado..............................21 6.0 Artillería...............................................21
6.1 Impactos Críticos (CH) .....................21 6.2 Munición Especial y..........................21 Número de Agotamiento de Munición 6.3 Emplazamiento..................................21 6.4 Emplazamiento Inicial Oculto (HIP) 21 6.5 Movimiento de Cañones ...................22 6.6 Escudo del Cañón..............................22 6.7 Cañones como Objetivo ....................22 6.8 Fuego Equivalente a Infantería (IFE) 6.9 Morteros ............................................22 6.10 Adquisición de Objetivos ................22 6.11 Adquisión de Area ...........................23 6.12 Rotura de Artillería..........................23 7.0 Vehículos ..............................................23 7.1 Factor de Blindaje (AF) ....................23 7.2 Armamento Principal (MA) y ...........23 Tipos de torretas 7.2.1 Munición limitada 7.3 Tamaño de Vehículo como Objetivo .23 7.4 Vehículos como cobertura y Resto ....23 7.4.1 Estorbo de LOS por AFV/Resto 7.5 Dispensadores de Humo Vehicular ...24 7.6 Empantanamiento y Presión al suelo 24 7.7 Tripulación Expuesta (CE) y .............25 Escotillas cerradas (BU) 7.8 Ametralladoras vehiculares (IFE) .....26 7.9 Proceso para destruir (TK) ................26 7.10 Efectos para AFV ............................26 7.11 Resultados de Objetivo de Area ......27 7.12 Ataques colaterales..........................28
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© 2007 Multi-Man Publishing, LLC
2 están incluidas en los valores de potencia de fuego dados a cada ficha de pelotón y de escuadra. Los grupos de fuego para atacar unidades enemigas se forman a partir de la potencia de fuego combinada de unidades y armas individuales. Después de totalizar la potencia de fuego de un ataque, se tiran dos dados de seis caras y el resultado (modificado por varios factores) se cruza con la columna apropiada de potencia de fuego de la Infantry Fire Table (Tabla de Fuego de Infantería) para determinar los resultados del ataque. Dichos resultados oscilan entre no tener efecto, provocar que el enemigo compruebe su nivel de moral para ver si se desmoraliza, y la completa eliminación de una o más unidades enemigas. Las unidades también utilizan su potencia de fuego en Combate Cercano, normalmente en lucha a todo o nada hasta la muerte. Cada escenario de ASLSK simula una batalla histórica proporcionando tanto al atacante como al defensor un orden de batalla con unidades específicas y armamento con el que deberán maniobrar en un esfuerzo por conseguir las condiciones de victoria especificadas. Los tableros geomórficos pueden colocarse en varias combinaciones diferentes para representar los variados campos de batalla de Europa. El ASLSK nº 3–Tanques es un juego completo que introduce al jugador en las reglas de vehículos e incluye pelotones, escuadras, jefes, armas de apoyo, dotaciones, piezas de artillería servidas por dotaciones, y vehículos así como reglas simplificadas y terreno para usar con todo ello. Se puede utilizar este material para expandir las opciones de ASLSK o puede tentarle a entrar en el fantásticamente detallado mundo de la simulación bélica que es ASL. En cualquiera de los casos, el material aquí incluido –reglas, tableros y fichas– han sido diseñados para ser perfectamente compatibles tanto con la anterior entrega de los Equipos de Iniciación ASL (ASLSK) como con ASL. No necesitará ningún otro producto para jugar, ya que es completamente autónomo; sin embargo, puede encontrar material adicional para ASL y otros muchos buenos productos en www.multimanpublishing.com. Además están disponibles más escenarios ASLSK en la revista de MMP OPERATIONS. Estas reglas contienen un código de color para indicar que han sido revisadas con relación al módulo ASLSK nº 2. Toda regla o palabra destacada en color salmón ha sido revisada bien como regla añadida necesaria para utilizar los Vehículos Blindados de Combate (AFV) bien para corregir erratas observadas en el ASLSK nº 2. Este reglamento tiene preferencia sobre los reglamentos aparecido en ASLSK nº 1 y nº2. Por último indicar que el Equipo de Iniciación nº 3–Tanques contiene todas las fichas necesarias para jugar los ocho escenarios bajo circunstancias normales. No obstante, ASL es un juego de posibilidades muy amplias, por lo que, debido a circunstancias excepcionales, la cantidad de una ficha en particular puede resultar escaso en una partida concreta.
1.0 Componentes del Juego 1.1 Tablero de Juego: ASLSK#3 contiene tres tableros geomórficos (t,u & v). Estos representan el campo de batalla y pueden unirse por los lados o por sus extremos con otros para formar diferentes áreas de juego. Sobreimpreso sobre el tablero hay una trama hexagonal utilizada para medir distancias. Cada hexágono contiene un tipo concreto de terreno. Los diferentes tipos de terreno producen diferentes efectos en el movimiento y en el combate. También cada hexágono contiene su propia coordenada que indica su localización en el tablero (p.ej.: hexágono K2). Anotar el identificador del tablero junto a la coordenada (p.ej.: tK2) proporciona un identificador único para cada hexágono en el sistema. Cada hexágono contiene un punto blanco que señala el centro del hexágono. Se utiliza para determinar la Línea de Tiro (LOS). Los semihexágonos a lo largo del borde del tablero equivalen a hexágonos completos, aunque la coordenada y el punto blanco central puedan no aparecer. 1.1.1 Tipos de Terreno: A efectos estéticos, el dibujo del terreno puede extenderse un poco fuera de un hexágono hasta otro adyacente con otro tipo de terreno, pero la mayoría de los hexágonos están dominados por un tipo específico de terreno y están gobernados por las reglas específicas de ese tipo de terreno. Normalmente el tipo de terreno dominante incluye el punto central del hexágono, pero ocasionalmente hexágonos que no sean de Campo Abierto pueden tener el punto central del hexágono en Campo Abierto. Algunos terrenos perjudican más el movimiento a su través que otros; los costes de movimiento se expresan en Factores de Movimiento (MF) para infantería y en Puntos de Movimiento (MP) para vehículos. El terreno también puede bloquear la LOS o estorbar la LOS y pueden proporcionar algo de cobertura modificando los ataques con fuego; hablamos entonces de Modificador por Efectos del Terreno (TEM). Campo Abierto: Es todo hexágono desprovisto de otros dibujos de terreno, generalmente cubiertos de forma uniforme con un color verde claro como el hexágono tC2. El Campo Abierto no representa obstrucción ni estorbo a la LOS, y el único TEM para Campo Abierto es un –1 del Modificador a la Tirada de Dados (DRM) por Primer Fuego contra Movimiento en Campo Abierto (FFMO) contra unidades moviéndose. A la Infantería le cuesta 1 MF entrar en Campo Abierto. Campo abierto cuesta 1MP a vehículos con orugas y 3MP a Coches Blindados. Edificios: Representan construcciones de tamaños variados realizadas por el hombre. Cualquier hexágono que contenga el dibujo de un edificio en vista aérea de color gris o marrón, es un edificio, como en uH7. Si la LOS entre dos unidades atraviesa el dibujo de edificio entonces el hexágono de edificio es un obstaculo para ambas unidades si están en el mismo nivel que el edificio. El dibujo de edificio también es un obstaculo a la LOS entre dos unidades a diferentes niveles. A la infantería le cuesta 2 MF entrar
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en un edificio. Un mortero no puede disparar desde un edificio. Un coche blindado no puede posicionarse en o entrar a un edificio. Un Vehículo de Combate Acorazado completamente con orugas (AFV) con Escotillas Cerradas (BU)(7.7) puede entrar a un edificio gastando la mitad del total de su MP y ha de hacer una tirada de empantanamiento (Bog) (7.6). El TEM de un edificio de piedra (gris) es +3 y +2 el de un edificio de madera (marrón). Carreteras: Representan carreteras con superficies pavimentadas o no. Una carretera representada con una tira color marrón, como en uY2, es una carretera no pavimentada; mientras que una representada por una tira gris, como en uL6, es de superficie pavimentada. Una carretera se considera Campo Abierto a todos los efectos. Además, Infantería que cruce sólo lados de hexágono de carretera en su MPh completa dispone de un MF extra (bonificación por carratera). A menos que reclame la protección de un hexágono de Bosque-Carretera o de un hexágono de Arboleda-Carretera, tenga que pagar un coste extra de movimiento por entrar a Humo (1.2.5). Cruzar un lado de hexágono de carretera cuesta tanto a un coche blindado como a Vehículo completamente con orugas 1/2 MP si esta la Dotación Expuesta (CE 7.7) ó 1 MP si esta con Escotillas Cerradas (BU). Bosques: Los bosques representan un área forestal con monte bajo denso, como en vC8. Si la LOS entre dos unidades cruza el dibujo de bosque entonces el hexágono de bosque es un obstáculo para ambas unidades si están en el mismo nivel que el dibujo de bosque. Los bosques son obstáculo a la LOS entre dos unidades a distinto nivel. A la Infantería le cuesta 2 MF entrar. Los bosques cuestan a un coche blindado todo su MP y hacer una tirada de empantanamiento (7.6). Un vehículo completamente con orugas puede elegir entre gastar la mitad o todo su MP al entrar a un hexágono de Bosque y hacer una tirada de empantanamiento (7.6). Un vehículo gastando todo su MP para entrar a bosque todavía puede gastar 1 MP para arrancar y 1 MP para parar. La severidad de la DRM de la tirada de empantanamiento depende de cuantos MP gaste el vehículo para entrar al hexágono de bosque. El TEM de los bosques es +1. Por el contrario, los ataques de Morteros contra Infantería o vehículos CE en un hexágono de bosques reciben un TEM -1 debido a las Ráfagas Aéreas. Bosque Carretera: Una unidad moviéndose en un hexágono de bosque carretera como en tC5, no tiene derecho al TEM +1 por Bosques durante el Primer Fuego Defensivo (y es objeto del FFMO o de interdicción) si la LOS no cruza el símbolo verde de bosque y la unidad en movimiento entró en el hexágono utilizando la tasa de movimiento por carretera. En otro caso, el TEM normal de bosque entrará en efecto; una unidad puede elegir siempre utilizar la tasa de movimiento por bosques y recibir los beneficios © 2007 Multi-Man Publishing, LLC
Ejemplo de Arboleda
La arboleda está en temporada. La 4-6-7 alemana está en el nivel uno de la colina mientras que las unidades británicas todas ellas están situadas en el nivel cero. La arboleda en wW3 bloquea la LOS entre la 4-6-7 a nivel uno y la 6-4-8 y la 4-5-8 a nivel cero. En cambio, si la arboleda no estuviera en temporada la de wW3 produciría un Estorbo +1. La 4-6-7 alemana y la 4-57 británica en wW3 tienen una LOS sin estorbos la una a la otra independientemente de si se está en temporada.
consiguientes por TEM. La porción de carretera no obstruye la LOS. Una unidad usando una carretera a través de hexágono de bosques paga el coste normal de movimiento por carretera en lugar del coste de movimiento de bosques. Arboledas: Una arboleda representa un área escasamente poblada de árboles desprovista de monte bajo como vAA2. Una arboleda representa un Estorbo a una LOS al mismo nivel y por tanto añade un DRM +1 por Estorbo por cada hexágono de arboleda entre quien dispara y su objetivo. A la Infantería le cuesta 1 MF entrar en una arboleda. A un coche blindado le cuesta 3 MP y a un vehículo completamente con orugas le cuesta 1 MP entrar. Una arboleda no tiene TEM, pero dado que no es Campo Abierto el FFMO no se aplica, y no se produce Interdicción. Las arboledas están en temporada durante los meses de abril a octubre. Una arboleda en temporada es un obstáculo a toda LOS tendida entre unidades a diferentes alturas. Cada hexágono de arboleda fuera de temporada (de noviembre a marzo) añade un DRM +1 por Estorbo a toda LOS trazada entre unidades a diferentes alturas. Un hexágono de arboleda se considera terreno inherente (3.2.1) por tanto el hexágono completo incluyendo los lados de hexágono afectan a la LOS trazada a través de un hexágono de arboleda. Arboleda-Carretera: Un hexágono que contenga tanto un símbolo de arboleda como otro de carretera como vV4 es una carretera bordeada por árboles. La entrada de dicho hexágono a través de un lado de hexágono de carretera es idén-
tica al movimiento a lo largo de cualquier carretera. No se aplica ningún Estorbo por dichos hexágonos si la porción de la LOS entre quien dispara y el objetivo nunca abandona los confines del dibujo de la carretera independientemente de la diferencia de altura. En tales casos, el DRM -1 por FFMO se aplica a la Infantería que utilice la carretera para moverse. En caso contrario, los hexágonos de arboleda-carretera son idénticos a los de arboleda en todos los aspectos. Trigal: Cuando está en temporada, un Trigal representa un campo cultivado de una variedad de cereal como tP6. Un Trigal es un estorbo a la LOS entre unidades al mismo nivel que este y por tanto añade un DRM +1 por Estorbo por cada hexágono de terreno de Trigal entre quien dispara y su objetivo. Los Trigales están en temporada durante los meses de junio a septiembre (ambos inclusive). Cuando no estén en temporada los hexágonos de Trigal son tratados, en su lugar, como Campo Abierto. A la Infantería le cuesta 1’5 MF entrar en un hexágono de Trigal en temporada, El coste para un coche blindado es de 4 MP para entrar y 1MP para un vehículo completamente de orugas. No hay TEM por Trigal, pero dado que no es Campo Abierto (a menos que esté fuera de temporada), el FFMO no se aplica y se niega la Interdicción. Arbusto: Arbusto representa un area con arbolado disperso y denso monte bajo como uCC8. Los arbustos son un estorbo a la LOS entre unidades al mismo nivel que el arbusto y por tanto añaden un DRM +1 por cada hexágono de arbusto entre quien dispara y su objetivo en que la LOS cruce el dibujo de arbusto. No hay TEM por arbusto, pero dado que no es Campo Abierto el FFMO no se aplica y se niega la Interdicción. A la infantería le cuesta 2 MF entrar, a un coche blindado 4 MP y un vehículo completamente con orugas 2 MP.
3 Colinas: Las colinas representan elevaciones del terreno que se elevan un nivel completo por encima del nivel del suelo, y cualquier tipo de terreno en ellas normalmente asciende desde ese nuevo nivel para formar nuevas alturas equivalentes. Todas las colinas conforman un obstáculo a la LOS con relación a una unidad que no esté en la colina. Todo hexágono de colina es también un hexágono de Campo Abierto, salvo que exista dibujado otro tipo de terreno. Ni el FFMO ni la Interdicción se aplicarán si una unidad que se mueve/retira reclama Ventaja en Altura (ver más abajo). Un obstáculo de un nivel (edificio/bosques/arboleda) situado en un hexágono de colina de un nivel se convierte en un obstáculo de dos niveles de altura. Una masa de colina se representa con un tono marrón como en vK8; sin embargo, a efectos estéticos algunos hexágonos pueden contener tanto el color de la colina como el color del nivel del suelo. Los hexágonos (y todas las unidades en su interior) siempre se considerarán en el nivel de elevación que contenga el punto central del hexágono. Dos unidades sobre hexágonos de colinas tendrán LOS entre ellas sin bloquear por cualquier terreno que no sea una colina. Ni Trigal ni Arbusto a nivel del suelo estorban la LOS entre una unidad sobre una colina y otra que no lo este. Una Línea de Cresta se forma en cada hexágono en el que dos niveles completos de elevación coincidan, como en vAA8. Las Líneas de Cresta son importantes tanto para determinar los costes al movimiento como para definir la ladera de la colina a efectos de posibles obstrucciones a la LOS. Cuando la Infantería cruza una Línea de Cresta para subir a un terreno más alto, la unidad gastará el doble del Coste del Terreno (COT) del hexágono en el que entre. Los vehículos gastan el coste del terreno en el hexágonomás 4 MP adicionales para cruzar la línea de cresta hacia terreno superior ó 2 MP adicionales si cruzan la línea de cresta a través de un lado de carretera.
Ejemplo de Ventaja en Altura y LOS en Colinas
La 4-6-7 alemana en wE9 puede ver a la 6-6-6 americana en el hexágono wI7 sin estorbos por el trigal en wF8, aunque un ataque de la 4-6-7 contra la 6-6-6 sería penalizado con el +1 TEM por Ventaja en Altura. A la 5-3-6 en wH7 le cuesta 2 MF moverse a wI7 (1 MF por campo abierto al doble por cruzar una línea de cresta colina arriba).La 5-3-6 no tendría derecho al TEM por Ventaja en Altura en cuanto a ataques de la 4-6-7 durante la MPh porque la unidad en movimiento cruza una línea de cresta cruzada por la LOS de quien dispara. La 4-6-7 no tiene LOS a la 3-3-7 en wI6 (y viceversa). Si la 3-3-7 se mueve desde wI6 a wI7 (1MF), entonces la 4-6-7 tendría LOS, y la 3-3-7 recibiría el TEM por Ventaja en Altura contra un ataque de la 4-6-7. Si la 5-3-6 en wH7 fuera a moverse a wG7, el coste sería de 4MF (COT de edificio = 2, al doble por cruzar una línea de cresta colina arriba lo que obligaría a la 5-3-6, Inexperta, a tener que declarar primero Paso Ligero, y la 5-3-6 recibiría el TEM del edificio en lugar del de la Ventaja en Altura.
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© 2007 Multi-Man Publishing, LLC
4 Una unidad que reciba fuego que no sea de Mortero desde una elevación inferior tiene derecho a un TEM +1 por Ventaja en Altura, siempre y cuando esa unidad no tenga derecho a recibir otros TEM positivos. Además, una unidad con derecho al TEM +1 por Ventaja en Altura no podrá ser objeto de Interdicción o FFMO de un ataque para el que el TEM +1 se aplique. Como excepción, una unidad no tendrá derecho al TEM por Ventaja en Altura durante la MPh o la RtPh si la entrar en el hexágono objetivo cruza una Línea de Cresta a través del mismo lado de hexágono que cruza la LOS de quien dispara.
Lado Buen Orden
Lado desmoralizado
Lado Buen Orden
Lado desmoralizado
1.2.2 Fichas de Grupo (MMC): Las MMC son unidades que portan la silueta de más de un hombre. Hay tres tipos de MMC en uso en este juego: pelotones, escuadras (HS) y dotaciones de Infantería. Un pelotón porta la silueta de tres hombres, una HS la de dos hombres y una dotación de Infantería la de dos hombres arrodillados. Las tripulaciones son siempre élite. Las fichas de Pelotón y de Escuadra se definen como E (Elite), 1 (Primera Línea), 2 (Segunda Línea), G (Novata) o C (Conscripta) lo cual aparece en la esquina superior derecha de la ficha. Dos fichas de HS o de dotación equivalen a un pelotón en cuanto a tamaño. Modificador de liderazgo (-2) Cada MMC contiene un número compuesto de tres dígitos llamado factor de fuerza que cuantifica sus capacidades en el juego. La Potencia de Fuego (FP) es el número más a la izquierda y representa la FP con la que la MMC puede atacar, previamente a cualquier modificación. El número del medio (su alcance normal) es el número de hexágonos que puede alcanzar con su FP al completo. El tercer número es su Moral, Moral (9; cuadro=auto-reagrupamiento) factor relativo que cuantifica la capacidad de resistir el castigo antes de desmoralizarse. AlguClase (E,1,2,C/G) nos pelotones tienen un Exponente de Humo Moral (7/8; subrayado = ELR NA) que aparece en forma de superíndice en su FP e indica que puede intentar colocar granadas fumígenas. 1.2.3 Lado Desmoralizado: El reverso de cada SMC y MMC es su lado desmoralizado. El número grande en la esquina inferior derecha es su Nivel de Moral desmoralizado. Si el Nivel de Moral aparece dentro de un cuadrado, indica que esa unidad es capaz de No utilizado autoreagruparse. Alcance Normal (4) (subrayado NA) 1.2.4 Armas de Apoyo (SW): Estas fichas de 1/2” representan armas que han Exponente de Humo (3) de estar en posesión de una MMC o SMC para poder ser utilizadas (ver sección 4). Se incluyen Potencia de fuego (7; subrayado = fuego de asalto) Ametralladoras (MG), Lanzallamas (FT), Car1.2 Fichas: gas de Demolición (DC), Morteros Ligeros y Hay cinco tipos de fichas en uso en este juego: Armas Anti-Tanque Ligeras (LATW). Estas SW fichas informativas, fichas de tropa, de Armas están en posesión de la unidad apilada inmediade Apoyo (SW), Cañones y de Vehículos. Las tamente debajo de ellas. Una SW ha de estar en fichas informativas pueden usarlas ambos banposesión para poder disparar o moverse.La SW dos y se utilizan con fines memorísticos. Incluexigen una capacidad de acarreo (Puntos de yen fichas como las de Prep Fire, First Fire, Pin, Acarreo o PP) indicados en la ficha. Las SW tieHumo y Dotación Expuesta (CE). Todas ellas nen un alcance y una FP que se utiliza como la serán desarrolladas en profundidad durante la de una MMC. Algunas SW (p.ej.: una MG) pueexplicación de la secuencia del juego. Las fichas den funcionar mal, en cuyo caso son giradas de tropa son de dos tipos principales: Fichas de sobre su lado de rotura o malfuncionamiento. El Individuo y Fichas de Grupo. número de Reparación se muestra en la esquina superior izquierda. El “6” en la esquina inferior 1.2.1 Fichas de Individuo (SMC): derecha indica que si la dr original para reparar Las fichas SMC (o jefes) son unidades de es un 6, la SW resulta eliminada definitivaelite, que portan una única silueta y representan mente. únicamente un hombre. Los jefes tienen un fac1.2.4.1 Cadencia de Tiro (ROF): tor de fuerza compuesto de dos números, que indican la moral del jefe (parte inferior) y su DRM Algunas Armas tienen Cadencia de Tiro (ROF) por mando (parte superior). Este último se exlo cual se indica mediante un número encasipresa por un número negativo o un cero, o bien llado en un cuadrado. Si el dado de color de una ocasionalmente por un +1. Un jefe no desmoraDR de ataque es menor o igual a la ROF, dicha lizado ni paralizado puede utilizar su DRM por SW no paralizada o Cañón o Armamento Prinmando para afectar el comportamiento de otrascipal de Vehículo (MA) podrán disparar otra vez tropas en su localización. Los modificadores por en esa fase(excepto en la AFPh) hasta el momando no son acumulables. Un jefe puede inmento en que se exceda la ROF con el dado de tentar una única acción por fase, y únicamente color en una subsiguiente DR o que la Infantería puede utilizar su modificador por mando (inque la maneje sea marcada con una ficha de cluso si es un 0 ó un +1) más de una vez en la Fuego Final (es decir, utilice Subsiguiente Primisma fase sólo para intentar reagrupar más mer Fuego). La ROF normal indicada en una deuna unidad en una RPh, para dirigir ataques ficha puede reducirse debido a ciertas circunsque mantengan la ROF y/o de Fuego Defensivo, tancias indicadas en la QRDC. Ver también el y para asistir a unidades en chequeos de moral tipo de Objetivo Area en la discusión en 3.2.4. (MC). Distribución: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com
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1.2.5 Humo: Las fichas de Humo de 1/2” las coloca la Infantería durante la MPh (3.3)y se retiran al final de esa MPh. Las fichas de Humo de 5/8” se colocan por Artillería al comienzo de la PFPh o de la DFPh siempre y cuando se consiga un impacto usando Tipo de Objetivo Área (ATT), y duran mucho más. Los vehículos pueden lanzar humo durante la MPh (7.5). Si se hace en la PFPh, se coloca una ficha de Humo +3 ó +2 si es fósforo blanco (WP); si se hace en la MPh o la DFPh, se coloca una ficha de Humo Disperso +2 (+1 si es WP). Al inicio de la siguiente PFPh del jugador que la haya colocado, retire todas las fichas de Humo Disperso y gire todas las fichas de Humo hacia su lado Disperso. El Humo representa un Estorbo a la LOS inherente; todo disparo trazado a través o hasta un hexágono con Humo es objeto de un DRM por Estorbo por hexágono (+3 si es Humo de 5/8”; +2 si es Humo de 1/2”, Humo Disperso o WP; +1 si es WP Disperso hasta un máximo de +3 por hexágono); los disparos trazados hacia fuera desde un hexágono con Humo incurren en un DRM +1 adicional. Todo movimiento durante la MPh/RtPh para entrar (no para salir) en un hexágono con humo, cuesta un MF/MP adicional. 1.2.6 Cañones: Toda Arma de Artillería no vehicular dibujada en una ficha de 5/8” se denomina Cañón (6.0). Un Cañón tiene que ser manejado por una ficha de dotación de Infantería para poder disparar sin la penalización +2 por Uso No Cualificado. Los Cañones son poseídos, transferidos, recuperados y destruidos como las SW (4.0). Hay cinco tipos de Cañones. El tipo se indica abreviado en la ficha. Son: MTR = Mortero, AT = Cañón Antitanque, INF = Obús de Infantería, ART = Artillería y AA = Cañón Antiaéreo.Esta designación no debe ser tomada literalmente. Puede disparar un Cañón Antitanque contra Infantería, etc. En el frente de una ficha de Cañón también indica su calibre (en mm), tamaño como objetivo (6.7), el número para poder moverlo a mano (6.5) y, si tiene, su ROF, su Equivalencia a Potencia de Fuego de Infantería (IFE; 6.8) y la posibilidad de giro de 360º (3.2.4). Algunos Cañones se definen como de Emplazamiento Rápido (QSU al dorso de la ficha), y pueden ser movidos a mano. Otros Cañones nopueden moverse durante el transcurso de un escenario de ASL porque han de ser colocados en un armón para moverse (se indica la dorso de la ficha con la palabra Limbered). Sólo los Cañones pequeños como objetivo y los de los tipos AT/INF que no sean objetivo grande pueden ocupar un hexágono de edificio. 1.2.7 Vehículos: Todos los vehículos (7.0) serepresentan por fichas de 5/8”. ASLSL#3 contiene dos tipos de Vehículos Acorazados de Combate (AFV).Un coche Blindado se reconoce por el circulo blanco de fondo detrás del número MP. Vehículos completamente con orugas (p.ej. Tanques, tanquetas, Cañones de Asalto, etc). Se reconocen por el óvalo blanco detrás del número MP. El frente de una ficha de vehículo también indica su tipo de Armamento principal (MA), presión al suelo, tamaño como objetivo, ROF (si hay), Factores de Blindaje (AF), Tipo de torreta y Ametralladoras vehiculares. © 2007 Multi-Man Publishing, LLC
1.3 Tarjetas de Escenario: Cada juego comienza con la tarjeta de escenario que muestra la información precisa para jugar una partida: el tablero(s), las unidades y Armas (con la cantidad de cada uno de ellos impresa bajo su representación), el lugar en que se posicionan inicialmente o por dónde entran, la duración de la partida, condiciones de victoria, reseña histórica y cualquier regla especial (SSR) precisa para jugar ese escenario. Indicar que cuando un tablero específico se identifica para Condiciones de Victoria o el único tablero en el que una unidad puede posicionarse, los hexágonos parciales que encajan con otro tablero no cualifican para Condiciones de Victoria o posicionamiento. 1.4 Dados: Son necesarios dos dados de seis caras, uno blanco y otro de color. Algunas veces será preciso tirar ambos dados (DR); otras, sólo uno (dr). El dado de color se utiliza también para determinar la ROF, rebufo, Localización de impactos en vehículos y liberarse de empantanamiento [Bog].
2.0 Definiciones: A#: Número de agotamiento de APCR (Perforador de Blindaje de Composición Rígida). AAMG: Ametralladora Anti aerea; ha de estar CE para usarse, alcance 8 hexágonos. AC: Coche Blindado; reconocible por el circulo blanco detrás de su capacidad MP. AF: Factor de Blindaje (7.1). AF: Factor de Blindaje (7.1) AFPh: Fase Avanzada de Fuego (3.5). AFV: Vehículo Acorazado de Combate; cualquier vehículo que tenga factor de blindaje (AF). AP: Munición Perforante (6.2).AP puede ser usada en VTT o ITT (con efectividad reducida), pero no puede ser usada en ATT. APh: Fase de Avance (3.7). Arma: Un Arma de Apoyo (1.2.4), un Cañón (1.2.6), o una MA de AFV (7.2) o MG (7.8). ATR: Rifle Anti-Tanque (4.4.4). Arco Cubierto de la Torreta (TCA): Definido por el frente del vehículo o por la dirección de la ficha de torreta si es diferente al frente del vehículo. Arco Cubierto del vehículo (VCA): Definido por el frente del vehículo. Arma: Un Arma de Apoyo (1.2.4) o un Cañón (1.2.6) o un MA de AFV (7.2) o MG (7.8). Artillería: Un Cañón o SW (Mortero o LATW) o MA de vehículo que primero tiene que obtener un impacto mediante el proceso Para Impactar previamente a resolver un ataque en la IFT (6.0) contra infantería o antes del proceso para destruir contra un vehículo (7.9). ATACANTE: El jugador cuyo turno de juego se está jugando actualmente. Aturdimiento (Stun): Estado de un vehículo después de fallar un MC, o un TK DR Final de MG igual al número Final TK. ATURDIMIENTO (STUN): Estado de un vehículo después de KIA, K, o un segundo resultado de Aturdimiento o sacar 12 en un MC (7.10); provoca Retorno (Recall). Auto-Reagrupamiento: La capacidad de una unidad de reagruparse ella misma sin la presencia de un jefe en Buen Orden se representa con
la moral del lado desmoralizado encasillada en un cuadrado (3.1). Avance a Rastras: Una retirada de un único hexágono en Campo Abierto durante la RtPh para evitar una posible Interdicción (3.6). B#: Número de Rotura de un Arma o MA de vehículo (el arma y MA es reparable) (4.0/6.12). BAZ: Bazooka, un Arma Anti-Tanque Ligera (4.4.1). BMG: Ametralladora del Casco; su alcance son 8 hexágonos. B#: Número de rotura de un Arma o MA de Vehículo (el arma y MA son reparables) (4.0/6.12) BAZ: Bazooka, un Arma Anti-Tanque Ligera (4.4.1). BMG: Ametralladora del Casco; su alcance son 8 hexágonos. BU: Escotillas cerradas (7.7) Buen Orden: Una unidad de infantería que no está ni desmoralizada ni marcada con una ficha de Melée. Un vehículo que no este ni conmocionado (shock) incluido destrucción no confirmada (UK) ni aturdido (stunned). CA: Arco Cubierto, la dirección que encara un Cañón, representada por el dibujo del cañón (3.2.4). Cañón: Toda Arma que no sea vehículo en una ficha de 5/8” (1.2.6 y 6.0) CC: Combate Cercano (3.8). CCPh: Fase de Combate Cercano (3.8). CCT: Tabla de Combate Cercano. CCV: Valor de Combate Cercano contra vehículos. CE: Dotación Expuesta (7.7). CH: Impacto Crítico (6.1). CMG: Ametralladora Coaxial, su alcance son 12 hexágonos. Cobardía: Penalización que sufre una MMC que saca dobles en una tirada para un ataque en la IFT si no fue dirigida por un jefe (3.2.2). No se aplica a Artillería, IFE o cualquier fuego de vehículo. Completamente con Orugas: Un vehículo que se identifica por tener un ovalo blanco tras su número MP. Control: Una MMC de Infantería en Buen Orden gana el control del hexágono o del edificio que ocupa sin la presencia de una unidad enemiga. A menudo se requiere dicho Control a efectos de determinar la victoria. No es necesario ocupar con una unidad todos los hexágonos de un edificio para controlarlo si no hay unidades enemigas en el edificio en el momento en el que una unidad propia entra en el edificio. Un AFV controla el hexágono que actualmente ocupa si este hexágono esta libre de unidades enemigas en Buen Orden; el control retorna inmediatamente a su estado anterior cuando el AFV abandona la localización. Conmoción [Shock]: Uno de los resultados posibles de un intento de destruir (7.10). COT: Coste del terreno; el coste en MF/MP por entrar en un hexágono de un tipo de terreno dado. El coste real por entrar en un hexágono puede ser superior (p.ej.: cruzar una Línea de Cresta hacia una elevación superior). CX: Ficha Exhausta; el estatus de una unidad después de declarar Paso Ligero (3.3) o utilizar todos sus MF en la APh (3.7). D#: Número de agotamiento de APDS (Perforador de blindaje de Carcasa Desprendible). DC: Cargas de Demolición (4.3).
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5 DEFENSOR: El jugador cuyo turno de jugador no está siendo jugado actualmente. DFPh: Fase de Fuego Defensivo (3.4). DM: Moral de Desesperación (DRM +4 en intentos de reagruparse) (3.1, 3.2.3 y 3.6). dr: Tirada de un único dado (1.4). DR: Tirada de dos dados (1.4). drm/DRM: Modificador a la tirada de un dado (o de dos dados); un ajuste matemático bien positivo o negativo de la tirada de dado o dados. Empantanamiento (BOG): Inmobilización temporal de un vehículo debido a haber fallado un chequeo de empantanamiento causado por condiciones ambientales o del terreno (7.6). Emplazamiento: Un Cañón que no haya sido colocado al inicio del juego en una carretera pavimentada y que no se haya movido recibe un TEM +2 por Emplazamiento (6.3). Equivalencia a Pelotón: Dos HS o dotaciones equivalen en tamaño a un pelotón (1.2.2). Una dotación que maneja un Cañón es equivalente a un pelotón. Escudo de Cañón: Protección (normalmente un DRM +2 en la IFT) de la que disponen algunas veces las dotaciones que manejan un Cañón AT/INF (6.6). Estado en Marcha [Motion]: Un vehículo que ha arrancado y no ha sido parado. Estorbo: Algunos tipos de terreno (arboleda, trigal, arbustos) así como vehículos no en movimiento, wrecks y Humo que no son lo suficientemente compactos como para bloquear completamente la Línea de Tiro (LOS). Se dice que estorban la LOS y cada uno de ellos estorbará el fuego trazado en su mismo nivel a su través (pero no el que se haga al propio hexágono) aunque no lo bloqueará completamente. Cada hexágono de Estorbo añade un modificador +1 a toda DR de ataque al mismo nivel de IFT o Para Impactar cuya LOS se trace atravesándolo. Exponente de Humo: Un exponente en la FP de una unidad que indica la capacidad de intentar lanzar granadas fumígenas (3.3.1). Fallo Cercano: Cualquier impacto contra un Cañón que no obtenga un resultado de KIA/K previamente a aplicar el modificador por Escudo de Cañón (6.7). FFMO: Primer Fuego contra Movimiento en Campo Abierto; un DRM –1 contra Infantería moviéndose en Campo Abierto; no se aplica si existe un estorbo a la LOS (3.3.1). FFNAM: Primer Fuego por Movimiento no de Asalto; un DRM –1 contra Infantería moviéndose siempre y cuando el objetivo no esté utilizando Movimiento de Asalto (3.3.1). FG: Grupo de Tiro; dos o más unidades y/o MG /ATR se unen para realizar un ataque combinado de fuego (3.2). La artillería no puede combinarse. La MG/IFE de un vehículo no puede combinarse con otras unidades. FP: Potencia de Fuego; la fuerza con la que una unidad (o FG) ataca (1.2.2). FP Residual: Potencia de Fuego que queda en un hexágono como resultado de un Primer Fuego Defensivo (3.3.1). FPF: Fuego Protector Final (3.3.1). FT: Lanzallamas (4.2). Fuego de Asalto: Un ataque en la AFPh disponible por las MMC que tienen su factor de © 2007 Multi-Man Publishing, LLC
6 potencia
de
fuego
subrayado
(3.5).
Fuego de Área: La Potencia de Fuego de una unidad atacante que no sea de Artillería se divide a la mitad por cada caso concurrente de Fuego de Área (3.2.2, 3.2.3, 3.3.3, 3.5 y 4.1). Fuego en Marcha (motion): Fuego de un vehículo cuando todavía esta en marcha. La potencia de fuego de MG/IFE de un vehículo se divide por la mitad mientras esta en marcha. Además hay ciertas penalización para TH (3.3.2.2). Fuego Móvil (Bounding Fire): Fuego de un vehículo en la AFPh después de haber movido a un nuevo hexágono durante la MPh (3.3.2.2). Fuego de Reacción en Combate Cercano: También conocido como Fuego de Reacción CC, es una forma de Primer Fuego Defensivo disponible para infantería en el mismo hexágono que un AFV enemigo. (3.3.4). Fuego Intensivo: Después de agotar su ROF un Cañón puede efectuar un último ataque (3.2.4); añadirá un DRM +2 TH y verá reducido el B# en 2 (6.12). Grupo de Tiro Obligatorio: Unidades y MG en el mismo hexágono que quieran disparar al mismo objetivo (o un apilamiento en movimiento con el mismo gasto en MF) tienen que disparar como un FG en lugar de por separado (3.2.2). La artillería no puede combinarse. La MG/IFE de un vehículo ha de combinarse para disparar al mismo objetivo. H: Indicación en la ficha para munición HEAT. HE: Munición Explosiva (6.2); munición ordinaria para la Artillería cuando use el ITT y ATT. Puede ser usada en el VTT con su propia tabla para destruir (TK). HEAT: Munición Antitanque Altamente Explosiva; utilizada por BAZ, PF y PSK y como Munición Especial por algunos Cañones (4.4 y 6.2). Hexágono ciego: Un hexágono que no puede verse debido a obstáculos a la LOS. HIP: Colocación Inicial Escondida para Cañones (6.4). HS: Escuadra (Half Squad). Humo: Granadas fumígenas colocadas por un pelotón de Infantería (ficha de 1/2”; 3.3) o proyectiles fumígenos colocados por Artillería o lanzadó por un AFV (fichas de 5/8”; 6.2), que proporcionan una cobertura protectora (1.2.5). IFE: Equivalencia de Poder de Fuego de Infantería IFT: Tabla de Fuego de Infantería. Impacto [Hit]: La Artillería tiene que conseguir un impacto (usando el proceso Para Impactar; 3.2.4) previamente a resolver una ataque usando la IFT o tablas para destruir (TK). Impacto Directo: Una DR Final (previo al DRM del Escudo del Cañón) con resultado de KIA/K en la IFT después de un impacto de Arllería contra un Cañón (6.7). Inexpertos: Las MMC Novatas (G) no apiladas con un jefe en Buen Orden y las MMC Conscriptas sufren penalizaciones por ser Inexpertas: 3MF, B# o X# reducidos en uno; cobardía dos columnas, drm de emboscada +1 (5.4). Infantería: Todas las SMC y MMC. Inmobilizado: Un vehículo que, debido a los efectos de combate (incluido resultados de Conmoción o Aturdimiento), los efectos de empantanamiento, o fiabilidad mecánica no puede cambiar de hexágono, girar su VCA o arrancar.
Interdicción: Un NMC sufrido por una unidad que se retira sin utilizar Avance a Rastras a través de Campo Abierto en la LOS de una unidad enemiga en su alcance normal si se pudiera aplicar un hipotético DRM por FFMO (3.6). Intento de estar en marcha: Un intento por parte de un vehículo; durante la MPh del oponente, de conseguir Estado en marcha o cambiar la VCA (3.3.2.1). IPC: Capacidad Inherente de Acarreo (4.0).ti LATW: Arma Ligera Anti-Tanque; un tipo de SW de Artillería que utiliza su propia tabla Para Impactar (4.4). Límites de Apilado: Cada bando puede tener hasta tres MMC equivalentes a pelotón por hexágono y además hasta cuatro jefes (3.3). Cada bando puede tener un vehículo por hexágono. LLMC: Chequeo Moral por Pérdida de un Jefe; un MC adicional provocado por la pérdida de un jefe con un nivel de moral superior al de la unidad(es) con la que estaba apilado (3.2.3). LLTC: Chequeo de Actividad por Pérdida de un Jefe; causado por la desmoralización de un jefe con un nivel de moral superior al de la unidad(es) con la que estuviera apilado (3.2.1). Localización [Aspect]: La localización de un impacto en vehículo se divide en torreta y casco, así mismo en frontal, lateral o trasera. LOS: Línea de Tiro (3.2.1). M#: Número de movimiento a mano; se requiere una DR para intentar mover un Cañón a mano (6.5). MA: Armamento principal de un vehículo (7.2) Se considera artillería amenos que sea una MG/IFE disparando en la IFT. Melée: Una condición en la que quedan involucradas unidades opuestas en el mismo hexágono después de haber atacado en Combate Cercano (3.8). MF: Factor de Movimiento; medida de la capacidad de movimiento para unidades de Infantería (3.3). MG: Ametralladora; un tipo de Arma de Apoyo (SW), designada normalmente como ligera (LMG), media (MMG) o pesada (HMG) (4.1). Los vehículos también pueden estar equipados con MGs. Mired: Una forma de empantanamiento (BOG) más grave (7.6). MMC: Ficha de Grupo (1.2.2); pelotones, escuadras o dotaciones de Infantería. Morteros: Un tipo de artillería que usa fuego indirecto y Tipo de Objetivo Área. Los Morteros Ligeros (60mm o menos) son SW y pueden ser manejados por cualquier Infantería, mientras que el resto de Morteros son Cañones y tienen que ser manejados por dotaciones de Infantería para disparar sin penalización (4.5/6.9). Móvil: Un vehículo en buen orden que no este empantanado ni inmobilizado. Movimiento de Asalto: Un tipo de movimiento de Infantería (3.3). Movimiento Peligroso: Tipo de movimiento utilizado por unidades moviendo a mano un Cañón (6.5). MP: Punto de Movimiento; Medida de la capacidad de movimiento para vehículos (3.3.2). MPh: Fase de Movimiento (3.3). NA: No permitido, o no aplicable. NMC: Chequeo Moral Normal; requiere una tirada de dados inferior o igual al nivel actual de
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moral de la unidad para evitar quedar desmoralizada. El modificador por Mando puede aplicarse (3.2.3). No parado: Durante la MPh, un vehículo que no ha gastado un MP de parada desde su último MP para arrancar. NT: Arma Sin Torreta. Se incluyen en este tipo todos los Cañones excepto los montados en afustes de 360º (3.2.4). También se incluyen MA de vehículos sin torreta. Número de Agotamiento: Número en el dorso de una ficha de Artillería o vehículo que representa la cantidad de una Munición Especial (6.2). Objetivo Adquirido: El Armamento Principal de Vehículo, un Cañón o un Mortero ganan un DRM Para Impactar de -1 ó -2 si disparan otra vez al mismo objetivo. Si se usa Tipo de Objetivo Infantería y vehículo utilice una ficha de Adquisición de 1/2”, y su usa Tipo de Objetivo Área use una ficha de Adquisición de 5/8” (6.10 y 6.11). Objetivo Moviéndose: Un vehículo/resto que se ha movido a un nuevo hexágono en este turno de jugador, o que esta en marcha, o que ha empezado la MPh en marcha. PAATC: Chequeo de Actividad Previo al Avance/Ataque a AFV (3.7). Paso Ligero: Una unidad de Infantería puede añadir 2 MF a su MPh quedando CX (3.3). PBF: Fuego a Quemarropa; fuego a un objetivo en un hexágono adyacente. La potencia de fuego es el doble de la normal (3.2.2). PF: Panzerfaust (4.4.2). PFPh: Fase de Fuego de Preparación (3.2). PIAT: Lanzador Anti Tanque de Infantería (4.4.5). PP: Puntos de Acarreo; representan la dificultad existente para transportar un arma, y se restan del IPC de la unidad (4.0). Presión al suelo: Un DRM para el chequeo de empantanamiento (7.6). Primer Fuego Defensivo: Disparos efectuados a unidades moviéndose en la MPh (3.3.1). Primer Fuego Móvil (Bounding First Fire): Fuego de un vehículo durante su propia MPh antes o después de haber movido (3.3.2.2). Primer Fuego Subsiguiente (SFF): Disparar nuevamente en Primer Fuego Defensivo, pero como Fuego de Área (3.3.1). PSK: Panzerschreck: un arma ligera anti tanque alemana (4.4.1). PTC: Chequeo de Paralización de Actividad (3.2.1). Punto Central del Hexágono: El punto blanco existente en el centro de un hexágono desde el que se determina la LOS (1.1). QSU: Emplazamiento Rápido. Este Cañón puede moverse durante el juego mediante el proceso de movimiento a mano (6.5). Ráfagas Aéreas: El fuego de Mortero contra Infantería o vehículo CE situada en un hexágono de bosque recibe un TEM -1 (en lugar de un +1; 1.1.1). Rebufo: Una condición de disparar una LATW desde dentro de un edificio (4.4.3). Reducción por Bajas: Un resultado de combate que elimina una HS o dotación, o hiere a una SMC. Un pelotón queda reducido a una HS (3.2.3). © 2007 Multi-Man Publishing, LLC
Resto (wreck): Un vehículo que has sido destruido se gira a su lado de resto. Retorno (Recall): La condición de un AFV que debe salir por un borde de tablero amigo lo más pronto posible (7.10) Puede ser causado por sufrir un resultado de ATURDIMIENTO (STUN), un segundo resultado de Aturdimiento (Stun) (1 aturdimiento sí es 1MT), o por estropear permanentemente su MA. ROF: Cadencia de Tiro; una MG, Mortero, Cañón o MA de vehículo puede atacar más de una vez en el mismo turno gracias al número de su ROF, que aparece en un cuadrado (4.0). RPh: Fase de Reagrupamiento (3.1). RtPh: Fase de Retirada (3.6). SMC: Ficha de Individuo (1.2.1). SSR: Regla Especial del Escenario (1.3). SW: Arma de Apoyo (4.0). Tamaño del Objetivo: El tamaño de un Cañón viene indicado en el color de su M# (6.7). El tamaño de un vehículo esta indicado por el color de sus factores de blindaje (7.3). TEM: Modificador por Efectos del Terreno; un DRM que se aplica en la IFT o proceso TH provocado por el terreno en el que se encuentra la unidad que está siendo atacada (3.2). Terreno Inherente: Ciertas representaciones de terreno (arboleda) y contenidos de fichas de un hexágono (Humo) identifican al hexágono en su totalidad, incluyendo los lados de hexágono, como poseedor de las características de ese hexágono. Una LOS que penetre en dicho hexágono (incluso la trazada a lo largo de un lado de hexágono) se ve afectada por el terreno inherente. TH: Para Impactar; la Artillería tiene que conseguir un impacto (mediante el proceso Para Impactar) previamente a resolver un ataque sobre una unidad en la IFT o tabla TK(3.2.4). Tipo de Objetivo Área (ATT): Uno de los tres tipos generales de objetivo utilizados por Cañones. Se tiene que utilizar siempre que la Artillería dispare Humo. No puede ser utilizado por LATW ni cuando se dispare algo que no sea HE o Humo/WP (3.2.4). Tipo de Objetivo Infantería (ITT): Uno de los tres tipos generales de objetivo usados por Cañones. No disponible a Morteros ni a LATW. Pueden usarla todos los tipos de municiones excepto Humo/WP (3.2.4). Tipo de Objetivo Vehícular (VTT): Uno de los tres tipos generales de objetivo usados por Cañones. No disponible para morteros o LATW. Puede usar todos los tipos de munición excepto Humo/WP (3.2.4). TK: To Kill – Destruir: Habiendo conseguido un impacto con la tabla Tipo de Objetivo Vehículo (VTT), el número para destruir se usa para determinar el efecto sobre el vehículo (7.9). TPBF: Fuego a Quemarropa triple: disparar a un objetivo en el hexágono del tirador; el FP total es el triple de la potencia de fuego normal (3.2.2.1). Turno de Jugador: Las ocho fases consecutivas que conforman la mitad de un turno de juego, durante las cuales el ATACANTE puede mover sus fuerzas. Unidad Enemiga Conocida (KEU): Toda unidad enemiga hasta la que la unidad propia en cuestión tenga actualmente una LOS. Uso No Cualificado: El uso de un Cañón por unidades que no sean una dotación (1.2.6);
añade un DRM +2 TH y disminuye el B# en 2 (6.12). Vehículo: Una unidad motorizada que usa MP, impresa sobre un ficha de 5/8”. Ventaja de Altura: TEM protector para unidades en una elevación superior (1.1.1). WP (Fósforo Blanco): Un tipo de Humo limitado a ciertas naciones y armas que proporciona una cobertura inferior (1.2.6) pero que inflige un NMC cuando Impacta (6.2). X#: Número de Rotura de un FT, DC, BAZ o PSK (el Arma no es reparable) (4.0).
3.0 Secuencia de Juego: Hay ocho fases distintas en cada fase de jugador que se resuelven en el siguiente orden: Fase de Reagrupamiento, Fase de Fuego de Preparación, Fase de Movimiento, Fase de Fuego Defensivo, Fase de Fuego de Avance, Fase de Retirada, Fase de Avance y Fase de Combate Cercano. Un turno completo acaba cuando ambos jugadores han hecho la secuencia entera como ATACANTE. 3.1 Fase de Reagrupamiento (RPh) Durante la RPh ambos jugadores intentarán reagrupar sus unidades desmoralizadas capacitadas, arreglar sus armas rotas o transferir equipo de una unidad a otra en la misma localización. Excepto los jefes reagrupando (a ellos mismos y a otras unidades) cada unidad sólo puede intentar una acción por RPh. Estas acciones deben realizarse en orden: a) El ATACANTE tira dados por ocasionales refuerzos (SSR) y posiciona fuera del tablero todas las fuerzas que tengan prevista su entrada en ese turno de jugador. b) Unidades en Buen Orden pueden intentar recuperar SW no poseídas que estén en su mismo hexágono, obteniendo una dr menor de 6 (drm +1 si están CX) (el ATACANTE primero). c) Reparación de Armas Rotas: Una unidad en Buen Orden que posea un Arma rota de su propia nacionalidad (es decir, de su color) puede intentar reparar ese Arma consiguiendo una drmenor o igual al número de reparación indicado al dorso de la ficha (el ATACANTE primero). Una dr de 6 elimina el Arma definitivamente. Un vehículo en buen orden puede intentar cada MG o MA rota; un dr de 1 repara el arma y un dr de 6 la elimina permanentemente.
7 d) Transferencia de Armas: Los apilamientos pueden ser redistribuidos libremente para cambiar la posesión de todas las Armas, entre unidades en Buen Orden en la misma localización (el ATACANTE primero). e)
Auto Reagrupamientos: Ambos bandos pueden intentar auto reagrupar (el ATACANTE primero) unidades capacitadas para ello (aquellas con su moral del lado desmoralizado dentro de un cuadrado; p.ej.: jefes y dotaciones). El ATACANTE sólo puede intentar auto reagrupar sólo una MMC adicional. Un jefe que intente auto reagruparse no puede aplicar su modificador por mando, y toda unidad que intente auto reagruparse sufre un DRM +1. f) Reagrupamiento de unidades: Ambos bandos (el ATACANTE primero) pueden intentar reagrupar unidades desmoralizadas apiladas con un jefe en Buen Orden. Para reagruparse, una unidad debe conseguir una DR menor o igual que su número de moral indicado en su lado desmoralizado. Se aplica un DRM +4 si la unidad sufre de Moral de Desesperación (DM), un DRM – 1 si la unidad está en bosques o edificios y un DRM igual al modificador por mando del jefe que intenta reagrupar a la unidad desmoralizada. Si el único jefe presente en un apilamiento de unidades desmoralizadas estuviera él mismo desmoralizado, puede intentar reagrupar a las otras unidades solo si él mismo consigue auto reagruparse primero. No hay penalización por no conseguir reagruparse, a menos que la unidad saque un 12 original, en cuyo caso sufrirá Reducción por Bajas. No se puede intentar reagrupar a una unidad más de una vez por Turno de Jugador; sin embargo, un jefe en Buen Orden puede intentar reagrupar a todas las unidades con las que esté apilado. g) Vehículo conmocionado [shocked]: Tirar para recuperar AFV, conmoción/destrucción no confirmada (UK). Quitar o girar el marcador o eliminar el vehículo, lo que corresponda. h) Retirada de marcadores: Todas las fichas de DM son retiradas al final de la RPh a menos que la unidad DM esté adyacente a una Unidad Enemiga Conocida. Una unidad desmoralizada puede optar por mantener su estatus DM a menos que esté en bosques o edificios.
Ejemplo de Fase de Reagrupamiento rusa: La unidad 5-2-7 desmoralizada en Q6 intenta auto reagruparse. Tiene que añadir +1 a su intento de reagruparse, pero puede restar uno por estar en un hexágono de edificio. La DR original es un 7, y con los modificadores anulándose el uno al otro, la 5-2-7 se reagrupa y es girada hacia su lado normal. A continuación, el jefe intenta reagrupar a las dos unidades desmoralizadas apiladas con él. La 5-2-7 tiene que añadir +4 a su DR porque está actualmente DM. El DRM –1 del jefe se aplica así como el –1 por estar en un edificio. La unidad 4-4-7 desmoralizada no está bajo una ficha DM y no tiene que aplicarse el +4 adicional. El DRM total es +2 para la 5-2-7 y –2 para la 4-4-7. La DR original para la 5-2-7 es 6; después de añadir el DRM +2 la DR final es 8. Dado que es superior su nivel moral desmoralizado de 7, el pelotón no se reagrupa. La DR original para la 4-4-7 es 9; tras añadir –2 la DR final es 7. Y como es inferior o igual que su nivel moral desmoralizado, la 4-4-7 se reagrupa y es girada sobre su lado normal.
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Ilustración anterior a cualquier resultado. © 2007 Multi-Man Publishing, LLC
8 3.2 Fase de Fuego de Preparación (PFPh) y Ataques de Fuego: Los ataques de fuego son el principal procedimiento mediante el cual una unidad ataca a unidades enemigas. Ninguna unidad puede disparar a plena potencia más de una vez por Turno de Jugador, excepto con Armas que mantengan su ROF. En otro caso un jugador puede disparar todas, alguna o ninguna de sus unidades en cualquier fase de fuego aplicable. Los ataques de fuego normalmente afectan a todas las unidades en el hexágono objetivo, excepto durante la MPh en la que el fuego de Primer Fuego Defensivo afecta sólo a unidades moviéndose juntas. 3.2.1 Línea de Tiro (LOS): Una unidad sólo puede disparar a una unidad enemiga si tiene una Línea de Tiro (LOS) hasta ella. Unidades al mismo nivel pueden trazar una LOS unas a otras excepto si existen obstáculos a la LOS interpuestos. Puede determinarse extendiendo un hilo entre el centro del hexágono desde el que se dispara y el centro del hexágono objetivo, y no puede aplicarse a unidades fuera del tablero. Si el hilo no cruza el dibujo o representación de un obstáculo a la LOS (edificio, bosques o colinas) con el obstáculo visible a ambos lados del hilo, hay una LOS entre los dos hexágonos. Del mismo modo, si el hilo no cruza un dibujo o representación de un Estorbo a la LOS (p.ej.: trigal) o cruza un hexágono de Estorbo inherente (p.ej.: arboleda o Humo), la LOS no resultará estorbada. El terreno en el hexágono de quien dispara o en el hexágono objetivo no bloquean la LOS hasta el punto central del hexágono (aunque el Humo en el hexágono de quien dispara o en el hexágono objetivo si estorban la LOS). Los ataques pueden trazarse a través de unidades en hexágonos interpuestos sin que las afecten. Ningún jugador puede realizar un chequeo de LOS hasta después de que se haya declarado el ataque. Si un chequeo de LOS revela que un obstáculo a la LOS bloquea el fuego, el ataque de fuego no se resuelve, pero se
Ejemplo de Línea de Tiro
La 4-6-7 puede ver a la 4-4-7a en F3 porque se puede tender una línea desde el punto central en I2 hasta el punto central en F3 sin que toque ninguna representación de bosque (va directamente “carretera abajo”) y puede ver a la 4-4-7b en J5 con un estorbo +1 debido a la arboleda en J4; no puede ver a la 4-4-7c en K4 debido al edificio interpuesto en J3.
considerará a todos los efectos que las unidades que declararon el ataque han disparado, incluyendo posibles roturas. Toda combinación de DRM por estorbos a la LOS por Humo o terreno, mayor o igual a +6 bloquea completamente esa LOS. Una unidad puede trazar una LOS a una elevación superior (y viceversa) sólo si la unidad más alta traza su LOS a través de una Línea de Cresta en el momento en el que abandona su hexágono y esa LOS nunca cruza otra Línea de
Cresta. Una unidad en una elevación superior no puede ver más allá de un obstáculo a la LOS aunque pueda ver el propio obstáculo. Una unidad en una elevación superior puede ver por encima de Estorbos de altura inferior (trigal/arbusto) sin que la LOS resulte Estorbada.
Ejemplo de Fase de Fuego de Preparación (asumiendo una ELR alemana de 3):
Durante la PFPh americana una 7-4-7 en el hexágono N5 constituye un FG con la 6-6-6 en el hexágono O6 para disparar a las unidades alemanas del hexágono P5. La potencia de fuego total es de 19 (el doble de 6 FP de la 6-6-6 en O6 por Fuego a Quemarropa más 7 FP de la 7-4-7 en N5), y el ataque se produce en la columna de 16 FP de la IFT. Los DRM incluyen un +3 por el TEM del edificio de piedra y un +1 del estorbo de la arboleda para un DRM total de +4. La DR original es 6; después de añadir 4 la DR final es 10. Cruzando la referencia 10 en la columna 16 en la IFT resulta en un Chequeo Moral Normal (NMC). Por tanto, cada unidad en el hexágono P5 ha de pasar un NMC. Una de las 4-6-7 obtiene un 9 original y la otra un 7; ninguna DR resulta modificada. La 4-6-7 que obtuvo un 9 es girada hacia su lado desmoralizado y se coloca una ficha DM sobre ella. La 4-6-7 que sacó un 7 tendrá una ficha PIN sobre ella porque su tirada igualó su nivel moral en el chequeo. Finalmente, se coloca una ficha Prep Fire sobre las unidades americanas. A continuación la 7-4-7 americana restante y el 9-1 en N5 atacan a la 4-6-7 en P1 con 2 FP (7 FP por Fuego a Larga Distancia se queda en 3’5 FP, por lo que se utiliza la columna de 2 FP) y un DRM +2 (+3 del edificio de piedra, -1 de Modificador por Mando). La DR original es un 2 (“¡ojos de serpiente!”, lo cual es un dobles, pero el ataque no se ve afectado por cobardía al ser dirigido por un jefe) y la DR final es un 4. Cruzando la referencia 4 en la columna 2 de la IFT se obtiene un Chequeo Moral +1 (1MC). La 4-6-7 saca una DR original de 5, modificada a un 6, así que resulta no afectada. Las unidades americanas colocan una ficha de Prep Fire sobre ellas. El jugador americano elige entonces que la 5-3-6 en el hexágono N4 dispare al hexágono O5. La potencia de fuego total es de 10, y el ataque se produce en la columna de 8 FP. El DRM es +0, dado que la arboleda produce un estorbo de +1 pero tiene +0 como modificador por efectos del terreno. La DR original es un 4 (dos doses, así que el ataque sufre cobardía y se produce dos columnas por debajo de lo que correspondería, ya que la unidad es Inexperta) y la DR final es un 4. Cruzando la referencia 4 en la columna de 4 FP (dos columnas a la izquierda de la de 8 FP) lo que resulta en 1MC. La 4-6-7 obtiene una DR original de 12 con una DR final de 13. La 4-6-7 sufre Reducción por Bajas por haber obtenido un 12 original y es reemplazada por una 2-4-7. La 2-4-7 es reemplazada por una escuadra 2-3-7 ya que la DR final era más alta que la moral de la unidad superando la ELR de la unidad, así que es sustituida. La 2-3-7 es girada a su lado desmoralizado y marcada con una ficha DM. La 5-3-6 es marcada con una ficha Prep Fire.
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3.2.2 Ataques de Fuego: Un ataque de fuego de una unidad o Grupo de Fuego utiliza la fuerza de potencia de fuego (FP) de la unidad(es). La fuerza FP impresa puede modificarse bajo algunas condiciones. La FP de una unidad de infantería/ATR/MG (incluyendo MG/IFE de vehículos) atacando se duplica por Fuego a Quemarropa (PBF), lo cual ocurre cuando una unidad de infantería dispara a un hexágono adyacente y triplicado contra unidades en el mismo hexágono por Fuego a Quemarropa Triple (TPBF). Una unidad/MG/FT puede atacar más allá de su alcance Normal, como Fuego de Área hasta una distancia del doble de su alcance (incluido), pero lo hace a la mitad de su FP. Las fracciones de FP reducidos a la mitad no se desprecian, sino que se retienen y podrán ser objeto de posteriores modificaciones, o añadirse a las FP totales de otras unidades involucradas en el mismo ataque las modificaciones a la FP son acumulativas; las FP atacantes pueden verse tanto duplicadas como reducidas a la mitad varias veces. Una unidad no puede dividir su FP entre diferentes objetivos pero un pelotón puede optar por disparar su propia FP a un objetivo y cualquier Arma en su posesión a un objetivo diferente. Siempre que un ataque de una MMC no dirigida por un jefe obtenga una tirada original de dobles en su DR de resolución en la IFT, sufrirá de cobardía y será resuelto en la siguiente columna inferior en la IFT y la unidad Cobarde quedará marcada con una ficha de Fuego Preparatorio (Prep Fire) o de Fuego Final (Final Fire), según corresponda. Si una MMC Inexperta se ve envuelta en dicho tipo de ataque, será resuelto dos columnas por debajo en lugar de sólo una. Cualquier descenso de columna por debajo de la más baja, provocará que ese ataque no tenga efecto. La Cobardía no afecta a ataques de Artillería, Vehículos, CC, DC o de FP Residual. Dos o más unidades pueden unirse para formar un ataque de fuego combinado denominado Grupo de Tiro (FG). Un FG puede estar formado por unidades situadas en más de un hexágono sólo si cada unidad participante ocupa un hexágono o está adyacente a otra unidad participante del mismo FG. Un jefe solitario no puede hacer de enlace para un FG. La Artillería y FT no pueden participar en un FG. La MG/IFE de un vehículo puede formar un FG consigo mismo. Todos los miembros de un FG tienen que ser capaces de trazar una LOS (3.2.1) hasta el objetivo. Un FG de varios hexágonos que descubra que parte del FG no tiene una LOS hasta el objetivo perderá la participación de esa unidad. El resto del FG con una LOS válida todavía puede atacar al objetivo, pero como un FG más pequeño (si esta adyacente) o en ataques separados a opción de quien dispara. Si infantería en un mismo hexágono va a atacar a la misma unidad, lo tienen que hacer como un FG Obligatorio; no pueden realizar ataques por separado a menos que use FT o Artillería. Un jefe puede utilizar su DRM por mando para modificar la DR en la IFT de cualquier unidad de infantería atacante (excepto FT) o de un FG por Turno de Jugador, siempre y cuando todas las unidades del FG estén en el mismo hexágono que él. El DRM por mando puede aplicarse a un FG situado en varios hexágonos sólo si hay un jefe dirigiendo ese ataque en cada hexágono participante; el DRM por mando que se aplicará en ese caso será el del jefe participante de inferior calidad. Un jefe dirigiendo fuego es tratado como si él mismo hubiera atacado.
3.2.2.1 Triple Fuego a Quemarropa (TPBF): la potencia de fuego de MG/ATR/IFE y MMC se triplica por ataques de fuego contra objetivos en el hexágono del tirador en aquellas raras ocasiones en las que pueda ocurrir (un vehículo enemigo se mueve a tu hexágono o la infantería avanza dentro de tu hexágono con un vehículo que esta o se pone en marcha). BU AFV están a salvo de TPBF, pero CE AFV no, aunque el CE DRM +2 se aplica normalmente. Una unidad no puede disparar fuera de su hexágono cuando hay una unidad enemiga en su hexágono. 3.2.3 Efectos: Los ataques de fuego son resueltos cruzando la FP combinada total de la(s) unidad(es) atacante(s) con la DR en la Tabla de Potencia de Fuego de Infantería (IFT). El atacante utilizará la columna más a la derecha en la IFT cuya FP no exceda del total ajustado de FP del ataque (por tanto un ataque total de 9 se resuelve en la columna de 8); la FP excedente no tiene efecto. La DR es modificada añadiendo todo DRM aplicable como el de mando, Modificadores por Efectos del Terreno (TEM) o Estorbos a la LOS entre (pero no en) el hexágono de quien dispara y el hexágono objetivo. Los resultados se aplican de la siguiente forma contra infantería: #KIA: Al menos tantos objetivos como el número indicado (#) son eliminados (determinándolos de forma aleatoria); las demás unidades objetivo quedan desmoralizadas y DM automáticamente, o sufren Reducción por Bajas (ver debajo) si ya estaban desmoralizadas. Si una dotación de CE AFV sufre un resultado KIA. El AFV y la dotación están ATURDIDOS (STUNNED) (7.10). K/#: Una unidad sufre Reducción por Bajas y todas las demás unidades objetivo (incluyendo cualquier recién reducida HS) tienen que pasar un chequeo moral (MC) añadiendo el número indicado (#) a la DR del MC. En caso de varios objetivos la determinación de cuáles sufren reducción por bajas se hará de forma aleatoria. La reducción por bajas elimina una HS o una dotación, reduce un pelotón a HS y hiere a una SMC. Una SMC herida tiene que realizar de inmediato una dr de severidad de herida; un resultado de 1-4 indica una herida leve (coloque una ficha de Herido (Wound)), y uno de 5-6 elimina a la SMC. Una SMC herida ve reducido su MF a tres, su IPC a cero y no puede usar Paso Ligero. Si vuelve a resultar herida tiene que añadir un único drm +1 a su dr de severidad de herida –la única penalización por resultar herido más de una vez–. Su nivel moral y modificador por mando se reducen en uno; es decir, un jefe 8-0 herido tiene un nivel moral de 7 y un modificador por mando de +1. Si la dotación CE de un AFV sufre un resultado K, El AFV y la dotación están ATURDIDOS (STUNNED) (7.10). NMC: Cada unidad objetivo tiene que intentar superar un Chequeo Moral Normal (NMC) obteniendo una DR menor o igual al nivel moral de la unidad. El mejor jefe en un hexágono realizará el chequeo en primer lugar. Las unidades que lo fallen quedarán desmoralizadas, serán giradas y se colocará una ficha DM sobre ellas. Una unidad que saque una tirada original de 12 en un MC sufrirá reducción por bajas además de quedar desmoralizada. Una unidad ya
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9 desmoralizada que falle un MC sufrirá Reducción por Bajas; una unidad ya desmoralizada que saque una tirada original de 12 en un MC quedará eliminada. Una unidad no desmoralizada que falle un MC por un resultado superior a su ELR (véase 5.1) será reemplazada por una unidad de inferior calidad. Las unidades desmoralizadas utilizan en nivel moral impreso en su lado desmoralizado para todos los MC e intentos de reagrupamiento hasta que sean reagrupadas y sean giradas a su lado normal. Las unidades desmoralizadas sólo pueden retirarse e intentar ser reagrupadas. Un jefe en Buen Orden y no paralizado aplicará su DRM por mando a otras unidades (incluso a jefes con moral inferior) en la localización objetivo si él mismo pasa previamente su MC sin resultar afectado; pero no se lo podrá aplicar a sí mismo. Además, si un jefe resulta eliminado, todas las unidades con un nivel moral actual inferior y que estén apiladas con él, salvo en CC, deben pasar un MC después de resolverse el ataque inicial, sumando cualquier DRM negativo por mando a la DR en lugar de restarlo. A esto se le llama Chequeo de Moral por Pérdida de un Jefe (LLMC). Si un jefe queda desmoralizado, todas las unidades en Buen Orden con un nivel moral actual inferior y apiladas con él, deben pasar un PTC después de resolverse el ataque inicial, sumando cualquier DRM negativo por mando a la DR en lugar de restarlo. A esto se le llama Chequeo de Actividad por Pérdida de un Jefe (LLTC). Si una unidad supera el MC requerido obteniendo exactamente el número más alto con el que esa unidad pasaría el MC (después de todas las modificaciones), entonces esa unidad se considera paralizada, y se coloca una ficha Pin sobre ella. Esa unidad no puede continuar moviéndose en ese turno de jugador y dispara a la mitad de su FP normal. Si una dotación de un CE AFV falla su MC, La dotación esta Aturdida (7.10) y marcada con una ficha de Aturdida (Stun). Si la dotación CE AFV saca un 12 en un MC entonces el AFV esta ATURDIDO (7.10) y marcado con una ficha ATURDIDO (STUN). #MC: El número por delante del MC es un DRM positivo que tiene que aplicarse a la DR del MC. PTC: Chequeo de Paralización de Actividad; cada unidad objetivo no desmoralizada y no paralizada tiene que realizar una tirada inferior o igual a su Nivel Moral actual o quedará paralizada. El DRM por mando puede aplicarse si el jefe que es parte del grupo objetivo pasa primero su propio PTC. Se colocará una ficha Pin a las unidades que fallen su PTC; durante ese turno no podrán moverse, su FP quedará reducido a la mitad, perderán la ROF y un jefe paralizado no podrá utilizar su DRM por mando. Las unidades no pueden quedar paralizadas más de una vez por turno de jugador. Un resultado de paralización (Pin) contra una dotación de CE AFV obliga a la dotación a ponerse con Escotillas Cerradas © 2007 Multi-Man Publishing, LLC
10 (BU) para el resto del turno de jugador. Un vehículo en si nunca puede estar paralizado y por tanto puede mover aún. Una unidad desmoralizada que no esté bajo una ficha DM que quede adyacente a una Unidad Enemiga Conocida o sea atacada con suficiente FP (teniendo en cuenta la posibilidad de cobardía) como para infligirle un NMC, recibirá una ficha DM. 3.2.4 Proceso Para Impactar: La Artillería (Cañones, Morteros SW y LATW; 6.0) y MA de vehículo no-MG primero tienen que asegurar un impacto; ya sea usando Tipo de Objetivo Infantería (ITT), Tipo de Objetivo Área (ATT), Tipo de Objetivo Vehículo (VTT) o (en el caso de LATW) su propia Tabla Para Impactar, han de utilizar el proceso Para Impactar (ver 4.1 para MG). Si se consigue un impacto contra Infantería o Cañón, tirar para efecto en la IFT o en las tablas para destruir (TK) si el objetivo es un vehículo. No todos los ocupantes de un hexágono siempre resultarán impactados. Algunas unidades pueden no ser impactadas porque no se movieron durante el Primer Fuego Defensivo o porque posibles DRM no afecten igual a distintos objetivos, o porque se ha usado un Tipo de Objetivo no efectivo. Tipo de Objetivo Infantería: Los disparos que utilicen el Tipo de Objetivo Infantería utilizan munición de Alto Explosivo (HE) pero también pueden utilizar munición HEAT o AP. Todos los objetivos enemigos en el hexágono objetivo excepto BU AFV pueden resultar afectados por un Impacto incluso cualquier unidad de Dotación Expuesta (7.7). El TEM se aplica a la DR Para Impactar, no a la DR en la IFT. Tipo de Objetivo Área: Este Tipo de Objetivo es el que siempre utilizan los Morteros y cuando la Artillería intenta disparar Humo; en otro caso, puede ser seleccionada cuando se dispare munición HE, pero no si se utiliza HEAT o AP. Cuando se utiliza este Tipo de Objetivo por otra arma que no sea un Mortero, se consume toda la ROF del Cañón durante ese turno, de ahí que las armas que no sean Morteros no puedan disparar otra vez después de utilizar el Tipo de Objetivo Área. Los TEM no se aplican a la DR Para Impactar, sino a la DR en la IFT.Un impacto potencialmente puede afectar todas las unidades en el hexágono. Tipo de Objetivo Vehícular: El tipo de Objetivo Vehícular se usa cuando se dispara a un vehículo específico. Un impacto en el tipo de Objetivo Vehícular no puede causar daño a cualquier otra unidad en el hexágono objetivo. Proceso Para Impactar: La Artillería puede disparar durante las Fases de Fuego de Preparación, Primer Fuego Defensivo, Fuego Final o Fuego Avanzada de Fuego, pero tienen que estar en posesión de una MMC que la maneje o ser una MA vehicular. Una MA también puede disparar durante la MPh del vehículo (3.3.2.2). El jugador que dispara tiene que declarar tanto el objetivo como el tipo de objetivo. Determine la distancia hasta el objetivo y busque el número Para Impactar (TH) en las Tablas Para Impactar que se encuentran en las Ayudas al Jugador cruzando el tipo de Artillería, etipo de objetivo y la distancia. Ese número es el máximo que se puede obtener con dos dados para conseguir un “impacto”. Cada entrada TH
En su PFPh el Cañón AA alemán dispara a la 7-4-7 en xJ5 (dentro de su Arco Cubierto) utilizando Tipo de Objetivo Infantería. La distancia al objetivo es de 4 hexágonos, y el trigal está en temporada. Cruzando las referencias de Tipo de Objetivo, distancia y Tipo de Cañón en la Tabla Para Impactar nos da un número Para Impactar igual a 8. Se trata de un número en negro TH. Ninguno de los casos para utilizar números en rojo TH se aplica a este disparo; es más, a una distancia de 6 en Tipo de Objetivo Infantería sólo hay números en negro TH a considerar. La tirada de dados se modifica como sigue: TEM por Bosque, +1; Estorbo por un hexágono de trigal, +1; con lo que el modificador (DRM) total TH es +2, para una DR Final de 9. Este resultado es superior a 8, así que el ataque falla; coloque una ficha de Objetivo Adquirido -1 en la unidad objetivo en xJ5. El alemán ha conservado la Cadencia de Tiro (ROF) de su 88 y decide disparar otra vez. Además de los DRM anteriores también aplicamos el DRM de -1 por Objetivo Adquirido. El jugador alemán consigue un 3 (un 1 en el dado de color) y añade el DRM +1 para una DR Final de 4 que, como es ≤ 8 resulta en un impacto. Ahora el alemán tira de nuevo los dados, esta vez en la columna apropiada en la IFT para un Cañón de 88mm; la columna de 16FP se aplica a armas de más de 80mm y menos de 100mm. No se aplican DRM (el TEM se aplicó a la DR Para Impactar). El alemán saca un 7 que se convierte en una DR Final en la IFT de 2MC. La 7-4-7 ha de pasar un chequeo moral +2 que falla y queda desmoralizada; la ficha de Objetivo Adquirido -1 se gira a su lado -2. El alemán había mantenido otra vez la ROF con el 88 y ataca ahora a la 6-6-6 en xO4, pero primero tiene que cambiar su Arco Cubierto (CA). El Cañón cambia su CA a M4/N3; es decir, cambia un ángulo. La distancia es de 2 hexágonos y el número TH es ahora 9. El DRM es +1 por el Estorbo del trigal en xN3 y +1 por haber cambiado el CA un ángulo (Cañón de 360º) para un DRM total de +2. La DR es un 8 (un 5 en el dado de color) y añadiendo el DRM +2 nos da una DR Final de 10: falla. El Cañón ha perdido su ROF y es marcado con una ficha de Prep Fire. La ficha de Objetivo Adquirido -2 se retira de xJ5 y se coloca otra de Objetivo Adquirido -1 sobre la 6-6-6 en xO4. El Cañón realiza ahora Fuego Intensivo sobre la 6-6-6. El DRM por cambio del CA no se aplica ya. Hay un DRM +2 por Fuego Intensivo, un DRM de -1 por Objetivo Adquirido y un Estorbo por trigal, para un DRM total de +2. El alemán saca otro 8 (un 2 en el dado de color) para una DR Final de 10: otro fallo. Había perdido ya la ROF y el Cañón resulta marcado ahora con una ficha de Fuego Intensivo y no tendrá más oportunidades de atacar en este turno de jugador. La ficha de Objetivo Adquirido se gira hacia su lado -2. El 88 podría haber disparado inicialmente a la 7-4-7 usando Tipo de Objetivo Área, y también pudo haberlo hecho si la 7-4-7 hubiera estado en un edificio de piedra, incluso aunque a una distancia de 4 el número Para Impactar sea inferior en Tipo de Objetivo Área que en Tipo de Objetivo Infantería. Usando el primero el TEM no modifica la DR Para Impactar, pero en su lugar modifica la DR en la IFT después de haber impactado, haciendo más fácil el impactar a la 7-4-7 en Tipo de Objetivo Área pero reduciendo los efectos del ataque.
tiene un número en negro, uno en rojo o ambos. Si se dispara con Tipo de Objetivo Área siempre se utilizarán los números TH en rojo. Si se hace con Tipo de Objetivo Infantería o Tipo de Objetivo Vehicular, se utilizarán los números TH en negro a menos que quien dispara sea un Cañón ruso, italiano, aliado menor o norteamericano antes de 1944, o si es utilizado por tropa Inexperta, No Cualificada o ha sido Capturado. Si la entrada no tiene un número en rojo, utilice el número TH en negro. Añada a la DR tanto los DRM Basados en quien Dispara (tales como estatus CX, cambio de Arco Cubierto y Uso No Cualificado) como los DRM Basados en el Objetivo (tales como FFMO, FFNAM, Adquisición, Estorbos y, si no utiliza Tipo de Objetivo Área, los TEM) que se encuentran en la tabla de referencia relativos al tipo de objetivo que se esté utilizando. Si la DR es igual a o menor que el número Para Impactar modificado, entonces se ha conseguido un impacto en el objetivo. Si se dispara en la Fase de Primer Fuego Defensivo, se aplican los principios del Primer Fuego Defensivo y sólo los objetivos en movimiento
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pueden resultar afectados. Algunos Cañones y MAs tienen ROF, que viene indicado por un número en un cuadrado (1.2.4.1). En algunos casos, sin embargo, en los que esta ROF puede resultar reducida. Estos casos son: uso de Potencia de Fuego Equivalente a Infantería (IFE), uso No Cualificado o de material Capturado y un cañón cambiando su Arco Cubierto durante la fase. Cada uno de esos casos aplicables reduce en uno de forma acumulativa la ROF normal del Cañón para esa Fase de Fuego. Muchos Cañones/MA no tienen un alcance límite; sin embargo, si aparecen dos números, el primero indica su alcance mínimo y el segundo el máximo. Un Cañón tiene un encaramiento que se determina por su Arco Cubierto (CA). El CA se indica colocando la ficha del Cañón con el dibujo del ánima del Cañón apuntando directamente a uno de los seis ángulos de su hexágono. El CA comprende los dos hexágonos unidos por ese ángulo, todos los hexágonos y ángulos de las dos filas diagonales de hexágonos que pasan a pasan a través de esos hexágonos mientras © 2007 Multi-Man Publishing, LLC
11 El Cañón AT de 75mm en xE8 tiene a la 7-4-7 en su CA pero no a la 6-6-6. Durante la PFPh dispara sobre la 7-4-7 utilizando Tipo de Objetivo Infantería (ITT) a una distancia de 2. Cruzando el Tipo de Objetivo, la distancia y el tipo de Cañón en la tabla Para Impactar nos da un número en negro TH de 9 (no se aplica ningún TH rojo a distancia de 2 en ITT incluso aunque exista alguna causa para utilizar el número rojo TH). La tirada de dados se modifica sólo por el TEM +3 del edificio de piedra. El alemán saca un 7 (un 1 en el dado de color) y añade el DRM +3 para una DR Final TH de 10. Es mayor que 9, así que ataque falla. Se coloca una ficha de 1/2” de Objetivo Adquirido -1 en xC7. El Cañón mantuvo su ROF y dispara otra vez. Además del TEM +3, se aplica el DRM -1 de Objetivo Adquirido para un DRM total de +2. El alemán saca un 7 (un 2 en el dado de color) y añade el DRM +2 para una DR Final TH de 9, resultando en un impacto con ROF. El alemán tira ahora en la columna apropiada en la IFT para un Cañón de 75mm; la columna de 12FP se aplica a armas de al menos 70mm y de menos de 80mm. Ningún DRM se aplica a la DR en la IFT (el TEM se aplicó a la DR TH). El alemán saca un 7, que es la DR Final y resulta en un 1MC. La 7-4-7 intenta pasar el 1MC pero falla y queda desmoralizada; la ficha de Objetivo Adquirido -1 se gira a su lado -2. El Cañón AT podría haber disparado sobre la 7-4-7 utilizando Tipo de Objetivo Área (ATT) con un número TH de 7 (rojo, dado que estamos en ATT). El TEM no modificaría la DR TH, haciendo ligeramente más fácil impactar a la 7-4-7, aunque perdiendo toda posibilidad de mantener ROF. Sin embargo el resultado después de un impacto sería menos efectivo que el de ITT, dado que la FP se reduciría a la mitad y el TEM +3 se aplicaría a la DR en la IFT. Habiendo mantenido la ROF otra vez, el Cañón AT ahora dispara en ITT sobre la 6-6-6 en xB7, cambiando su CA a D7/D8: un ángulo cambiado. La distancia es de 3 hexágonos, así que el número TH es 8. El DRM TH es +3 por el primer ángulo cambiado y +1 por el TEM del bosque para un total de +4 (la adquisición en xC7 no se aplica). La ROF del Cañón se reduce en 1 debido a que ha cambiado su CA. El alemán saca un 4 (un 2 en el dado de color) y añade el DRM +4 para una DR Final de 8: un impacto. El ataque resultante en la columna de 12FP no tiene ningún DRM y la DR de 7 en la IFT resulta en 1MC sobre la 6-6-6, que el pelotón supera. La ficha de Objetivo Adquirido -1 se mueve de xC7 a xB7. El Cañón AT, que perdió su ROF, no intenta Fuego Intensivo esta vez. El MTR de 81mm en xE9 dispara ahora sobre la 7-4-7 en xC7, cambiando su CA 2 ángulos de D8/E8. Dado que es un Mortero, tiene que usar ATT y su ROF no se reduce debido al cambio de CA. El número TH a 3 de distancia es de 7. El DRM TH es de +3 por cambiar el CA un ángulo y +1 por cambiar el segundo ángulo, para un total de +4. El alemán saca un 4, resultando en una DR Final TH de 8, fallando y colocará una ficha de 5/8” de Objetivo Adquirido -1. Como mantuvo la ROF, el MTR de 81mm dispara otra vez a la 7-4-7, esta vez con un DRDM total de -1. Una DR de 8 (un 3 en el dado de color) resulta en una DR Final de 7, un impacto con ROF. El ataque en la IFT se produce en la columna de 8FP (la mitad de la columna de 16FP) con un DRM +3 por el TEM del edificio de piedra. El alemán saca un 7, modificado a 10, sin efecto. El MTR de 81mm cambia ahora de objetivo a la 6-6-6 en xB7. El número TH sigue siendo 7, pero no hay DRM. El alemán saca un 6 (un 4 en el dado de color), lo que resulta en un impacto (sin ROF) y un ataque en la columna de 8FP, esta vez con un DRM -1 por Ráfagas Aéreas. El alemán saca un 8, modificado a 7, resultando en 1MC sobre la 6-6-6 (que supera). Habiendo perdido la ROF, el MTR de 81mm declina hacer Fuego Intensivo. El MTR de 50mm dispara ahora sobre la 6-6-6 en xB7. Como es un SW, el MTR de 50mm no tiene que definir su CA y no necesita preocuparse de cambiar su CA. A una distancia de 2 en ATT su número TH es 7 (note que si se tratara de un Mortero norteamericano de 60mm, no podría atacar xB7 que está a sólo 2 hexágonos de distancia). No se aplica ningún DRM a TH y el MTR impacta cuando el alemán saca un 6, perdiendo su ROF con un 4 en su dado de color, y colocando una segunda ficha de 5/8” de Objetivo Adquirido -1. El MTR ataca en la columna de 2FP (la mitad de 6FP) con un DRM -1 por Ráfagas Aéreas. Una DR Original de 2 resulta modificada a 1, lo que implica un 1KIA que elimina a la 6-6-6. Dado que un MTR de 50mm es un SW, no puede hacer Fuego Intensivo.
convergen en el hexágono de la unidad y todos los hexágonos entre esas dos líneas diagonales de hexágonos convergentes. Un Cañón sólo puede disparar dentro de su CA pero puede cambiarlo antes de disparar (sufriendo las consiguientes penalizaciones Para Impactar [o IFT si usa IFE] Basadas en quien Dispara). Un Cañón también puede cambiar su CA sin disparar al final de cualquier fase amiga de fuego (no la MPh) pero sólo si la Infantería que lo maneja no ha disparado su potencia de fuego inherente. Si una ficha de Cañón tiene un círculo blanco alrededor del dibujo del Cañón, significa que está sobre un afuste de 360º y que tiene reducida la penalización Para Impactar en caso de cambio de CA antes de disparar. Todos los demás Cañones son Armas Sin Torreta (NT). Cada vehículo tiene un Arco Cubierto Vehicular (VCA) basado en el frente del vehículo que debe apuntar siempre hacia uno de los 6 vertices de su hexágono, al igual que al consumir MP para cambiar de hexágono o VCA. Vehículos con torreta (con un circulo o cuadrado grafiado alrededor del vehículo) tienen un Arco Cubierto de Torreta (TCA), que puede ser diferente de su VCA; si es diferente, se representa con una ficha de torreta. Ambos, el VCA y el TCA se definen de la misma manera y operan de forma similar a el CA de un Cañón. Armas montadas en el Casco (p.ej. BMG) siempre disparan hacia el VCA y Armas montadas en la torreta (p.ej. CMG) disparan siempre hacia el TCA, excepto CMG traseras que disparan hacia el TCA posterior. El hexágono propio de una unidad se considera parte de su CA/VCA/TCA durante la MPh enemiga si un vehículo que entra al hexágono lo hace por el lado de hexágono apropiado del arma o si el arma cambia su CA para cubrir el lado de hexágono por el que entra el vehículo.
Por otra parte el hexágono de un vehículo inmovil no se considera parte de el VCA de us armas montadas en el Casco. Fuego Intensivo: Un Cañón/MA (no una SW) que ya haya disparado y perdido su ROF todavía podrá disparar una vez más en la misma fase utilizando Fuego Intensivo. Márquelo con una ficha de Fuego Intensivo (Intensive Fire) para indicar que no puede disparar otra vez en ese Turno de Jugador. Hay un DRM a TH de +2 por Fuego Intensivo, y el B# del Cañón/MA se reduce en dos. Una DR Original TH igual al B# original para un Cañón/MA que utilice Fuego Intensivo resultará en que ese Cañón sea eliminado definitivamente y en Retorno [Recall] (7.10) para el vehículo. Un Cañón/MA sin ROF en su ficha y que cambie su CA, será marcado con una ficha de Fuego Intensivo después de ese disparo y no podrá volver a disparar durante ese Turno de Jugador. Un cañón/MA no puede hacer Fuego Intensivo si esta paralizado, conmocionado [shocked] o aturdido [stunned]. El Fuego Intensivo no puede usarse en la AFPh y solo contra hexágono adyacente (el mismo) durante la DFPh. Si un arma tiene “No IF” escrito en la ficha, no puede usar Fuego Intensivo. Uso No Cualificado: Un Cañón (no una SW) disparada por un pelotón o por una HS tienen que añadir un DRM +2 TH, tendrá su B# reducido en dos y será eliminado definitivamente con una DR original de 12 Para Impactar (o en la IFT si usa IFE). Efecto: Si se obtiene un impacto (es decir, si la DR Final es menor o igual al número Para Impactar),contra infantería, dotación CE, o en Tipo de Objetivo de Área contra un vehículo, se hace
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una nueva DR en la IFT para determinar el efecto. Use la columna de FP señalada para el calibre de esa Artillería, si utilizó Tipo de Objetivo Infantería; o la columna que represente la mitad de esa FP si utilizó Tipo de Objetivo Área (véase 6.2 si se utiliza AP, HEAT o WP). Cuando se utiliza Tipo de Objetivo Infantería, el TEM no modifica la DR en la IFT. El Tipo de Objetivo Área tiene que aplicar el TEM a la DR en la IFT. La Artillería no duplica la FP en la IFT por PBF, no usa fuego a larga distancia y no divide a la mitad su FP cuando dispara en la AFPh. Si se obtiene un impacto disparando en Tipo de Objetivo Vehicular o usando LATW contra un AFV, será necesario determinar el apropiado encaramiento, localización y Factor de Blindaje (AF) y entonces usar la tabla para destruir (TK) apropiada para determinar si el blindaje de un AFV ha sido penetrado. El encaramiento del objetivo se determina como se indica en el diagrama adjunto; si la LOS pasa directamente por
© 2007 Multi-Man Publishing, LLC
12 un vertice del hexágono del objetivo que determina el encaramiento del objetivo, usar el encaramiento del objetivo menos favorable para el atacante. Si el disparo parte desde el interior del hexágono del objetivo, el encaramiento del objetivo lo determina el dado de color de el TH DR: 1-2 Trasero: 3-4 Lateral; 5-6 Frontal; un FT impactará en el encaramiento trasero. Un vehículo es alcanzado en la localización de la torreta, si el dado de color de la TH DR original es menor que el dado blanco. Un vehículo es alcanzado en la localización del Casco si el dado de color de la TH DR original es mayor o igual que el dado blanco. Para un vehículo con torreta, determinar el encaramiento (frontal, lateral, trasero) cuando es alcanzado en la torreta se basa en el TCA, mientras que el encaramiento de un impacto en el casco se determina basándose en el VCA. Entonces se determina el número TK (TK#) del arma antes de resolver el efecto del imacto usando la carta TK para el tipo de armamento usado. Las tablas TK listan el número base TK de cada arma basado en el calibre del arma y longitud. El número TK final se obtiene sustrayendo el Factor de Blindaje apropiado (AF). Si la DR es menor que el número TK final entonces el vehículo objetivo es eliminado. Giralohacia su lado de resto. Hay un resultado potencial adicional si la DR es igual o incluso excede el Final TK# (7.10). 3.2.5 Fase de Fuego de Preparación (PFPh): El ATACANTE realiza sus ataques de fuego en la PFPh. Después de resolver cada ataque en la PFPh, la unidad que ha disparado (y el Arma) es marcada con una ficha Prep Fire.Un vehículo en marcha [motion] no puede disparar en la PFPh, tendrá que esperar hasta la fase de movimiento. 3.3 Fase de Movimiento (MPh): Durante la Fase de Movimiento el ATACANTE puede mover todas, alguna o ninguna de sus unidades, siempre que no hayan disparado durante la PFPh y no estén ni desmoralizadas ni involucradas en una Melée ni inmóviles. Las unidades pueden moverse en cualquier dirección o combinación de direcciones hasta el límite de su lote de Factor de Movimiento (MF) para infantería o lote de Puntos de Movimiento (MP) para vehículos. Cuando se mueven, las unidades lo hacen de hexágono en hexágono y
Tipo de Objetivo Vehicular Resumen Para Impactar y Para Destruir
1) Seleccionar Munición y Tipo de Objetivo Vehicular. 2) Seleccionar Objetivo y calcular distancia. 3) Cruzar la referencia de Distancia y Tipo de Objetivo con el calibre y longitud del Arma que dispara. 4) Tirar los dados y añadir el DRM apropiado Para Impactar (TH). 5) Si se obtiene impacto, determinar la localización del impacto -Casco/Torreta y frontal/lateral/trasero. 6) Determinat TK# cruzando la referencia de munición y calibre de cañón, longitud y distancia. 7) Tirar dados y añadir al resultado el AF de la localización del Impacto. Consultar la Tabla de destrucción de AFV apropiada basada en el tipo de munición (AP, Heat, APCR/APDS, HE, MG).
Tabla de Factores de Movimiento de unidades MF MF Paso Ligero Paso Ligero Básico con Jefe sin Jefe con Jefe MMC Primera/Segunda/Elite 4 6 6 8 MMC Inexperta (Conscripta) 3 6 (5) 5 8 (7) SMC 6 6 8 8 apilamiento deben concluir su MPh antes de que no puede saltarse hexágonos. Las unidades pueuna unidad que no esté en ese apilamiento pueda den moverse y colocarse encima de otras unidamoverse. des amigas formando un apilamiento, pero no pueden moverse a un hexágono superando el líUna unidad que se mueva un sólo hexágono mite de apilamiento en cualquier momento dudurante la MPh puede utilizar Movimiento de rante el movimiento. Unidades no vehículares Asalto si el jugador lo declara así, y el movino pueden moverse a un hexágono que contenga miento no consume todos los MF de la unidad. unidades enemigas durante la MPh. Las unidaEl Movimiento de Asalto reduce la vulnerabilides entran desde fuera del tablero –bien al inicio dad de la unidad frente al Primer Fuego Defende un escenario o como refuerzos– conforme essivo anulando el DRM –1 por Primer Fuego tablece la tarjeta de escenario, que incluye el contra Movimiento no de Asalto (FFNAM). turno y la localización de entrada. Las unidades Toda unidad de Infantería capaz de moverse y son colocadas fuera del tablero a lo largo que no esté desmoralizada, paralizada, herida, del(los) borde(s) del mapa indicado(s), al inicio usando movimiento de asalto, ni CX puede usar de su RPh en el turno de entrada. No podrán rePaso Ligero si el jugador anuncia la opción al alizar ninguna acción mientras estén fuera del inicio de la MPh de esa unidad y coloca una tablero, salvo moverse durante la MPh al coste ficha CX sobre ella. El Paso Ligero incremente normal del movimiento en Campo Abierto. Pueel MF de la unidad en dos. Las unidades CX den entrar durante la MPh o la APh de su turno añaden uno a toda DR de ataque (IFT, TH, CC) de entrada, o resultarán eliminadas. Se considera que hagan o dirijan (+1 máximo) y a dr para que las carreteras se extienden fuera del tablero, chequeos de recuperación, emboscada y granaa efectos del bono por carretera. Una unidad no das fumígenas. Una unidad CX tiene su IPC repuede abandonar el tablero de juego voluntariaducido en uno y toda unidad realizando un mente a menos que esté en Buen Orden y salga ataque CC contra una unidad CX reducirá su DR para cumplir con las Condiciones de Victoria, de CC en uno. Las fichas CX se retiran al inicio haciéndolo como si los hexágonos fuera del tade la siguiente MPh de la unidad y no afectan a blero fueran Campo Abierto. Toda unidad que esa unidad durante esa MPh excepto en que no por cualquier otra razón sea forzada a salir del podrá usar Paso Ligero durante esa MPh. mapa quedará eliminada. Una unidad con un Exponente de Humo 3.3.1 Movimiento de Infantería (1.2.2) puede realizar un chequeo para poder Una SMC tiene 6 MF (o 3 MF si esta herida) lanzar granadas fumígenas de 1/2” durante la y una MMC tiene 4 MF (o 3 si es Inexperta). MPh declarándolo así, gastando un MF en coPuede obtenerse un bono de un MF adicional si locar humo en su propio hexágono o dos MF si la unidad se mueve a lo largo de una carretera es en un hexágono adyacente, y realizando una durante la MPh. Toda MMC que inicie y condr menor o igual que su Exponente de Humo. cluya su MPh apilada con un jefe en el mismo Una unidad CX tiene que añadir un drm +1. hexágono, recibe un bono de 2 MF durante la Ninguna unidad puede intentar lanzar granadas MPh, siempre y cuando se mueva con el jefe en fumígenas más de una vez por MPh. Si el resulun apilamiento combinado. El MF no puede tado de la dr fuera un 6, la unidad finalizará intransferirse entre unidades ni puede acumularse mediatamente su MPh en la localización en que de un turno a otro. Las unidades gastan MF en se encuentre. Véase 1.2.5 en cuanto a los efectos base al terreno al que entran, restando la cantidel Humo; sin embargo, hay que recalcar que dad correspondiente del total restante hasta que entrar durante la MPh/RtPh en (pero no salir de) llegue a cero, o elija no moverse más. Siempre un hexágono con humo cuesta un MF adicional. que un jugador mueve una unidad deberá indicar Las fichas de granadas fumígenas de 1/2” se reen voz alta el MF consumido por esa unidad tiran al final de la MPh. cuando entra en un hexágono o en realizar cualEstá permitido recuperar Armas durante la quier otra actividad en ese hexágono. Si una uniMPh gastando un MF y realizando una dr menor dad va a finalizar su MPh en un lugar concreto que 6 (drm +1 si CX). La unidad recuperadora deberá indicarlo antes de mover otra unidad. El tiene que estar en el mismo hexágono que el jugador no puede hacer retroceder a una unidad Arma no poseída. a un hexágono previamente ocupado y comen3.3.2 Movimiento de Vehículos: Un vehículo zar de nuevo, a menos que lo haga como parte móvil debe gastar su lote de Puntos de Movide su movimiento. Una vez que una unidad se miento (MP) durante su MPh de acuerdo con el mueve, se para y otra unidad comienza a mocoste del terreno (COT) en el que entre y puede verse, aquélla no podrá moverse otra vez en esa declarar que esta gastando MP adicionales para MPh. entrar al hexágono. MP no pueden ser transferiHasta tres unidades Equivalentes a Pelotones dos entre unidades o acumulado entre turnos. MMC por bando y 4 SMC pueden estar en el Un vehículo puede entrar uno o más hexágonos mismo hexágono al mismo tiempo. Una dotaocupados por unidades enemigas. Un vehículo ción o HS que posea un Cañón es equivalente a que termine su MPh con MP por utilizar se un pelotón completo a efectos de apilamiento. asume que gasta todo su MP restante en ese heLas unidades se mueven normalmente de una xágono. Una vez un vehículo se ha movido a un en una a menos que la MMC esté utilizando el nuevo hexágono, se considera que es un objebono en MF obtenido por moverse con un jefe. tivo en movimiento para cualquier fuego DefenLas unidades pueden elegir moverse como un sivo en ese turno. Un CE AFV entrando en un apilamiento y pueden abandonar el apilamiento hexágono por un lado de hexágono de carretera durante la MPh para continuar su movimiento puede hacerlo usando el coste de carretera de por separado, pero todos los miembros de ese 1/2 MP por hexágono.
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El VCA puede cambiarse con el coste de 1 MP por vertice de hexágono cambiado o 2 MP por vertice de hexágono en bosque o edificio. Un vehículo debe moverse dentro de su VCA para entrar en un nuevo hexágono. Para moverse a un hexágono que no este dentro de su VCA, primero debe cambiar su VCA en el hexágono que ocupa. Un VCA también puede cambiarse sin gastar MP como resultado de disparar fuera de su CA durante cualquier fase de fuego (cualquiera menos su MPh) o al final de cualquier fase de fuego en la que todavía tenga disponible para disparar un arma montada en la torreta/casco. Un vehículo que quiera moverse en la MPh y que no empiece ese turno bajo una ficha de en marcha [Motion], debe gastar un MP para arrancar antes de entrar en un nuevo hexágono. Este MP para arrancar se considera que tiene lugar en el hexágono ocupado y por tanto la unidad resta sujeta a Primer Fuego Defensivo en ese hexágono aunque no como un objetivo en movimiento. Un vehículo ha de gastar un MP adicional en el hexágono que ocupa para detener el movimiento a menos que termine su MPh bajo una ficha de En Marcha [Motion]. Si se detiene, puede empezar a mover de nuevo en la misma MPh si tiene suficiente MP, pero ha de pagar el MP para arrancar de nuevo para hacerlo. A pesar de estar detenido, el vehículo es un objetivo en movimiento si ha entrado en un nuevo hexágono durante ese turno de jugador o si ha empezado o terminado su MPh en marcha [Motion]. Un vehículo debe pagar un MP adicional por resto u otro vehículo que este en el hexágono al que entra sin importar si el vehículo que ya está en el hexágono es amigo o enemigo, pero cada bando solo puede tener un vehículo que no sea resto al final de la MPh; esta penalización al movimiento se duplica a 2 MP por resto o vehículo si se entra al hexágono vía un lado de hexágono haciendo uso del coste de carretera y esta penalización se duplica en bosque. Si dos AFV amigos ocupan el mismo hexágono al final de la MPh, el propietario tendrá que girar uno a su lado de resto. El gasto de MP sin moverse se denomina Espera [Delay] y solo puede ser usada si el vehículo esta detenido. No se prohíbe a un vehículo que gaste más MP al entrar a un hexágono del mínimo requerido, debe declarar al entrar al nuevo hexágono un gasto de MP más alto del necesario. Cualquier vehículo móvil que haya usado todo su lote impreso de MP durante su MPh sin gastar un MP para detenerse o Esperar [Delay] al final de su MPh esta En Marcha [Motion] y tendrá una ficha de En Marcha sobre él. Un vehículo puede terminar su MPh en Marcha [Motion] sin usar todos sus MP solo si no le queda suficiente MP para entrar en el siguiente hexágono al que desee entrar. Un vehículo que empiece su Turno de jugador en Marcha no puede hacer Fuego de Preparación y debe gastar MP aunque solo sea para detenerse y Esperar. Todos los vehículos que empiezan fuera del tablero lo hacen en Marcha. Ningún vehículo puede emplazarse sobre el tablero en Marcha. Un vehículo puede entrar en un hexágono ocupado por una unidad enemiga, pero no puede detenerse voluntariamente o finalizar su MPh en Marcha en el hexágono de un AFV enemigo a menos que sea, en el momento de entrar y en la posición de entrada al hexágono, capaz de destruir o conmocionar [shock] al AFV con un TK o IFT DR original de 5 usando un tipo de munición sin número de
agotamiento y disponible para el vehículo atacante. Cualquier vehículo en Marcha recibe el TH DRM basado en el objetivo en Marcha cuando le disparen en cualquier fase de fuego, incluyendo cualquier ataque con DC, Arrasamiento [Overrun], o en CC. Un vehículo en Marcha nunca es un Estorbo/TEM a la LOS. Vehículos con números MP rojos sufren Fiabilidad Mecánica. Cada vez que un vehículo con número MP rojo gaste un MP para arrancar o haga un Intento de ponerse en Marcha con éxito, su propietario ha de hacer un DR. Si saca un 12 (o un 11 para algunos vehículos Rusos, ver notas de vehículos), el AFV ha sufrido una rotura mecánica y esta inmovilizado (7.10). Cuando entre en bosque gastando todo sus MP, un vehículo puede gastar 1 MP (si es necesario) para arrancar y 1 MP para detenerse. Un vehículo que entra a un hexágono de bosque o edificio debe hacer un chequeo de empantanamiento [Bog]. (7.6). Un vehículo móvil siempre puede mover un hexágono (sin cambiar VCA) gastando todo sus MP (sin incluir 1 MP para arrancar) para hacerlo y permanecer entonces en Marcha (a menos que quede empantanado). 3.3.2.1 Intento de Estar en Marcha: Un intento de Estar en Marcha puede ser hecho por cualquier vehículo móvil defensor durante la MPh de una unidad enemiga de tierra. El AFV ha de hacer un dr menor o igual al número de MF/MP gastados por la unidad enemiga estando en la LOS del AFV que hace el intento de Estar en Marcha. La unidad enemiga no ha de estar en la LOS del AFV que hace el intento al principio de ese turno de jugador. Un AFV solo puede hacer un intento de Estar en Marcha por MPh enemiga y no puede hacer ningún intento si esta marcado con un ficha de Primer Fuego. No hay penalización por fallar el intento, pero si tiene éxito se pone una ficha de en Marcha sobre el AFV y el AFV puede cambiar libremente su VCA/TCA, excepto que si lo requiere el terreno, ha de pasar un chequeo de empantanamiento (7.6). Fiabilidad Mecánica se aplica y si el vehículo rompe, el intento es fallido. Un vehículo que ya esté en Marcha puede intentar cambiar VCA/TCA. 3.3.2.2 Primer fuego en Marcha [Bounding] Un vehículo puede moverse y disparar en la MPh incluso contra unidades en el propio hexágono del AFV. Esto se denomina Primer Fuego en Marcha [Bounding First Fire]. Poner una ficha de Fuego en Marcha sobre el vehículo que dispara. Hay varios TH DRM basados el quien dispara basados en la cantidad de MP que el vehículo ha gastado con LOS al objetivo. Un vehículo puede gastar MP de espera estando parado para aumentar la cantidad de MP gastados con LOS al objetivo para reducir los DRM pero ha de anunciar estos MP de espera individualmente y sufre cualquier Fuego Defensivo activado por estos MP de espera. Un vehículo puede moverse de nuevo en la MPh después de disparar si dispone de suficiente MP. Un vehículo que no agote su ROF puede disparar de nuevo como Primer Fuego en Marcha después de gastar otro MP pero todas las demás armas han de disparar desde el hexágono del primer disparo de MA. MG/IFE tienen su FP a mitad en la MPh y a un cuarto si no esta detenido. FT vehicular no dispara a mitad por disparar en la MPh pero si dispara a mitad si no esta detenido. La única forma de que un vehículo dispare en la MPh y en la AFPh es que dispare su MA en la MPh y mantenga ROF; así el vehículo podrá disparar de nuevo en la AFPh (3.5).
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13 3.3.1 Primer Fuego Defensivo: El Fuego Defensivo puede producirse durante la MPh enemiga y en la DFPh. La porción que ocurre durante la MPh enemiga es llamada Primer Fuego Defensivo y puede utilizarse únicamente contra unidad(es) en movimiento. Los ataques con Primer Fuego Defensivo sólo afectan a las unidades moviéndose aunque haya otras unidades ocupando el mismo hexágono en el mismo instante del ataque. Siempre que una unidad o apilamiento gasten MF o MP en la LOS de una unidad Defensora en Buen Orden, el DEFENSOR tiene la opción de detener momentáneamente el movimiento mientras dispara sobre aquélla en esa localización con tantos ataques como pueda. El DEFENSOR tiene que colocar una ficha de Primer Fuego [First Fire] sobre todas las unidades o Armas que hayan disparado y que hayan consumido su ROF. El Primer Fuego Defensivo tiene que resolverse antes de que la unidad o apilamiento en movimiento abandonen el pretendido hexágono objetivo o gaste otro MF/MP. El DEFENSOR no puede reclamar que una unidad o apilamiento en movimiento regresen a una posición previa para sufrir un ataque, sin embargo, el ATACANTE debe dar al DEFENSOR suficiente tiempo para declarar su fuego antes de continuar moviéndose, y tiene que declarar el final del movimiento de esa unidad antes de mover otra. Una vez que otra unidad comienza a moverse o que se declara concluida la MPh, las unidades previamente movidas no pueden ser objeto de ataques de Primer Fuego Defensivo. Toda acción realizada por una unidad que precise el gasto de un MF o MP en un hexágono, la habilita como objetivo de un hipotético Primer Fuego Defensivo incluso aunque no haya entrado en ese hexágono durante la MPh. Ejemplos de tal gasto incluyen intentos de lanzar granadas fumígenas, recuperación de Armas, gastar MP para arrancar o detenerse, cambios de VCA y colocación de DC. Los ataques de Primer Fuego Defensivo se resuelven de la misma manera que los demás ataques de fuego. Los ataques de Primer Fuego Defensivo también pueden beneficiarse de un DRM –1 por Primer Fuego contra Movimiento no de Asalto (FFNAM) contra Infantería que se esté moviendo sin utilizar Movimiento de Asalto, y un DRM –1 por Primer Fuego contra Movimiento en Campo Abierto (FFMO) si la unidad de infantería se estuviera moviendo en Campo Abierto. Note que el DRM por FFMO no se aplica en el caso de que exista un estorbo a la LOS entre el objetivo y quien dispara, incluso aunque la unidad que se mueve lo haga en Campo Abierto. Una unidad de Infantería DEFENSORA ya marcada con una ficha de Primer Fuego (First Fire) puede volver a realizar Primer Fuego Defensivo con su FP y/o MG durante esa MPh siempre y cuando el objetivo no esté a una distancia superior a la de la unidad enemiga más cercana en LOS, ni más allá del alcance normal de quien dispara. Si lo hace estará utilizando el llamado Subsiguiente Primer Fuego con su FP reducida a la mitad. Si se usa una MG durante el Subsiguiente Primer Fuego, el B# se reduce 2 y será eliminada permanentemente con un IFT DR original igual a su B# original. Después de resolver el ataque, gire la ficha de Primer Fuego (First Fire) hacia su lado de Fuego Final (Final Fire) en cuanto a la unidad y todas sus Armas (independientemente de si disparó con todas ellas). Un Cañón/MA DEFENSOR ya marcado con una Ficha de Primer Fuego puede ejecutar © 2007 Multi-Man Publishing, LLC
14 Primer Fuego Defensivo otra vez como Fuego Intensivo (3.2.4), independientemente de la existencia de una unidad enemiga más cercana. Gire la ficha de Primer Fuego hacia su lado Fuego Final en cuanto a la unidad que lo maneja y a todas sus Armas. Véase 6.8 si se utiliza IFE. Poner una ficha de Fuego Intensivo sobre la unidad en este caso. Fuego Protector Final (FPF): Es una opción disponible para infantería DEFENSORA ya marcada con una ficha de Fuego Final que desee disparar a una unidad moviéndose adyacente a ella durante la MPh. El FPF es tratado como Subsiguiente Primer Fuego (con la FP duplicada debido a los efectos de PBF) con una penalización adicional; inmediatamente después de resolver el ataque en la forma habitual, la DR en la IFT original (modificada únicamente con los DRM por mando aplicables) se utiliza como un NMC contra las unidades utilizando FPF (incluyendo al jefe que dirige el ataque). Siempre y cuando no se desmoralicen no existe límite al número de ataques FPF que puede realizar una unidad, salvo el número de unidades en movimiento y el MF que gasten moviéndose adyacentes al hexágono de quien dispara. Una unidad que utilice FPF tiene que utilizar toda su FP y todas las MG (o IFE) utilizables y puede formar un FG con unidades que no usen FPF, pero sólo aquellas unidades que utilicen FPF resultarán afectadas por sus efectos adversos. Una unidad que sobreviva a un ataque de Primer Fuego Defensivo sin resultar afectada puede recibir otros ataques en esa misma localización durante su MPh antes de que gaste MF/MP adicionales, pero sólo de diferentes atacantes o de los mismos si gastó al menos 2 MF/MP en ese hexágono. La misma unidad o Arma nunca podrá realizar Primer Fuego Defensivo, ni Subsiguiente Primer Fuego ni Fuego Protector Final sobre la misma unidad en movimiento en la misma localización, más veces que el número de MF/MP que gaste en esa localización durante la MPh. Una unidad desmoralizada o paralizada por Primer Fuego Defensivo puede ser atacada otra vez en su actual localización por otros ataques de Primer Fuego Defensivo pero será atacada en su estatus desmoralizado o paralizado. Una unidad moviéndose, que sea objeto de FFNAM o FFMO y quede desmoralizada, todavía será objeto de dichos DRM en esa localización en cuanto a sucesivos ataques hasta que su MPh finalice. Una unidad que quede paralizada no será objeto de ningún FFNAM o FFMO mientras esté paralizada; sin embargo, si un Subsiguiente Primer Fuego u otros Primeros Fuegos Defensivos contra esa unidad paralizada consiguen desmoralizarla, perderá su estatus paralizado y será objeto otra vez de los DRM por FFNAM o FFMO (si se aplicaron anteriormente) en cuanto a posteriores ataques de Primer Fuego Defensivo que se hagan contra ella durante esa MPh (teniendo en cuenta que su MPh concluye tan pronto como otra unidad se mueva). Una unidad que utilice Movimiento de Asalto y quede desmoralizada no será considerada en adelante usuaria de Movimiento de Asalto y será objeto del DRM –1 por FFNAM durante el resto de su MPh. 3.3.4 Fuego de Reacción Toda Infantería en buen orden no paralizada puede atacar aun vehículo moviéndose en su hexágono como Fuego de Reacción CC usando los procedimientos normales de DFF/SFF/FPF; marcarla a ella y sus armas como disparadas. La MMC ha de pasar primero un Pre-Chequeo de
Ataque a AFV (PAATC 3.7). Fallar el PAATC paraliza a la unidad y prohibe cualquier fuego de reacción, pero solo se requiere un PAATC por unidad por AFV. Usar las reglas normales de CC contra AFV (3.8) excepto en que el vehículo no puede devolver el fuego como CC. El CCV de la unidad de infantería se reduce en 1 si ya ha disparado (incluso disparar una SW). 3.3.5 Fuego Residual: Cuando una unidad es atacada con Primer Fuego Defensivo o Subsiguiente Primer Fuego o FPF, la localización en la cual se resuelve el ataque es marcada con una ficha de FP Residual igual a la mitad (hasta un máximo de 12; fracciones redondeadas por debajo) de la columna FP en la IFT utilizada para ese ataque (incluyendo un Impacto de Artillería), aunque un Arma que funcione defectuosamente o que retenga su ROF no dejará ninguna FP Residual. Un intento para destruir [TK] dejará residual del mismo modo excepto cuando se usa AP (a menos que dispare una MG), ATR, APCR, O APDS o que sea una pífia [Dud]. En adelante, toda unidad que entre (o gaste MF/MP incluido un CE AFV) en esa misma localización en la misma MPh resultará atacada en la IFT con la FP representada por dicha ficha, con una nueva DR en la IFT, aplicando el TEM/Humo de la localización objetivo y los DRM por FFNAM o FFMO que resulten aplicables. Una unidad que gaste MF/MP para abandonar una localización no será objeto de ataques de FP Residual en la localización que esté abandonando. Después de que se haya determinado la cantidad de FP Residual que se deja, se reducirá en una columna IFT por cada DRM positivo en la IFT o Para Impactar provocados únicamente por condiciones fuera del hexágono objetivo (incluyendo DRM TH). Aquí podríamos incluir modificadores positivos por mando, estatus CX y Estorbos a la LOS. La Ventaja en Altura y los DRM negativos por mando nunca afectarán a la FP Residual. Las Ráfagas Aéreas incrementan el FP Residual en una columna. La FP Residual no puede formar un FG; siempre atacará en solitario. La FP Residual siempre ejecuta el primer ataque de Primer Fuego Defensivo permitido contra una unidad moviéndose en su actual localización durante su MPh y se resuelve antes de que el DEFENSOR tenga que declarar un ataque. No puede colocarse más de una ficha de FP Residual en una localización, pero se colocará una ficha con mayor valor de FP si posteriores ataques en la IFT tuvieran derecho a colocar FP Residual, sustituyendo a la de menor valor anteriormente colocada; eso no quiere decir que fichas de FP Residual de diferentes ataques puedan combinarse. Normalmente, una unidad sólo puede ser atacada una vez por FP Residual por localización; un gasto simultáneo de MF/MP (p.ej.: dos MF para entrar en un edificio) no provocan múltiples ataques por FP Residual. Una unidad puede ser atacada por FP Residual otra vez en la misma localización si la unidad gasta MF/MP adicionales en esa localización y, al hacerlo así, es objeto de más DRM negativos o de menos DRM positivos. Retire todas las fichas de FP Residual al final de la MPh. 3.4 Fase de Fuego Defensivo (DFPh): La porción de Fuego Defensivo que ocurre estrictamente durante la DFPh es llamada Fuego Final. Durante Fuego Final, todas las unidades del DEFENSOR, armas y vehículos que no estén marcadas con una ficha de Primer Fuego o Fuego Final, o
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ficha de Fuego Intensivo pueden disparar (incluidas MG/Arma/MA de vehículo que hayan mantenido su ROF en la MPh). Cualquiera de las unidades y MGs (o IFE de Cañón) no vehiculares que estén marcadas con una ficha de Primer Fuego también podrán disparar otra vez, pero sólo a unidades en un hexágono adyacente, y después de hacerlo se girará su ficha de Primer Fuego hacia su lado de Fuego Final. Una unidad marcada con Primer Fuego tiene su FP y la de sus Armas dividida a la mitad (y duplicada debido a los efectos del PBF). Un Cañón marcado con una ficha de Primer Fuego podrá hacer Fuego Intensivo (3.2.4) a unidades en un hexágono adyacente. Una unidad ya marcada con Fuego Final no podrá disparar durante Fuego Final. Los ataques Fuego Final afectan a todas las unidades enemigas en la localización objetivo, no sólo a aquellas que se hayan movido, pero no se aplican los DRM por FFNAM ni por FFMO. Puede utilizarse otra vez la dirección de un jefe utilizada en Primer Fuego Defensivo, al ejecutar Subsiguiente Primer Fuego, FPF o Fuego Final, pero sólo en cuanto a una unidad o FP disparador, y dicha unidad o FG no puede incluir disparadores distintos a aquellos a los que dirigió durante Primer Fuego. Si se formara un nuevo FG durante ese turno de jugador, el jefe no podrá dirigir su fuego (ni siquiera durante FPF). Retire todas las fichas de Primer Fuego y de Fuego Final al final de la DFPh. Ver el ejemplo de la página 15
Resumen sobre Fuego Defensivo Primer Fuego Defensivo: • Ocurre durante la MPh del contrario • afecta sólo a unidad(es) en movimiento • puede dejar FP Residual • colocar fichas de Primer Fuego 1a. Subsiguiente Primer Fuego: • Ocurre durante la MPh del contrario • afecta sólo a unidad(es) en movimiento dentro del alcance normal • puede dejar FP Residual • disponible para unidades que ya estén marcadas con una ficha de Primer Fuego pero que no tengan un objetivo más cercano • girar la ficha hacia el lado de Fuego Final 1b. Fuego Protector Final: • Ocurre durante la MPh del contrario • afecta sólo a unidad(es) moviéndose adyacentes • puede dejar FP Residual • disponible para unidades ya marcadas con una ficha de Fuego Final, y actúa como un NMC contra la unidad que dispara. Fuego Final: • Ocurre durante la DFPh • no se aplica FFNAM ni FFMO • afecta a todas las unidades en la localización objetivo • no disponible para unidades ya marcadas con una ficha de Fuego Final ni para unidades marcadas con una ficha de Primer Fuego a menos que estén disparando a un hexágono adyacente • colocar (o girar hacia ese lado) ficha de Fuego Final © 2007 Multi-Man Publishing, LLC
15 Fase de Movimiento (MPh). Ejemplo (fig. 1): En la MPh rusa, la 4-4-7 en I5 gasta dos MF en entrar en J5; dado que se trata de un movimiento de un único hexágono que no consume todo el lote MF de la 4-4-7, puede utilizar Movimiento de Asalto. La 4-4-7 en H3 gasta dos MF en entrar en I3 y otros dos MF por entrar en J2; dado que los PP de la LMG (1) no exceden de la IPC del pelotón (3), la LMG no afecta al movimiento. La 5-2-7 en F3 declara Paso Ligero y gasta un MF en entrar en G3, un MF en entrar en H2, dos MF en entrar en I3 y 2 MF en entrar en J3 para un total de seis MF, finalizando CX. El 9-1 y la 4-4-7 en F4 se mueven juntos y gastan dos MF para entrar en G4, luego en H4, luego en I4 para un total de seis MF utilizando el bono del jefe. El 8-1 y la 4-4-7 en E3 declaran Paso Ligero y gastan dos MF en entrar en E4, luego en F5, después en G5 para un total de 8 MF, finalizando CX.
Fase de Movimiento y de Fase de Fuego Defensivo Ejemplo (fig. 2): La 4-4-7 con la MMG en I4 gasta 2 MF en entrar en J3; como los cinco PP de la MMG reducen el MF del pelotón en dos, el pelotón no puede utilizar Movimiento de Asalto para entrar en J3. La 4-4-7 podría declarar Paso Ligero lo que incrementaría su MF en dos, pero reduciría su IPC en uno con un resultado neto de un MF extra que le permitiría entrar en K3 y, después de haberlo hecho, a J3. Asuma que ese es el movimiento que efectúa el ruso. La unidad alemana 4-6-7 con la MMG en K5 dispara sólo con el pelotón a la unidad que entra en J3 en la columna de 4 FP con un DRM +2 (+3 edificio de piedra, -1 FFNAM), no se ve afectada por cobardía (es decir, no saca dobles), dejando 2 FP Residuales en el hexágono J3, y el pelotón (sólo) es marcado con una ficha de Primer Fuego. Cuando la 4-4-7 rusa continúa moviéndose a K3, el jugador alemán dispara la MMG de K5 en la columna de 4 FP con un DRM –2 (–1 FFMO, –1 FFNAM). Asumiendo que la MMG ni funciona defectuosamente, ni sufre cobardía, ni mantiene su Cadencia de Tiro (ROF) (es decir, la DR original no es ni un 12, ni son dobles, ni el dado de color es un 3 o más), la MMG es marcada con una ficha de Primer Fuego (use la misma ficha que cubría al pelotón para cubrir el apilamiento alemán) y deja dos FP Residuales en el hexágono K3. Ahora el jugador ruso mueve la siguiente unidad, la 5-2-7 en el hexágono G5, con la intención de utilizar 3 MF para llegar a K4. Note que el bono de carretera no se aplicaría pues la totalidad del movimiento no cruza lados de hexágono de carretera. La 5-2-7 entra en H5 e I5. En este punto, el jugador alemán declara que usará Subsiguiente Primer Fuego con la 4-6-7 (ya marcada con una ficha First Fire) ya que el ruso está en su Alcance Normal y ninguna unidad enemiga Conocida está más cerca. El pelotón también utiliza la MMG (aunque su B# será reducido en 2) porque la MMG quedará marcada con una ficha Final Fire independientemente de que dispare o no. Los 9 FP de la 4-6-7 y de la MMG se dividen a la mitad y atacan en la columna 4 FP con un DRM –2 (–1 FFNAM, –1 FFMO). El ataque dejará 2 FP Residuales a menos que sufra cobardía o la MMG funcione defectuosamente (en cuyo caso dejará 1 FP Residual) o sufra cobardía y la MMG funcione defectuosamente (en cuyo caso no dejará FP Residual alguno). Asuma que la 5-2-7 se desmoraliza y que quedan 2 FP Residuales en el hexágono. Gire la ficha First Fire del apilamiento alemán hacia el lado Final Fire. El jugador ruso mueve entonces la 4-4-7 en el hexágono F6. Mueve: G6, H5 e I5 donde sufre el ataque de las 2 FP Residuales con un DRM –2 (–1 FFNAM, –1 FFMO); asumamos que el ataque no tiene efecto. Al jugador alemán le gustaría disparar otra vez contra las unidades en K5, pero con una ficha Final Fire sólo se puede disparar a unidades adyacentes. La 4-4-7 continúa moviéndose a I6 gastando 4 MF y utiliza el bono de carretera para moverse a I7.
El 9-2 ruso y la 4-4-7 con la MMG en el hexágono F5 se mueven a G6, H5, I6 y J5 para un total de 5MF. La IPC del jefe (1) se añade a la IPC de la MMC (3) para una IPC total de cuatro que se resta de las 5 PP de la MMG. La diferencia se resta de 6 MF proporcionado por el bono del jefe. Una vez que entran en J5, el jugador alemán declara Fuego Protector Final. La FP del FG (la MMG tiene que atacar con la 4-6-7) se divide a la mitad (debido a que usa Subsiguiente Primer Fuego) y duplicada debido a Fuego a Quemarropa y ataca en la columna 8 FP, con un DRM +2 (+3 edificio de piedra, –1 FFNAM). Con una DR original de 7 la 4-6-7 supera su NMC por FPF con la cantidad más alta posible, así que queda paralizada (Pin) y los rusos tienen que pasar un PTC (un 9 en la columna de 8 FP), dejando el ataque 4 FP Residuales.
bido a que usa Subsiguiente Primer Fuego), dividida a la mitad otra vez (debido a estar paralizada) y duplicada debido al Fuego a Quemarropa, y ataca en la columna de 4 FP con un DRM –1 (–1 FFNAM). Sin embargo, la suerte del alemán se acaba cuando obtiene una DR original de 10 (no es un doble) lo que significa que la 4-6-7 no supera por 3 su NMC por FPF (siendo reemplazada por una unidad de segunda línea 4-4-7 si la ELR del alemán fuera de 2 o menos) y es girada hacia su lado desmoralizado y marcada con una ficha DM. Además, la MMG funcionará defectuosamente y se girará hacia su lado roto. No obstante, el disparo se produjo, pero no tiene efecto ya que el resultado final es un 9 en la columna 4 FP. Se coloca una ficha de 1 FP Residual (la MMG que funcionó defec-tuosamente no deja FP Residual alguno).
Finalmente, la 4-2-6 rusa en H6 se mueve a I6, J6 y K6, donde el jugador alemán declara otra vez Fuego Protector Final. La FP del FG se divide a la mitad (de
Figura 2 después de todos los resultados excepto el ataque FPF contra la 4-2-6 moviéndose al hexágono K6
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© 2007 Multi-Man Publishing, LLC
16 3.5 Fase Avanzada de Fuego (AFPh): Las unidades y Armas del ATACANTE que no dispararon en la PFPh pueden disparar con la mitad de su FP; la Artillería, en su lugar, añade un DRM +2 a TH. Un pelotón con su factor FP subrayado puede utilizar Fuego de Asalto. La capacidad de usar Fuego de Asalto permite que una unidad utilizando su propia FP durante la AFPh añada 1 FP a su ataque después de todas las modificaciones a la propia FP del pelotón; las fracciones se redondean hacia arriba. El bono de fuego de asalto no se aplica a ningún fuego más allá del alcance normal de una unidad. Ni las ametralladoras medias (MMG) ni las pesadas (HMG), Morteros ni Cañones podrán disparar en la AFPh si se movieron en la MPh. Ningún Arma puede disparar más de una vez en la AFPh. Un vehículo que haya movido hace uso de Fuego en Marcha [Bounding] para disparar en la AFPh. Si un vehículo dispara en la MPh como Primer Fuego en Marcha pero mantiene la ROF y no dispara ninguna otra arma, podrá disparar esa arma con múltiple ROF una vez más en la AFPh usando los TH DRM apropiados o a mitad de MG/IFE FP si la arma con ROF múltiple tiene capacidad de IFE o es una MG. Si el vehículo dispara cualquier otra arma que no sea la MA durante la MPh, ya no podrá disparar en la AFPh. Retire todas las fichas de Fuego de Preparación y Fuego en Marcha al final de la AFPh. 3.6 Fase de Retirada (RtPh): Durante la RtPh una unidad desmoralizada que no esté en una Melée no puede finalizar la RtPh adyacente o en la misma localización que una Unidad Enemiga Conocida no desmoralizada y tampoco puede permanecer sin estar emplazada en la misma localización de Campo Abierto en la LOS y alcance Normal de una Unidad Enemiga Conocida en Buen Orden que pueda ser capaz de interdictarla si se estuviera retirando en ese hexágono (véase más adelante). Dicha unidad se coloca bajo una ficha DM. Las unidades desmoralizadas que estén DM pero no estén en Melée tendrán que retirarse (las del ATACANTE primero –de una en una–) durante esa RtPh o resultarán eliminadas por imposibilidad de retirada. Todas las unidades desmoralizadas, excepto SMC heridas, tienen 6 MF para su uso durante la RtPh; esta cifra no puede verse incrementada de ningún modo. Una unidad desmoralizada puede retirarse a un hexágono de Campo Abierto en la LOS y alcance Normal de una Unidad Enemiga Conocida sin sufrir Interdicción (véase más adelante) sólo si lo hace utilizando Avance a Rastras, pero aún así no podrá estar adyacente a una Unidad Enemiga Conocida no desmoralizada al final de la RtPh o quedará eliminada por imposibilidad de retirada. El Avance a Rastras es una retirada de un único hexágono que consume la totalidad del lote MF de la unidad en retirada. Una unidad en retirada utilizando Avance a Rastras no puede sufrir Interdicción. Todas las demás normas de la retirada se aplican sin cambios a las unidades usando Avance a Rastras. Una unidad en retirada tiene que moverse hacia el hexágono de edificio o bosques más cercano (en MF) a 6 MF de distancia. Haciéndolo así, una unidad en retirada no puede retirarse hacia una unidad enemiga (incluso aunque esté desmoralizada), mientras esté en la LOS de ese enemigo, si haciéndolo así disminuye la distancia en hexágonos entre la unidad en retirada y la Unidad Enemiga Conocida, ni puede moverse hacia dicha unidad después de abandonar su LOS durante esa RtPh; ni si está adyacente a una unidad enemiga puede moverse a otro hexá-
Ejemplo de Fase de Retirada: Es la RtPh y todas las unidades desmoralizadas tienen su ficha DM y, por tanto, pueden retirarse. La unidad en zM9 puede optar por permanecer estacionaria o retirarse a los bosques en N9 (y después, posiblemente, a O10 o N10); no puede retirarse a L8 ni a M8 porque de hacerlo se acercaría a una Unidad Enemiga Conocida; podría ignorar los bosques en N9 (que no están más alejados de O6 de lo que lo está M9) y retirarse en su lugar a N10 o L10. La unidad en N7 tiene que retirarse; no puede permanecer en Campo Abierto dentro del Alcance Normal de los posibles interdictores situados en O6, M6 o L7, y quedaría automáticamente DM al comienzo de la RtPh. Puede retirarse a O8 o puede ignorar O8 (el cual no está más alejado de O6 de lo que lo está N7) y retirarse hacia N9 (o M9), bien usando Avance a Rastras hasta N8 o sufriendo Interdicción allí de camino a N9 (o M9). La unidad en N6 tiene que retirarse a N7. Puede utilizar Avance a Rastras de forma segura, o puede sufrir Interdicción en N7 y continuar retirándose a O8. Si la 4-6-7 en M6 estuviera en su lugar en M5, la unidad en N6 podría retirarse a M7 pero no podría permanecer allí y sufriría Interdicción en su camino a O8 donde tendría que detenerse. La unidad en N5 sería eliminada por imposibilidad de retirada (y lo mismo sucedería si la 4-6-7 estuviera en M5 en lugar de en M6).
gono adyacente a esa misma unidad enemiga, a menos que al hacerlo esté abandonando la localización de esa unidad enemiga. En cualquier otro caso, una unidad retirándose puede hacerlo hacia una unidad enemiga. Después de llegar al hexágono de edificio o bosques legal más cercano no adyacente a una unidad enemiga, una unidad en retirada debe detenerse y concluir su RtPh en ese hexágono de edificio o bosques a menos que la unidad puede entrar inmediatamente en otro hexágono de bosques o edificio. Una unidad desmoralizada siempre podrá retirarse del edificio en el que comenzó su RtPh. Una unidad retirándose tiene que ignorar cualquier hexágono de bosques o edificio en el que no pueda entrar debido al límite de apilamiento y también puede ignorar un hexágono de bosques o edificio si ese hexágono no estuviera más alejado de una Unidad Enemiga Conocida que su hexágono actual. Si no pudiera alcanzar un edificio o bosque durante esa RtPh, una unidad desmoralizada puede retirarse a cualquier hexágono que cumpla con las restricciones indicadas anteriormente. Una unidad desmoralizada sólo puede retirarse si está debajo de una ficha DM. Un jefe ya apilado con una unidad desmoralizada antes de que se retirara, puede optar por retirarse junto con la unidad desmoralizada incluso aunque él no lo esté. Si el jefe opta por hacerlo así, resultará eliminado si la unidad desmoralizada con la que está apilado falla un MC de interdicción. Tiene que permanecer con la unidad todo lo que dure la RtPh, pero no se considera desmoralizado y puede añadir su DRM de mando al NMC de interdicción de aquélla. La Interdicción se produce cuando una unidad retirándose entra en un hexágono de Campo Abierto sin utilizar Avance a Rastras en la LOS y dentro del alcance normal de una unidad enemiga no desmoralizada ni paralizada, capaz de disparar sobre ese hexágono con al menos 1 FP o de impactarla a través del proceso TH a menos de 17 hexágonos. Una unidad en Melée no
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puede realizar Interdicción, ni tampoco una unidad/Arma que tenga cualquier tipo de FP a mitad o DRM positivo (p.e. una unidad CX, un único jefe con manejando una MG, la MA de un vehículo BU, un vehículo en Marcha o un Cañón que tenga que cambiar su CA). Si se produce una Interdicción, la unidad en retirada será objeto de un NMC con todo lo que conlleva. Una unidad en retirada que no supere su NMC de Interdicción, sufre Reducción por Bajas aunque la HS restante puede continuar retirándose a continuación. La Interdicción no afecta a otras unidades en el hexágono, y las unidades pueden interdictar incluso aunque hayan agotado todas las demás opciones de fuego durante ese turno de jugador. Una unidad interdictada que sufra un resultado de paralización en su NMC no podrá continuar retirándose en ese turno y si aún estuviera adyacente a una Unidad Enemiga Conocida será eliminada por imposibilidad de retirada. Una unidad desmoralizada no puede ser interdictada más de una vez por hexágono de Campo Abierto en el que entre, independientemente del número de unidades enemigas que puedan reclamar una Interdicción. Un hexágono de Campo Abierto a efectos de Interdicción, es cualquier hexágono de Campo Abierto en el que cualquier interdictor pudiera, durante una hipotética oportunidad de Primer Fuego Defensivo, aplicar el DRM –1 por FFMO (excluyéndo por tanto a unidades beneficiadas por TEM de emplazamiento). El DRM por FFMO resulta negado si hay un Estorbo entre la unidad en retirada y el interdictor. Note que el Primer Fuego no se produce realmente durante la RtPh. 3.7 Fase de Avance (APh): El ATACANTE puede transferir SW entre unidades en Buen Orden y puede mover cualquiera de sus unidades de Infantería no paralizadas y en Buen Orden, a un hexágono adyacente (incluso aunque en él haya unidades de Infantería enemigas). Si avanzar a un hexágono requiere el gasto por © 2007 Multi-Man Publishing, LLC
Resumen de la Fase de Retirada • Unidades en retirada pueden usar 6MF (SMC heridas solo tienen 3 MF). • Tienen que retirarse si están adyacentes a unidades enemigas. • Tienen que retirarse de su hexágono i n i cial si una hipotética unidad retirándose a través de ese hexágono pudiera sufrir Interdicción. • Pueden retirarse si están bajo una ficha DM. • Cuando se retiran, han de hacerlo hacia el edificio o bosque más cercano sin acercarse a una Unidad Enemiga Conocida. La unidad en retirada puede ignorar todo hexágono de edificio que sea parte del edificio en el que ya esté. • Puede producirse Interdicción si se retira por Campo Abierto, en alcance normal y existe una LOS sin estorbo de una unidad enemiga, y no se usa Avance a Rastras. • Avanzar a Rastras es una retirada de un único hexágono que cumple con las demás reglas que impiden la Interdicción. • Las unidades que tengan que retirarse y no puedan, resultarán eliminadas. • Si no puede alcanzar bosque/edificio en una sola RtPh, (p.ej. está a más de 6 MF) la unidad tendrá que retirarse a terreno a cubierto que cumpla con el resto de requisitos. • Una MMC retirándose que posea un arma debe acarrear hasta 3 PP (sin exceder 3PP o 1PP para una SMC). Un arma que exceda la capacidad de acarreamiento será abandonada antes de retirar la unidad. una unidad del lote completo de MF, quedará CX. Por ejemplo, un pelotón ruso acarrea una MMG de cinco PP sólo tiene dos MF y, por tanto, quedará CX si avanza a un hexágono que, por entrar, le costara dos MF en la MPh (arbustos, colinas, bosques o edificio), a menos que vaya acompañado de un jefe el cual agrega dos MF y un IPC a los del pelotón, para un total de cinco MF. Una unidad CX no puede avanzar a un hexágono si ello le costara todo su lote MF. Por ejemplo, a un pelotón alemán CX que posea una HMG de cuatro PP sólo tendría dos MF debido a los dos PP en exceso (su IPC queda reducida a dos debido a estar CX) y no podría avanzar a un hexágono de edificio, a menos que fuera acompañado por un jefe. Para que una MMC avance dentro de un hexágono con un AFV enemigo, ha de pasar primero un Pre-Chequeo de Avance/Ataque a AFV (PAATC). Ha de sacar una tirada igual o menor que su moral para avanzar al hexágono. El fallo del PAATC dejará a la unidad paralizada. Los jefes no han de pasar un PAATC y pueden modificar el PAATC de las unidades apiladas con ellos incluso si ellos mismos no entran al hexágono. Toda Infantería Inexperta y Italianos de1ª línea han de añadir +1 a la DR. Una unidad que pase un PAATC debe entrar inmediatamente al hexágono; no puede esperar al resultado de PAATC de otra unidad antes de decidir si entra al hexágono, de todos modos, el PAATC no necesita ser predesignado. Un AFV puede cambiar para poner la Dotación Expuesta (CE) o puede Cerrar Escotillas (BU). Coloque una ficha CC sobre las unidades que hayan avanzado a un hexágono ocupado por un enemigo.
3.8 Fase de Combate Cercano (CCPh): El Combate Cercano es un tipo de ataque que ocurre durante la CCPh entre unidades opuestas situadas en el mismo hexágono. No hay modificadores por TEM para una DR por ataque CC, y no se aplican ni Armas ni PBF. Al contrario de los ataques con fuego, el CC se considera simultáneo, a menos que se produzca una emboscada, así que ambos bandos se atacan uno a otro incluso aunque uno de ellos o ambos resulten eliminados, a menos que se produzca emboscada o uno o ambos bandos tengan vehículos presentes en el hexágono. El ATACANTE especifica el orden en el cual los diversos hexágonos que contengan situaciones de CC vayan a resolverse; el CC de cada hexágono ha de ser resuelto antes de resolver el CC de otro hexágono. Cada bando tiene que designar todos sus ataques en ese hexágono antes de proceder a la resolución de cualquiera de ellos (el ATACANTE designa los suyos primero). El DEFENSOR designa a continuación todos sus ataques, después de lo cual el ATACANTE resuelve todos los ataques que previamente designó. A continuación el DEFENSOR resuelve todos sus ataques –incluso los de aquellas unidades que hayan resultado eliminadas o reducidas–. Las unidades pueden atacar a cualquier unidad o combinación de unidades en el mismo hexágono, con el límite de que ninguna unidad puede atacar o ser atacada más de una vez por CCPh. No todas las unidades en el hexágono tienen por qué ser atacadas, ni tampoco todas las unidades tienen que realizar un ataque. Sólo las unidades no desmoralizadas pueden atacar, pero incluso las unidades desmoralizadas pueden defenderse, aunque sufren un DRM –2 en ataques CC contra ellas. La FP de las unidades atacantes se compara con la FP de aquellas unidades enemigas que están siendo atacadas, para así conseguir una comparación de factores FP ataque-defensa denominada relación [Odds]. Una vez que se ha determinado la relación, se efectúa una DR por cada ataque. Si la DR final es inferior al número indicado en la Tabla de Combate Cercano (CCT) bajo la columna de probabiliadad aplicable, las unidades atacadas son eliminadas. Una DR final que sea igual al número para Destruir indicado en la CCT provoca una Reducción por Bajas de una de las unidades atacadas (determinado de forma aleatoria). Una DR final superior al número para Destruir, no tiene efecto. Toda SMC en CC tiene una FP de uno, tanto en defensa como en ataque. Una única SMC puede atacar en solitario, pero si lo hace también tendrá que defenderse en solitario. Cualquier número de SMC puede combinarse con MMC u otras SMC para efectuar un ataque CC sumando sus FP. Una SMC se defiende en CC como parte del grupo con el que ataca añadiendo su FP a la FP de la unidad con la que está apilada (los jugadores son libres de recolocar sus apilamientos previamente al comienzo de la CCPh). Un jefe puede dirigir el CC de la MMC con la que ataca o se defiende (y cualesquiera otras unidades que se unan a esa MMC en un ataque CC combinado) aplicando su DRM por mando para modificar la DR del CC, además de añadir su FP al factor del ataque. Un jefe no puede utilizar su DRM por mando para modificar un ataque en el que participe en solitario. Siempre que la Infantería avance a un CC en un hexágono de edificio o bosques (a menos que refuerce una Melée preexistente), puede producirse una emboscada. En tal caso previamente a declarar los ataques CC, cada jugador efectúa una dr. Si alguno de ellos consigue una cifra menor en tres, al menos, que la del otro, ha
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17 conseguido emboscar a su oponente. El bando que consigue emboscar en un CC tiene derecho a un DRM –1 en sus ataques CC e imponer un DRM +1 a los ataques CC contra él, hasta que ese CC se transforme en Melée al final de la CCPh. La dr de emboscada será objeto de drm incluso aunque sólo una parte de la fuerza del jugador en CC tenga derecho a su uso; los drm incluyen +1 por estar CX, +1 por estar paralizado, +1 por tropa Inexperta y cualquier drm por mando (a menos que el jefe esté solo). El bando que logró emboscar resuelve primero todos sus ataques en ese CC; sólo las unidades enemigas supervivientes podrán devolver el ataque después de ser emboscadas. Todos los ataques de CC en un hexágono que contenga un vehículo han de ser declarados secuencialmente, incluso si el vehículo ni ataca ni es atacado. El jugador sin vehículo hace un ataque primero y después el jugador con vehículo puede hacer un ataque, en adelante, se alternan los bandos hasta que todas las unidades hayan atacado una vez, sean eliminadas (lo que significa que no no tendrán oportunidad de atacar si no lo han hecho ya en el momento de su eliminación), o pasen. Cuando en una localización en CC haya un vehículo por bando, el ATACANTE va primero, seguido por el DEFENSOR. En un hexágono con vehículo puede haber emboscada, entonces el bando que embosca hace todos sus ataques primero. La Infantería ataca a vehículos en CC usando su Valor de Combate Cercano (CCV). El CCV de un pelotón [squad] es 5, Dotación [Crew] es 4, escuadra [Half Squad] es 3, y una SMC es 2. Si una SMC se combina con otra unidad añade 1 a su CCV. Un CCV sujeto a cualquier forma de Fuego de Área (p.ej. paralizado) se reduce en 1 por cada razón. Si la CC DR es menor que el CCV, entonces el vehículo es eliminado. Si el CC DR es igual al CCV, entonces el vehículo es inmobilizado. Aunque pueden hacerse ataques múltiples, no más de dos unidades pueden combinarse para un solo ataque CC contra un vehículo y una de esas unidades ha de ser una SMC. Un solo ataque CC no puede hacerse contra un vehículo y personal en la misma localización. Un resultado original de 2 siempre tiene opciones de éxito incluso el CC DRM o un CCV pequeño lo hace imposible de otro modo. Si la probabiliad de eliminar un vehículo después de añadir todos los CCV DRM es menor de 2, y el atacante saca un 2, entonces el atacante lanza un tercer dado. Con un 1-2 el vehículo es eliminado y con un 2, el vehículo es inmobilizado. Un resultado de 4-6 no produce efecto. Cada vez que una unidad ataca un vehículo en CC que no este Conmocionado ni Aturdido y saque un 12 original, el atacante sufre reducción por bajas. Un vehículo puede atacar a Infantería en CC con su AAMG (si el vehículo esta CE), su CMG (a menos que la CMG solo pueda disparar hacia la VCA), una RMG, Armas de Defensa Cercana, y/o IFE equivalente del Armamento Principal de torreta inferiora 15mm. Un vehículo puede combinar cualquier MG/IFE FP en un ataque combinado o usarlas por separado en diferentes ataques CC. Todos esos FP seusan para formar ratios de relaciones contra el CCV del defensor y nunca se incrementan por ninguna causa, aunque pueden reducirse a la mitad por fuego en Marcha y pueden ser negados por un estado de Conmoción [Shock] o Aturdimiento [Stun]. A partir de Julio de 1944, ciertos AFV alemanes son equipados con sistemas de armas de defensa cercana (Nahverteidigungswaffe). Estos pueden hacer un ataque de HE en la IFT si el AFV esta BU, pero solo durante la CCPh después de que AFV haya sido atacado en esta © 2007 Multi-Man Publishing, LLC
18
Todos los avances (mostrados con flechas amarillas) se han completado. Los combates próximos se resuelven en el orden elegido por el ATACANTE (alemán). Cuando la 4-6-7 alemana en G6 avanza a CC con la 4-2-6 rusa en F5, puede producirse una Emboscada porque es una localización de edificio. El drm por Emboscada de la 4-2-6 es +1 (conscripta) mientras que el drm alemán es cero. No se produce emboscada porque la dr del ruso es un 3 y la del alemán es un 2. El alemán ataca con un factor 1:1, y también el ruso. El DRM de ambos ataques es cero. La DR del alemán es un 5, lo que provoca reducción por bajas, pero no cambia el factor. La DR rusa igual a 9 no tiene efecto. La 4-2-6 rusa es reemplazada por una 2-2-6 y la localización es marcada con una ficha de Melée. Las alemanas 8-1, 9-1 y 4-6-7 en H5 avanzan a G5 con la 4-4-7 rusa. Es posible una Emboscada con un drm alemán de –1 (modificador de uno de los jefes) y un drm ruso de cero. La dr alemana es un 6; la rusa un 3, así que no existe emboscada. La 4-6-7 aporta cuatro FP y cada uno de los jefes, un FP para un factor de 6:4 o 3:2. El ruso tiene que atacar a 1:2; dado que los jefes atacan con el pelotón, no pueden ser atacados independientemente. Los alemanes tienen un DRM –1 (modificador de uno de los jefes) y el DRM ruso es cero. La DR alemana es un 6 modificada a un 5, y elimina a la 4-4-7 rusa. La DR rusa es un 3 y todas las fichas alemanas son eliminadas también. El hexágono queda vacío y no se coloca ninguna ficha informativa.
La 4-6-7 alemana avanza a la localización de edificio en I4 en la que está la 4-4-7 rusa. Es posible una emboscada. Los drm son cero para ambos bandos. La dr alemana es un 4 y la rusa es un 1, lo que implica que el ruso embosca al alemán. Por tanto, el Combate Cercano en esta localización es secuencial. El ruso declara y resuelve su ataque(s). El alemán declarará y resolverá sus ataques con los supervivientes. El ruso declara un ataque 1:1. El DRM es –1 (emboscada). La DR de 6 conlleva una reducción por Bajas y la 4-6-7 es reemplazada por una 2-4-7. Los alemanes declaran ahora un ataque 1:2. El DRM es +1 (por haber sido emboscada). La DR de 5 no tiene efecto. La localización es marcada con una ficha de melée. La melée continuará en el siguiente turno, pero el DRM de CC provocado por la emboscada, no será de aplicación entonces. La 5-4-8 alemana CX avanza a E6 donde ya está una 4-4-7 rusa. No hay posibilidad de emboscada. El alemán ataca a 1:1 con un DRM +1, y el ruso ataca 1:2 con un DRM –1, provocados ambos DRM por el estatus CX de la unidad alemana. La DR alemana es un 9 y la DR rusa es un 2, lo que conlleva una posible Promoción en Combate. El ruso realiza una dr en la tabla de Creación de Jefes con un drm +1 (ruso). Su dr original de 1 es modificada a un 2, creando un jefe ruso 8-0. El factor CC tiene que ser recalculado. El ataque alemán se mantiene en 1:1 (5:5), sin efectos. El ataque ruso pasa a ser 1:1, aunque la DR del CC de 2 eliminaría la 5-4-8 tanto en 1:2 como en 1:1.
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Puntos de Acarreo (1)
dr Reparación (1)
Cadencia de tiro (1) Lado Averiado
Las tres 4-4-7 alemanas avanzan a la localización de edificio en H4 donde hay dos 4-5-8 rusas. Ambos bandos tienen un drm de Emboscada de cero, y sus respectivas dr de Emboscada son un 3 para el alemán y un 5 para el ruso, lo que implica que no se produce emboscada. El alemán tiene que declarar todos sus ataques primero. Cada uno de sus pelotones sólo puede atacar una vez y cada uno de los pelotones rusos sólo puede ser atacado una vez. Las opciones del alemán son: un gran ataque de 12 a 8 (3:2); dos pelotones contra uno ruso y un pelotón contra el otro, es decir, un ataque a 2:1 y otro a 1:1; o los tres pelotones contra uno de los pelotones rusos, con un factor de 3:1, y sin atacar al otro pelotón ruso. El alemán anuncia entonces dos ataques: uno de 2:1 y otro de 1:1. El ruso tiene que anunciar ahora sus ataques. Las opciones son: un gran ataque de 8 a 12 (1:2); una 4-5-8 ataca a dos 4-47 (1:2) y la otra 4-5-8 ataca a la tercera 4-4-7 (1:1); las dos 4-5-8 atacan a dos 4-4-7 en un ataque 1:1 mientras la tercera 4-4-7 no resulta atacada; cada 4-5-8 ataca a una 4-4-7 (dos ataques 1:1) mientras la tercera 4-4-7
En J3 la 4-6-7 alemana está en una melée desde el turno anterior, con dos rusas una 4-4-7 y otra 5-2-7, y el jefe herido 9-2 en K4 avanza para reforzar la melée. No hay posibilidad de emboscada puesto que la melée ya existía. El alemán declara un ataque 1:1 contra la 52-7. La 4-4-7 no será atacada. El ruso ataca 3:2 contra el pelotón y el jefe. El apilamiento alemán tiene un DRM –1 (modificador por mando reducido en uno por estar herido). El DRM del ataque ruso es cero. La DR alemana para el CC es un 7, y la DR rusa es otro 7. Ambos resultados no tienen efectos y la melée continúa.
Lado Buen Orden
Ejemplo de Fase de Combate Cercano:
no resulta atacada; ambas 4-5-8 atacan a una 4-4-7 (2:1) mientras que las otras 4-4-7 no resultan atacadas. El ruso anuncia dos ataques: una 4-5-8 ataca a dos 44-7 (1:2) y la otra 4-5-8 ataca a la 4-4-7 restante. Todos los ataques tienen cero DRM. El alemán lanza un 6 en el ataque 2:1, eliminando el pelotón enemigo, y un 9 en el ataque 1:1, sin efectos. Los rusos consiguen un 4 en el ataque 1:2 (reducción por bajas) y un 7 en el ataque 1:1, sin efectos. Se determinará aleatoriamente qué 4-4-7 sufre la reducción por bajas. Después de los ataques, la localización contiene dos pelotones 4-4-7 alemanes, una escuadra alemana 2-3-7 y un pelotón ruso 4-5-8, que son marcados con una ficha de Melée.
CCPh (a menos que el AFV sea el que embosca). Si es disparado, ataca a todas las unidades de infantería en el hexágono (incluso a las amigas) con 16 FP en la IFT. No puede combinarse con ninguna otro ataque y no es necesario ninguna tirada TH, si la tirada original en IFT es mayor que su número de uso (no añadir +1 por estar BU) no habrá efecto. No se aplica TEM ni Estorbos a este ataque. Si Infantería de ambos bandos (alguna de las cuales no esté desmoralizada) permanece en la misma localización al final de la CCPh, después de que los ataques CC iniciales hayan sido resueltos, se considerará que están encerrados en una Melée y no podrán realizar ninguna otra actividad distinta al CC (p.ej.: abandonar la localización, realizar un fuego de ataque, interdictar unidades en retirada, etc.). Coloque una ficha de Melée sobre dicho apilamiento. Nuevas unidades podrán avanzar a un hexágono con una Melée, pero quedarán encerradas en CC. Unidades que no estén en una Melée pueden atacar a las unidades en dicha Melée durante una fase de fuego, pero tanto las unidades amigas como las enemigas en Melée en el hexágono tendrán que ser atacadas. Retire la ficha de Melée tan pronto como no quede ninguna unidad no desmoralizada. Un vehículo nunca queda encerrado en Melée y si esta móvil puede salir de un hexágono en Melée durante su próxima MPh. Un vehículo inmóvil o uno que opte por permanecer en el hexágono de Melée, solo puede disparar sus armas a unidades enemigas en ese hexágono. No obstante un vehículo, mantiene a todas las unidades enemigas de infantería en ese hexágono en Melée mientras el vehículo permanezca en esa localización a menos que este en Marcha. Retire todas las fichas Pin al final de la CCPh 3.9 Ficha de Registro de Turnos: El anterior DEFENSOR pasa ahora a ser el ATACANTE e invierte la ficha que están utilizando para anotar el turno. Si ya hubiera sido el ATACANTE en ese turno de juego, avanzará la ficha de turno una casilla en la Ficha de Registro de Turnos (Turn Record Chart). Cuando la ficha de turno sea colocada sobre la casilla END (final), el escenario habrá concluido. Si una casilla de Turno está dividida diagonalmente e impresa en rojo, ello indica que sólo el primer bando en mover tiene un turno de jugador en ese turno final de juego. Los símbolos de nacionalidad en una casilla de Turno, sirven para recordar que pueden entrar refuerzos en ese turno de juego.
dr Eliminación (6)
Potencia de fuego (3)
Alcance (8; ignorar subrayado)
4.0 Armas y Armas de Apoyo (SW):
Una unidad puede poseer cualquier número de Armas (SW/Cañones). Un Arma no puede moverse por sí misma; una SW tiene que ser acarreada por una unidad al coste indicado en PP (véase 1.2.4); un Cañón puede ser movido a © 2007 Multi-Man Publishing, LLC
mano (6.5). Una unidad no desmoralizada puede recoger y abandonar un Arma en cualquier momento de su movimiento siempre y cuando tenga suficientes MF para hacerlo, aunque ningún Arma podrá ser movida más de una vez por MPh. Una unidad no desmoralizada puede abandonar un Arma sin coste en MF durante su MPh o APh. Si una unidad abandona una SW/Cañón al inicio de una fase en que tenga permitido hacerlo y previamente a gastar MF, se asumirá que ese Arma ha estado desposeída (y por consiguiente no movida por ninguna unidad) al inicio de esa fase. Las unidades tienen que abandonar Cañones y SW que excedan su IPC antes de proceder a retirarse. Si una unidad abandona un Arma o es eliminada, su Arma quedará desatendida en la misma localización y tendrá que ser recuperada para ser poseída. Infantería en Buen Orden puede reclamar la posesión de un Arma no poseída en su hexágono al inicio de su RPh, como la única acción durante esa RPh, siempre y cuando efectúe una dr de recuperación igual o inferior a 6 (drm +1 si está CX). Un Arma no puede ser transferida durante la misma fase en que fue recuperada. Infantería moviéndose puede también realizar un intento de recuperación al coste de 1 MF. El acarreo actúa por objeto acarreado contra la Capacidad de Acarreo de Infantería (IPC) de una MMC o una SMC. Una SW puede ser arrojada en cualquier momento durante la MPh. Ningún objeto puede ser acarreado más de una vez por MPh. Una MMC tiene una IPC de tres PP, y una SMC tiene una IPC de un PP. Una unidad de Infantería pierde un MF por cada PP que exceda su IPC, y un SMC nunca podrá acarrear más de dos PP. Una SMC en Buen Orden puede añadir su IPC a la de una MMC en Buen Orden a efectos de incrementar en uno la IPC de esta última, siempre y cuando comiencen la MPh juntas y se mueven en un apilamiento. Las SW pueden ser destruidas de forma voluntaria por la unidad que las posee durante la PFPh o DFPh, pero dicha acción cuenta como el uso de una SW. Las SW también pueden resultar destruidas cuando una DR final en la IFT resulta en un KIA contra la unidad que la posee. Efectúe una dr subsiguiente en la misma columna IFT en la que hizo el ataque por cada SW que poseía esa unidad. Si la dr final es un KIA, esa SW resulta destruida; si es un K, entonces esa SW funciona defectuosamente. Una SW capturada tiene su ROF rebajada en 1 y su B# o X# rebajada en dos, y una SW utilizada por una MMC Inexperta tiene sus B# o X# rebajadas en uno (ambos efectos se acumulan a otras posibles penalizaciones). Un pelotón puede dispara cualquier SW sin coste a su propia FP, o cualesquiera dos SW al coste de no poder utilizar su propia FP para la fase de fuego actual y restantes en ese turno de jugador (excepto para SFF/FPF). Una HS sólo puede disparar una SW, y haciéndolo no podrá utilizar su propia FP para el resto de fases de fuego (excepto para SFF/FPF) en ese turno de jugador (la CCPh no se considera fase de fuego). Una SMC puede usar una SW, pero pierde todo DRM por mando que pudiera haber ejercido durante esa fase de fuego. SW/Cañones no pueden ser emplazados desposeidos. 4.1 Ametralladoras (MG): Cada MG tiene un factor compuesto por dos números separados por un guión que indica su efectividad; el número a la izquierda es su FP y el número a la derecha es su alcance normal medido en hexágonos. Una única SMC puede disparar una MG como Fuego de Área, mientras que dos SMC apiladas juntas pueden disparar cualquier
MG a plena FP. Si una MMC va a disparar su propia FP y una MG al mismo objetivo (al mismo hexágono y a la misma unidad al mismo tiempo) durante la misma fase, tienen que constituir un FG; no pueden atacar de forma separada a menos que la MG retenga su ROF (o la MMC ataque con Subsiguiente Primer Fuego sin utilizar la MG). El fuego con SW MG está limitado a un alcance máximo de 16 hexágonos, a menos que esté dirigido por un jefe. Dichos ataques a una distancia superior a 16 hexágonos se dividen a la mitad como Fuego de Área contra Infantería no desmoralizada (además de los efectos propios de disparar a larga distancia). Una MG que no porte un B# en su ficha, tiene un B# inherente de 12. Si la DR original en la IFT de cualquier ataque que utilice una MG es superior o igual a su B#, la MG funciona defectuosamente y es girada hacia ese lado después de realizar su ataque. Si se hace uso de múltiples MGs en un FG se usará selección aleatoria para determinar que MG funciona defectuosamente. El B# de una MG utilizado con Subsiguiente Primer Fuego o Fuego Final si ya estaba marcada con una ficha de Primer Fuego, está reducido en dos, y una MG será eliminada si la IFT DR original es igual al B# original. Una MG no vehicular (o MA MG vehicular) puede atacar a un AFV como Artillería (3.2.4) usando la tabla AP TK después de obtener un impacto como VTT. 4.2 Lanzallamas (FT): Un FT es una SW con un alcance normal de un hexágono y un factor de FP de 24. Un FT puede atacar a larga distancia (dos hexágonos) con la mitad de FP. La FP de un FT nunca podrá incrementarse por PBF. La FP de un FT no se divide a la mitad durante la AFPh pero se ve afectada por Cobardía. Los ataques con FT son resueltos en la IFT pero no reciben DRM por mando ni por TEM. Los DRM aplicables por Estorbos (incluyendo por Humo) y el DRM +1 por CX se pueden aplicar. Una unidad no puede usar 2 FT, pero un pelotón puede realizar un ataque separado con su propio FP. Un FT no puede combinarse con ningún otro ataque ni puede constituir un FG. Cualquier unidad que posea un FT tiene que deducir uno (por FT poseído) de la DR de resolución en la IFT de todo ataque realizado contra ella. Si la DR original de resolución en la IFT de cualquier ataque realizado con un FT es mayor o igual a 10 (su X#), el FT es retirado del juego después de realizar ese ataque. MMC que no sean de elite que utilicen un FT, reducen su X# en dos. Para que un FT ataque un AFV ha de predesignar al AFV como objetivo antes de hacer el ataque. El ataque se hace en la tabla de HE y Fuego TK sin necesidad de intento para impactar. El Factor de Blindaje no afectan a este ataque pero el número TK se divide a mitad por disparo a larga distancia. El número TK de FT aumenta en uno si el AFV esta CE. 4.3 Cargas de Demolición (DC): Una DC es una SW que ataca la localización objetivo en la AFPh con un factor de 30 FP en la IFT. No obtendrá modificaciones a la FP debido a PBF o uso en la AFPh. El TEM del defensor se aplica a la resolución del ataque, como también el estatus CX de la unidad que la emplaza. Un pelotón atacando con una DC puede usar su propia FP en la AFPh. MMC no de elite utilizando una DC, reducen su X# en dos. Una unidad de Infantería que posea una DC puede intentar emplazarla en un objetivo adyacente durante su MPh, gastando MF extra (en el
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19 hexágono desde el que la DC es emplazada) igual al número de MF que tendría que gastar esa unidad para entrar en la localización en esa MPh. El acto de emplazar la DC se considera movimiento en la localización ocupada por la unidad que hace el emplazamiento, no en la localización en la que está emplazada realmente la DC. Una unidad no puede emplazar una DC si realizó Fuego Preparatorio o resultó paralizada o desmoralizada previamente a completar el intento de emplazamiento. Si la unidad emplazadora sobrevive a todo el Primer Fuego Defensivo, Subsiguiente Primer Fuego y FPF que se haga contra ella, entonces la DC estará operativamente emplazada. Si la unidad emplazadora estuviera CX, el DRM +1 por estar CX se aplica a la DR de resolución del ataque DC. Una DC que haya sido operativamente emplazada durante la MPh, atacará en la AFPh con cualquier DR original en la IFT menor a 12 (su X#; 10 si se usa por unidad no de elite) y es retirada del juego. Para que un ataque con DC afecte a un AFV ha de ser predesignado como que será emplazada contra el AFV. Si el atacante emplaza la DC en el AFV, lo atacará con la tabla HE TK (TK# 16) pero solo después de una DR especial de posicionamiento de DC. Consultar la carta de posicionamiento de DC para el resultado. La DR de posicionamiento de DC también sirve como DR de localización (casco/torreta). El encaramiento del objetivo se basa en el lado de hexágono a través del cual la DC es emplazada, incluso si el AFV cambia su CA antes de la detonación de la DC en la AFPh. 4.4 Armas Anti-Tanque Ligeras (LATW): Las LATW son SW Artilleras, y se incluyen en el grupo el Bazooka (BAZ), Panzerfaust (PF), PIAT, Rifle Anti-tanque (ATR) y Panzerschreck (PSK). Estas SW tienen que conseguir un impacto en la tabla Para Impactar al dorso de cada ficha si la tienen o en la VTT si no. Después de conseguir un Impacto, los efectos se resuelven en la IFT si el objetivo es Infantería o Cañón. PF, BAZ, PIAT y PSK son Armas de Carga Hueca (SCW) que disparan proyectiles tipo HEAT (Munición Antitanque Altamente Explosiva), no HE. Por tanto, estas Armas sólo pueden ser disparadas contra Infantería si el objetivo puede recibir los beneficios TEM de un edificio. Las SCW también pueden ser disparadas contra Cañones. Si se disparan a un AFV el efecto del impacto de una SCW se resuelve en la tabla HEAT TK. La FP del Arma, su alcance, B#/X# y valores PP se indican en el frontal de la ficha. Todas las DR Para Impactar de LATW resultan modificadas en la forma habitual por TEM, etc. 4.4.1 Bazooka (BAZ) Panzerschreck (PSK): Los Bazookas sólo estarán disponibles a partir de noviembre de 1942 (use fichas de BAZ 43). Los modelos más avanzados estarán disponibles en 1944 (BAZ 44) y 1945 (BAZ 45). Cualquier MMC de Infantería no desmoralizada puede disparar un BAZ y su uso constituye uso de una SW. Cualesquiera dos SMC pueden disparar un BAZ con pleno efecto; sin embargo, un único jefe no puede disparar un BAZ. Un BAZ será retirado de forma definitiva del juego si su DR original Para Impactar es mayor o igual a su X#. Un jefe puede modificar la DR Para Impactar si está dirigiendo ese ataque; sin embargo, un jefe no puede modificar su propio ataque. Un BAZ ataca en la columna 8 de la IFT si obtiene un Impacto contra infantería en un edificio. Si se obtiene un impacto contra un objetivo vehicular, este se resolverá en la © 2007 Multi-Man Publishing, LLC
20 tabla HEAT TK (TK# 13 para un BAZ 43; 16 para un BAZ 44+). Todas las reglas de BAZ se aplican a los PSK, excepto que los PSK tienen su propia tabla TH ,, ataca infantería en edificios en la columna 12 de la IFT, que tiene su propia columna en la tabla HEAT TK (TK# 26), y que estarán disponibles desde septiembre de 1943 en adelante. 4.4.2 Panzerfaust (PF): El PF es una SW potencialmente inherente a toda unidad de infantería alemana a partir de Octubre de 1943 en cualquier escenario con un AFV enemigo o por SSR. Los impactos contra vehículos se resuelven en la tabla HEAT TK (TK# 31). Empezando en Octubre de 1943 toda unidad de infantería alemana en buen orden que todavía pueda disparar (p.ej. un jefe, dotación, o escuadra que no haya disparado o un pelotón que todavía pueda disparar una SW a plena potencia) durante su presente fase de fuego puede potencialmente disparar un PF. Una unidad dispara un PF haciendo una dr de chequeo de PF. Si la dr final de chequeo de PF es 1-3 la unidad tiene un PF y esta en disposición de dispararlo y puede intentar un TH DR contra un vehículo o infantería en un edificio. Si la dr final de chequeo de PF es 4 ó más, la unidad no podrá hacer un TH DR (podría tener un PF pero nola oportunidad de usarlo). Si la dr original de chequeo de PF es un 6, entonces la unidad no tiene PF y queda paralizada. Poner una ficha Pin sobre la unidad. Si ya está paralizada, quedará desorganizada. Hay un drm +1 si el PF se dispara contra otro que no sea un AFV, un +1 si la unidad esta CX, +1 si la unidad es una HS/Dotación, un +2 si la unidad es una SMC, y un -1 si el escenario se desarrolla en 1945. Una unidad no puede hacer un chequeo de PF como Subsiguiente Primer Fuego o FPF sin importar si hizo un chequeo de PF como Primer Fuego. En el caso de que un pelotón no haya disparado su FP inherente todavía, esta puede intentar disparar un segundo PF enla misma fase incluso si su primer chequeo no consiguió un disparo, pero esto constituirá el uso de dos SW y el pelotón perderá su FP inherente, el chequeo de PF constituye el uso de una SW. Un disparo de PF no deja Fuego Residual y solo puede afectar a una unidad en la localización. El alcance del PF esta determinado por la fecha del escenario. Antes de Junio de 1944, el Alcance de PF es un hexágono. De Junio de 1944 a Diciembre de 1944, el alcance son 2 hexágonos. Al comienzo de 1945, el alcance es de 3 hexágonos. El número básico TH de un PF es 10 y se reduce en dos por cada hexágono al objetivo. Un jefe puede aplicar su modificador de liderazgo a un PF TH DR pero dicho uso constituirá su única capacidad de dirección de fuego para esa fase. Un PF es un arma de un solo disparo y por tanto no esta afectado por reglas de rotura. De todos modos, una tirada original PF TH de 12 (11 ó 12 para infantería inexperta) no solo es un fallo sino que resulta en Reducción por Bajas para el tirador. Un 12 original en la tabla TK o IFT es una pífia [Dud]. Un PF ataca en la columna 16 en la IFT si obtiene un impacto contra infantería en un edificio pero no deja FP Residual. Cuando un PF obtiene un impacto, solo puede afectar a una unidad en el hexágono. De todos modos, antes de cualquier Selección Aleatoria, el tirador puede elegir señalar el objetivo que será seleccionado en el caso de que dicho objetivo maneje un Cañón/SW. El número total de disparos de PF realizados en un escenario no puede exceder el número de pelotones Alemanes en el OB antes de 1944, 1.5 veces dicho número (redondeado hacia abajo) durante 1944, y 2 veces su número en 1945.
Ejemplo Para Impactar de LATW: La 7-4-7 no puede disparar su BAZ 43 contra el pelotón italiano en EE8 porque la 3-4-7 no está en un edificio. En su lugar, la 7-4-7 dispara el BAZ 43 a la 3-4-6 en el edificio de piedra en DD7. La tabla Para Impactar al dorso de la ficha del BAZ 43 indica que, a una distancia de 2, se necesita una DR final de 8 o menos para impactar. El DRM Para Impactar son +3 por TEM y +1 por el Estorbo en DD8 (en trigal está en temporada) para un total de +4, así que una DR original de 4 impactará a la 3-4-6. Un impacto será resuelto en la columna de 8 FP sin ningún DRM. Una DR original TH de 2 resultaría en un CH, que se resolvería en la columna de 16 FP con -3 de TEM. Habiendo usado una SW, la 74-7 puede utilizar ahora su FP inherente para atacar a la 3-4-7 –o bien incluso a la 3-4-6 otra vez, dado que no los Grupos de Tiro Obligatorios no se aplican a la artillería–. Si DD9 fuera una hexágono de edificio, la 74-7 habría añadido un +2 a su DR TH o sufriría el ataque del Rebufo en la columna de 1 FP utilizando la tirada del dado de color de la DR TH para determinar el resultado.
4.4.3 Rebufo [Backblast]: Un BAZ, PSK o PF pueden ser disparados desde el interior de un edificio, con una o dos condiciones. Quien dispara puede elegir entre usar un DRM +2 de penalización Para Impactar por protegerse del consiguiente rebufo de este tipo de Armas. Sin embargo, quien dispara puede optar porque todos los ocupantes del hexágono de edificio sufran un ataque del rebufo en la columna 1 FP de la IFT utilizando sólo la dr de color de esa DR Para Impactar; no se aplica TEM. 4.4.4 Rifles Anti-Tanque (ATR): Un ATR es una SW que usa la tabla VTT y la tabla de AP TK para atacar vehículos. Toda unidad de infantería no desorganizada puede usar un ATR. Un ATR tiene un alcance máximo de 12 hexágonos y no dispone de capacidad de fuego a largo alcance. Un ATR usa la IFT contra infantería como una SW de 1 FP (que puede formar FG). Las reglas normales de rotura y reparación se aplican a un ATR. Los modificadores de liderazgo pueden aplicarse al uso de cualquier ATR. Un ATR no deja FP Residual. 4.4.5 PIAT: Disponible por primera vez en Abril de 1943, el PIAT tiene su propia tabla TH en el dorso de la ficha y resuelve los impactos en vehículos en la columna PIAT de la tabla HEAT TK (TK# 15). Un PIAT no puede disparar a una unidad un nivel inferior y en un hexágono adyacente. El PIAT puede ser usada por un SMC a plena potencia aunque no se aplican beneficios por liderazgo a menos que este otro jefe dirigiendo. Un PIAT ataca en la columna 8 de la IFT si obtiene un impacto contra infantería en un edificio. Un PIAT tiene un B10 en lugar de un X#, es reparado con un dr de 12, y eliminado con un dr de 6. 4.5 Morteros Ligeros: Los Morteros se clasifican bien como un Cañón, bien como una SW, dependiendo del calibre. Cualquier Mortero con un calibre menor o igual a 60mm es un Mortero ligero y será representado por una ficha de SW de 1/2”. Como tal SW no tiene CA y puede ser disparada por cualquier pelotón/HS sin detrimento y con las modificaciones habituales por mando Para Impactar. Si una única SMC dispara un Mortero ligero, perderá su ROF. Incluso aunque un Mortero ligero sea una SW puede usar y perder Objetivo Adquirido como un Cañón. Véase 6.9 en cuanto a las reglas generales de Morteros de Artillería.
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5. ELR y Características de Unidades
5.1 Valor del Nivel de Experiencia (ELR): Cada fuerza en cada escenario recibe un número específico de jefes y SW y de pelotones o HS de elite, Primera Línea, Segunda Línea, Novatas o Conscriptas. Sin embargo, durante el curso del juego, jefes y MMC pueden ser objeto de posibles reemplazos por unidades de peor calidad. Cada OB indicará una ELR para ese grupo de unidades. Ese número representa la máxima cantidad por la cual una unidad no desmoralizada puede fallar cualquier MC (después de modificaciones) sin ser reemplazada por una unidad de inferior calidad. Si una unidad que no puede ser reemplazada por una unidad de inferior calidad falla un MC por más de su ELR, no sufre penalizaciones adicionales. Si una unidad no desmoralizada falla un MC por más de su ELR, es reemplazada inme-diatamente por una unidad desmoralizada del mismo tamaño pero un paso inferior en calidad como indica la tabla de nacionalidad de la página 20. Dotaciones y MMC con moral subrayada no son objeto de ELR. 5.2 Distinciones Nacionales: Unidades de diferentes nacionalidades tienen capacidades diferentes. En este juego esas distinciones se reflejan en las MMC. Cada nacionalidad principal y sus unidades y Armas son representadas por un color común distintivo de las de otras naciones. En algunos casos, las naciones menores serán representadas con el mismo color. 5.3 Promoción en Combate: Siempre que una MMC consiga una DR original de 2 en un intento de auto reagrupamiento o en un ataque CC, puede crear un jefe. La calidad del jefe se basa en una dr en la tabla de Creación de Jefes (utilizando el Nivel Moral de la unidad en el momento de la DR original de 2). Si más de un tipo de MMC realizó el ataque CC, use la mejor como base de la dr. 5.4 MMC Inexpertas: Las MMC Novatas no apiladas con un jefe en Buen Orden y todas las MMC Conscriptas sufren penalizaciones por su Inexperiencia. Tienen 3 MF (no 4); si sufren cobardía rebajan dos columnas (no una); su Artillería utiliza números rojos TH; el B# o X# de un Arma que estén utilizando es rebajado en uno; sufren un drm por emboscada de +1. 5.5 Equipo Capturado: Cualquier Arma que haya sido recuperada por una unidad enemiga podrá ser utilizada por su © 2007 Multi-Man Publishing, LLC
21 nuevo propietario pero con algunas penalizaciones. Su ROF estará reducida en uno, los números B#/X# descienden en dos, y todos los ataques con Artillería capturada utilizan números TH rojos y añaden +2 a la DR Para Impactar.
6.0 Artillería: Toda Arma que tenga que obtener un impacto sobre un objetivo utilizando el proceso Para Impactar (3.2.4) antes de resolver el efecto de ese impacto en la IFT, se considera Artillería (Cañones, LATW o SW). Un Cañón es un Arma en una ficha de 5/8” que, normalmente, dispara como Artillería. El calibre del Arma de Artillería (en milímetros) está indicado en la ficha. Si el calibre del Arma está superrayado, el Cañón no puede disparar munición AP. Si el calibre es subrayado, el Cañón no puede disparar munición HE. Si la línea de superrayado o subrayado va acompañada por un asterisco, ese tipo de munición está disponible pero en cantidades limitadas después de una fecha concreta (6.2). 6.1 Impactos Críticos (CH): Una DR original de 2 que obtenga un impacto para una LATW o Cañón/MA en Tipo de Objetivo Área/Vehicular, es un Impacto Crítico. En la Tabla de Tipo de Objetivo Infantería, cada Cañón/MA/LATW tiene una posibilidad de Impacto Crítico indicada entre paréntesis junto al número Para Impactar (en rojo para números TH rojos). La DR Final tiene que ser menor o igual que dicho número a efectos de conseguir un Impacto Crítico. Un Impacto Crítico contra un objetivo de Infantería se resuelve en la IFT con la FP de HE estándar del Arma atacante al doble (sin reducción previa a la mitad por Tipo de Objetivo Área). Además, todos los TEM positivos a los que tendría derecho el objetivo a efectos TH o IFT, se aplicarán a la inversa como DRM negativos a la DR en la IFT. Además, las Ráfagas Aéreas y FFMO/FFNAM todavía se aplicarán como DRM negativos (si es que han de aplicarse) a los efectos del CH. Un Impacto Crítico automáticamente destruye el Cañón y a la Infantería que lo maneja. Un CH en Tipo de Objetivo Vehicular dobla el número TK de esa arma. Un CH en Tipo de Objetivo Área se resuelve doblando el FP del arma en la IFT. El TEM no se aplica. Sea cual sea el número de objetivos en una localización impactada por un Impacto Crítico, las disposiciones especiales de un Impacto Crítico se aplican sólo a un objetivo determinado aleatoriamente. 6.2 Números de Agotamiento y Munición Especial: Los Cañones/MA tienen munición AP (excepto morteros) y HE a menos que uno de estos tipos de munición este listado en el dorso de la ficha. Si dicha munición ilimitada esta disponible, se asume que los ataques ITT usan HE y los ataques VTT usan AP a menos que se anuncie otra cosa antes del ataque. Algunas Armas tienen la posibilidad de usar Munición Especial, lo cual figura indicado al dorso de la ficha mediante un símbolo de Munición Especial seguido de un Número de Agotamiento. Si el Número de Agotamiento tiene una fecha como superíndice (p.ej.: 4 = 1944, J4+E = junio de 1944 en Europa), entonces dicha posibilidad dependerá de la fecha. El intento de disparar Munición Especial tiene que ser anunciado previamente a realizar la DR TH. Si la DR TH original es inferior
Ejemplo de Impacto Crítico: El 105mm norteamericano en wR6 dispara a los dos pelotones alemanes en wS8 usando Tipo de Objetivo Infantería. Dado que estamos en 1943, se aplicarían números rojos Para Impactar a un cañón norteamericano, pero a una distancia de 2 en Tipo de Objetivo Infantería sólo hay el número negro 9 Para Impactar. Los DRM +3 por el TEM del Edificio de Piedra y el de la ficha de Objetivo Adquirido -2 se aplican. El norteamericano saca un 3 y añade los modificadores para una DR final TH de 4, igual al 4 entre paréntesis después del número 9 Para Impactar, obteniendo un Impacto Crítico (CH). Una de las 4-6-7 es elegida aleatoriamente para recibir el CH, mientras que el otro pelotón sufrirá el ataque normal de 105mm. El americano obtiene una única tirada para efectos en la IFT en cuanto a los dos pelotones. El impacto normal usa la columna de 20FP sin DRM; el CH usa la columna 36 FP (el doble de 20) con un DRM -3 (TEM inverso). Si la distancia hubiera sido de 7, el número rojo Para Impactar se aplicaría. El norteamericano necesitaría una DR final Para Impactar de 6 para impactar a una distancia de 7 y necesitaría una DR final de 2 para un CH.
al Número de Agotamiento, el Cañón/MA tiene esa Munición Especial, la utilizará para resolver el probable impacto conseguido con esa DR, y podrá volver a intentar utilizarla nuevamente cuando vuelva a disparar. Si la DR original TH es igual al Número de Agotamiento, el Arma dispone de esa Munición Especial pero sólo para ese disparo, la utilizará para resolver el probable impacto conseguido con esa DR, pero no podrá volver a intentar utilizar esa Munición Especial otra vez. Si la DR TH es superior al Número de Agotamiento, el Arma nunca tuvo ese tipo de Munición Especial y no ha disparado. Sin embargo, si la DR TH resulta en malfuncionamiento del Arma (o Munición limitada 7.21), dicha Arma habrá disparado y malfuncionado (o bajo munición limitada) y se habrá quedado sin esa Munición Especial. Anote el agotamiento en una hoja aparte. AP: (Munición Perforante): Si se dispara a un objetivo de Infantería, la artillería menos de 37mm disparando AP utilizan la columna de 1FP en la IFT. Artillería de 37mm o más que disparen AP utilizarán la columna de 2FP; la munición AP no deja ninguna FP Residual. APCR(A)/APDS(D): (Munición Perforante de Blindaje de Composición Rígida/Perforante de blindaje de Carcasa Desprendible) Si esta disponible esta listada en el dorso de la ficha como “A” o “D” respectivamente y siempre usa la columna 1 FP en la IFT contra Infantería. HE: (Munición Explosiva): munición estándar contra-personal. HEAT: (Munición Antitanque Altamente Explosiva): sólo puede utilizarse HEAT contra infantería en edificios o contra Cañones y vehículos. Tienen su propia tabla para Destruir y atacan en la columna de la IFT inferior en uno a la HE normal. LATW indican su FP en la ficha. Si esta disponible para otro que no sea SCW, esta listado en el dorso de la ficha como “H”. s: (Humo): el Humo de Artillería (1.2.5) en una ficha de 5/8” se coloca al inicio de la PFPh o DFPh consiguiendo un impacto en Tipo de Objetivo Área. Si se hace en la PFPh, coloque una ficha de Humo +3; si se hace en la DFPh, coloque una ficha de Humo Disperso +2. Una vez que el disparador haya disparado cualquier otra cosa que no sea Humo durante esa PFPh/DFPh, no podrá disparar más Humo en esa fase.
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WP (Fósforo Blanco): El WP sólo puede ser disparado en Tipo de Objetivo Área y al inicio de la PFPh o de la DFPh o como Primer Fuego defensivo. Una unidad impactada con WP tiene que pasar un NMC, con el TEM restado de la DR del NMC; las Ráfagas Aéreas de Mortero provocadas por WP añaden un +1 a la DR. Un CH con WP añade el TEM positivo a la DR: Trate el WP como Humo de Artillería, excepto en que el WP normal es una ficha +2 y el WP Disperso es una ficha +1. 6.3 Emplazamiento: Todo Cañón que no se haya movido durante el escenario, está emplazado a menos que haya sido colocado inicialmente en una carretera pavimentada. Si está emplazado, un Cañón y la dotación que lo maneja reciben un TEM por Emplazamiento +2. Este TEM por Emplazamiento no puede ser usado en conjunción con ningún otro TEM o DRM por el Escudo del Cañón (6.6) (el propietario puede optar por uno u otro, pero no ambos) ni podrá ser utilizado si el Cañón está siendo manejado por una unidad que no sea una dotación. El Modificador DR de una Rafaga Aerea se aplica acumulativamente con el TEM por emplazamiento. Si un Cañón es movido, perderá su estatus emplazado. 6.4 Colocación Inicial Escondida (HIP): Un Cañón emplazado y su dotación siempre podrán ser colocados inicialmente utilizando Colocación Inicial Escondida (HIP) a menos que lo hagan en una carretera pavimentada. El propietario del Cañón anotará la localización del Cañón y el CA durante la colocación inicial. El Cañón y la ficha de dotación se colocan la lado del tablero, hasta que el Cañón pierda su condición HIP. Un Cañón HIP en Campo Abierto o en una carretera no pavimentada, pierde su condición HIP cuando una unidad enemiga en Buen Orden esté a menos de 16 hexágonos y tenga una LOS hasta el Cañón. Un Cañón que dispara, cambia su CA o intenta moverse o cuya dotación se mueva, perderá su condición HIP. Además, si una unidad de infantería enemiga intenta entrar en un hexágono que contenta un Cañón HIP, la unidad enemiga tendrá que volver a su hexágono previo, su movimiento concluirá y el Cañón perderá su condición HIP. Un cañón también perderá su condición HIP si un AFV enemigo entra en su hexágono. Un Cañón que pierda su condición HIP por cualquier razón será emplazado sobre el tablero en su localización anotada. © 2007 Multi-Man Publishing, LLC
22 Un ataque contra un Cañón HIP se resuelve como Fuego de Área con la mitad de FP en la IFT o por Artillería, añadiendo un DRM +2. Cualquier TEM o beneficio por Escudo de Cañón se aplican. Si el ataque resulta efectivo, el Cañón perderá su condición HIP y el ataque será resuelto. 6.5 Movimiento de Cañones: Un Cañón QSU (1.2.6) puede ser movido a mano durante el juego y desplazado a una nueva localización. Cada Cañón tiene un número de movimiento a mano en la esquina superior derecha que comienza con una “M”. Para moverlo a una nueva localización en la MPh, el propietario tienen que sacar menos o igual que el número de movimiento a mano, modificado por los DRM apropiados que se encuentran en la plantilla de ayuda al jugador. El coste en MF de mover a mano un Cañón es el doble del coste normal para el tipo de terreno al que se entra. Una unidad moviendo un Cañón a mano no puede utilizar Movimiento de Asalto ni acarrear ningún PP. Puede utilizarse Paso Ligero pero no el bono por carretera. Si la DR final de movimiento a mano es menor que el número de movimiento a mano, el Cañón ha sido movido con éxito a la nueva localización y si la unidad(es) tienen suficientes MF restantes, podrán continuar intentado mover a mano el Cañón a otro hexágono. Si la DR final de movimiento a mano es igual al número de movimiento a mano, el Cañón y quienes lo empujan podrán entrar al nuevo hexágono pero no podrán moverse más en ese turno. Si la DR final de movimiento a mano es superior al número de movimiento a mano, ni el Cañón ni quienes lo empujan podrán moverse durante ese turno. Un Cañón no puede ser movido en la APh ni tampoco lo podrá hacer ninguna unidad que haya intentado mover un Cañón durante ese turno. Un Cañón o unidad que intente moverse mediante el movimiento a mano no podrá disparar en la AFPh. Mover a mano un Cañón, es un Movimiento Peligroso y toda unidad involucrada en mover a mano un Cañón recibirá un DRM -2 para cualquier ataque de fuego dirigido contra ella durante ese Turno de Jugador, sea cual sea la fase de fuego, hasta que quede paralizada. Ni FFMO ni FFNAM se aplican al Movimiento Peligroso. Los Cañones no-QSU (es decir, Cañones que tienen que ser sacados de su armón (unlimbered) para poder disparar; 1.2.6) no pueden moverse durante el curso de un escenario ASLSK. 6.6 Escudo del Cañón: Todos los Cañones AT e INF tienen un escudo para ayudar a proteger a sus dotaciones. Los escudos protegen a la dotación en Buen Orden que los manejan (sólo) de la mayoría de los ataques que se originan dentro del Arco Cubierto del Cañón. Infantería moviendo a mano un Cañón no obtendrá el beneficio protector del escudo. La dotación protegida por un escudo, podrán añadir un +2 a la DR en la IFT (+1 contra fuego de Mortero; 0 contra FT). El DRM del escudo nunca será acumulable con ningún otro TEM (ni siquiera con el de Emplazamiento) pero pueden modificar una DR en la IFT después de que el TEM incluyendo emplazamiento haya sido utilizado para modificar la DR Para Impactar. El DRM del escudo nunca se aplica a un Impacto Directo (6.7). 6.7 Cañones como Objetivos: El color del número M# (6.5) indica el tamaño como objetivo del Cañón. Si el número M# es impreso sobre un círculo con el fondo blanco, el Cañón es un objetivo pequeño. Si está pintado en rojo, el Cañón es un objetivo grande. Un CH destruye automáticamente tanto al Cañón como a la Infantería que lo maneja. Una vez que se
Ejemplo de Emplazamiento y Movimiento a Mano: El Cañón AT de 57mm en xD6 manejado por la dotación 2-2-7 comenzó el escenario emplazado y HIP; no podría haber sido emplazado ni estar HIP de estar manejada por otra unidad que no fuera una dotación. Dado que está en un hexágono de Campo Abierto/carretera no pavimentada, pierde su HIP tan pronto como una unidad enemiga en Buen Orden a 16 hexágonos tenga LOS hasta él. Al estar emplazado recibe un TEM +2 contra todos los ataques. Por tanto, todo disparo de artillería añadiría un +2 a la DR TH. Si fuera impactado por artillería, una DR original en la IFT que resulte en un KIA eliminaría a la dotación y al Cañón (o si fuera un K, eliminaría a la dotación y haría que malfuncionara el Cañón). Si la DR en la IFT original no fuera un KIA/K original, y el impacto se produjera a través del CA del cañón, la dotación añadiría el modificador +2 por el Escudo (disponible en los Cañones AT) a la DR en la IFT. El jugador norteamericano quiere mover el Cañón, la dotación y el jefe 8-1 a D5, así que en lugar de disparar en la PFPh intenta mover a mano el Cañón en la MPh (perdiendo su HIP si no lo ha hecho ya); si tiene éxito, le costará 4 MF (el doble del coste normal). El número para mover a mano es 10, como se indica en la ficha. Los DRM aplicables (indicados en la QRDC) son +1 por TEM, +4 por el coste en MF y -1 por el jefe, para un total de +4. Si el norteamericano saca un 5 o menos, el Cañón, la dotación y el jefe se mueven a D5, y pueden intentar mover a mano el Cañón otra vez este turno. Si saca un 6 (para una DR final de 10), moverá el Cañón y las unidades a D5 y se detendrá. En ambos casos, el norteamericano podrá cambiar el CA del Cañón. Si saca un 7 o más, no podrá mover este turno ni cambiar su CA. Habiendo sacado menos de 6, se mueve a D5 y puede intentar mover a mano el Cañón otra vez a D4 con un coste de 2 MF más. Todavía necesitará una DR final menor de 10 para llegar allí, pero los DRM son +2 por MF y -1 por el jefe para un total de +1. Si en lugar de haberse movido originalmente a D5 quisiera moverse a C6, le costaría 2MF e incurriría en DRM de +2 por MF, +1 por TEM, -1 por el jefe, y -2 por cruzar un lado de hexágono de carretera, para un total de 0. Si un pelotón poseyera el Cañón en lugar de la dotación, habría un DRM adicional de -1. Si un pelotón extra fuera parte del apilamiento que intenta mover el Cañón, tendrían un DRM -2 adicional. En todos los casos, cualquier ataque contra el apilamiento que mueve a mano el Cañón recibiría el DRM -2 por Movimiento Peligroso y no recibiría el DRM del Escudo. En todos los casos, ninguna de las unidades que mueven el Cañón podría disparar en la AFPh ni avanzar en la APh. Habiéndose movido, el Cañón ya no estará emplazado en adelante. Todos los ataques con el Armamento Personal, MG o DC a través del CA recibirán el DRM +2 por el Escudo del que disponen los Cañones AT, como también toda DR en la IFT después de un impacto de artillería a través del CA que no haya resultado en un KIA/K original.
obtiene un impacto (distinto de un CH) sobre un Cañón a través del proceso Para Impactar, el disparador tirará los dados en la IFT para determinar el efecto sobre el Cañón y la dotación. Si la DR final (previamente a aplicar ningún DRM por escudo) resulta en un KIA, el Cañón resulta destruido junto con la Infantería que lo maneja. Si es un K, implicará que el Cañón malfunciona y que la Infantería que lo maneja sufre Reducción por Bajas. Estos resultados son considerados Impactos Directos. Si la DR en la IFT no resulta en un Impacto Directo, entonces el resultado es considerado un Fallo Cercano y cualquier TEM por escudo aplicable se sumará a la misma DR para determinar el efecto sobre la Infantería que maneja el Cañón. 6.8 Equivalencia a Potencia de Fuego de Infantería (IFE): Cualquier número que aparezca entre paréntesis junto al calibre de un Cañón/Vehículo indican la IFE de ese Cañón. No todos los Cañones tienen esa opción. La IFE se utiliza directamente en la IFT sin utilizar el proceso Para Impactar, como si el Cañón fuera una MG, aunque todavía sería aplicable del modificador de DR por cambio de CA si es necesario. Un Cañón que utiliza su IFE tiene su ROF reducida en uno y no podrá formar un FG con otras unidades, ni utilizar, ganar o retener ninguna forma de Adquisición de Objetivo. La IFE tiene un alcance normal de 16 hexágonos, no se considera Artillería y no sufrirá los efectos de la Cobardía. Al igual que una MG, un Cañón/MA usando su IFE podrá realizar Subsiguiente Primer Fuego y Fuego Protector Final en la MPh, y si estuviera ya marcado con una ficha de Primer Fuego en la DFPh, podrá disparar a una unidad adyacente a la mitad de potencia y con su número B# reducido en 2 y sufrirá eliminación permanente con una DR original de 12 en la IFT. 6.9 Morteros: Los Morteros se clasifican bien como Cañones (ficha de 5/8”) o
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SW (fichas de (1/2”). Los Morteros con un calibre superior a 60mm, son Cañones. Los morteros no pueden disparar desde un hexágono de edificio. Los Morteros utilizan siempre Tipo de Objetivo Área, pero no pierden la ROF al hacerlo. Los Morteros no pueden disparar a objetivos más cercanos que su alcance mínimo ni más lejos que su alcance máximo. Dichos alcances figuran indicados entre paréntesis debajo del número que indica la ROF. Toda DR original de 2 que suponga un impacto para un Mortero, es un CH (6.1). 6.10 Adquisición de Objetivo: Cuando un Cañón/MA realiza una DR Para Impactar utilizando Tipo de Objetivo Infantería o Tipo de Objetivo Vehicular puede colocar una ficha de Objetivo Adquirido -1 de 1/2” sobre su objetivo (o girar una ficha -1 hacia su lado -2). Esta ficha de Objetivo Adquirido se aplica como DRM a TH para disparos subsiguientes realizados por esa pieza Artillera. Un mismo objetivo puede ser adquirido por más de un Arma pero nunca por más de -2. El objetivo permanece adquirido hasta que la pieza Artillera o la Infantería que la maneja abandone su actual localización, cambie el CA sin disparar, ataque a un objetivo distinto, malfuncione, dispare Humo, o utilice su IFE, o hasta que la Infantería que la maneja resulte eliminada, no esté en Buen Orden, ya no posea la pieza Artillera, dispare su FP inherente, o utilice Interdicción, o un AFV dispare su CMG aun hexágono diferente o hasta que el objetivo abandone la LOS después de haber entrado en un nuevo hexágono. Sin embargo, en este último caso, el último hexágono en que estuvo el objetivo previamente a abandonar la LOS, retendrá la adquisición. Si otra unidad enemiga entra en ese hexágono, entonces recibirá la adquisición. Cambie la ficha de Objetivo Adquirido de 1/2” por una ficha de 5/8” si el Cañón dispara luego al objetivo utilizando Tipo de Objetivo Área. Si un apilamiento de unidades adquiridas se dispersa y entra en diferentes hexágonos, el © 2007 Multi-Man Publishing, LLC
23 tirador podrá retener una ficha de 1/2” sobre uno de los Objetivos Adquiridos previamente, a su elección. Si un Objetivo Adquirido aparentemente abandona la LOS del Cañón/MA, se podrá realizar un chequeo de LOS gratuito. Si el chequeo de la LOS revela que no hay LOS hasta ese hexágono, la ficha de Adquisición de Objetivo de 1/2” será devuelta al último hexágono al que el Cañón/MA tuvo LOS. 6.11 Adquisición de Área: Una Adquisición ganada mientras se utiliza Tipo de Objetivo Área, es marcada con una ficha de Objetivo Adquirido de 5/8”. Todas las reglas de la adquisición de 1/2” son aplicables, excepto que la adquisición se consigue sobre un hexágono en lugar de sobre un objetivo. Una adquisición de 5/8” no puede “perseguir” a un objetivo; el disparador tendría que volver a adquirir el objetivo en el nuevo hexágono al que se mueva. Los Morteros siempre utilizan Adquisición de Área. El Humo puede beneficiarse de una Adquisición de Área si se dispara dicha munición a un hexágono que ya haya sido adquirido, pero los disparos de Humo no ganan adquisición y una vez que se realizan se pierde cualquier adquisición que pudiera haber tenido el Cañón. Cambie la ficha de Objetivo Adquirido de 5/8” por una ficha de 1/2” si el Cañón/MA dispara luego a un hexágono utilizando Tipo de Objetivo Infantería o Tipo de Objetivo Vehicular. 6.12 Rotura de Artillería: Un Cañón o Mortero SW que no tengan un número B# en su ficha, tienen un B# inherente de 12. Si la DR original Para Impactar es superior o igual a su B#, ese Cañón/SW malfunciona. Un Cañón disparado por un pelotón o una HS tienen su B# reducido en 2, como también un Cañón capturado o un Cañón que utilice Fuego Intensivo (o IFE si ya estuviera marcado como Primer Fuego) mientras que un Arma disparada por una MMC Inexperta tendrá su B# reducido en 1. En cualquier caso, una DR original Para Impactar (o en la IFT) igual a su B# original provocará la eliminación permanente. Si un Cañón QSU o un Mortero SW malfuncionan, gire la ficha hacia su dorso; coloque una ficha de Malfuncionamiento (Malfunction) si se trata de un Cañón que no está en su armón. Los Cañones y Morteros SW se reparan con una dr de “1” y ambas resultan definitivamente eliminadas con una dr de “6”. Aunque toda la sección 7 es nueva, no ha sido sombreada.
7.0 Vehículos:
Los vehículos son representados por fichas de 5/8” con un dibujo cenital de un vehículo. Los Vehículos Acorazados de Combate (AFV) tienen Factores de Blindaje (AF) y se incluyen dos tipos de AFV; Completamente con cadenas y Coches Blindados. La forma del símbolo blanco detrás del lote de Puntos de Movimientos (MP) en la esquina superior derecha de la ficha identifica el tipo de vehículo y su tipo de movimiento. Un fondo blanco circular detrás del lote MP identifica un Coche Blindado (AC) mientras que un ovalo blanco detrás del lote de MP identifica un vehículo completamente con cadenas. Cualquier número MP impreso en rojo significa que el vehículo es propenso a fallos mecánicos al arrancar. Los números MP negros son los estándar. Ver el libreto de Notas Históricas de Vehículos y Artillería.
La sección de Vehículos (7.) emplea muchas abreviaturas que están definidas en el glosario en las páginas 5-7. Para facilitar las referencias esta tabla incluye algunas de las abreviaturas más comunes en la sección 7. LOS: Línea de Tiro AAMG: Ametralladora Anti-Aerea MA: Armamento Principal AF: Factor de Blindaje MG: Ametralladora AFV: Vehículo Acorazado de Combate MP: Puntos de Movimiento B#: Número de rotura NT: Arma sin Torreta BMG: Ametralladora del Casco Tipos de Torreta: BU: Escotillas Cerradas T: Torreta de Giro Rápido CE: Dotación Expuesta. ST: Torreta de Giro Lento CMG: Ametralladora Coaxial RST: Giro Lento Restringido DR: Tirada de dados TEM: Modificadores por Efectos del Terreno DRM: Modificador de Tirada de Dados TH: Para Impactar [To Hit] FT: Lanzallamas TK: Para Destruir [To Kill] HE: Alto Explosivo TCA: Arco Cubierto de la Torreta IFT: Tabla de Fuego de Infantería VCA: Arco Cubierto del Vehículo ITT: Tipo de Objetivo Infantería VTT: Tipo de Objetivo Vehicular LATW: Arma Ligera Anti-Tanque 7.1 Factor de Blindaje (AF): Cada AFV tiene listados dos factores de Blindaje (AF); uno sobre el otro. El AF superior es para el encaramiento frontal del Vehículo mientras que el AF inferior es para el encaramiento Lateral/Trasero del Vehículo. Señalar que 0 se considera un Factor de Blindaje. Cada AF listado también representa el factor de blindaje tanto del casco como de la torreta. El AF de casco/torreta solo es diferente si el encaramiento esta encasillado por un circulo o un cuadrado, lo cual reduce o incrementa el AF de la torreta con relación con el AF del casco. Un circulo representa inferior blindaje de la torreta en el encaramiento y por tanto el AF de la torreta se reduce al siguiente valor menor de AF. Un cuadrado representa superior Blindaje de torreta en el encaramiento y por tanto el AF para la torreta se incrementa al siguiente valor mayor de AF. Los valores de Blindaje son los siguientes: 0, 1, 2, 3, 4, 6, 8, 11, 14, 18, y 26. 7.2 Armamento Principal y Tipos de Torreta: Cada vehículo armado tiene un arma inherente como armamento principal (MA). El MA aparece como un número grande en la esquina inferior izquierda representando el calibre de la MA y longitud de ánima. El MA puede estar montado en la torreta o en el casco. Todo vehículo con un círculo fino blanco rodeando el dibujo del vehículo tiene una MA de Torreta de Giro Rápido (T). Todo vehículo con un cuadrado fino blanco rodeando el dibujo del vehículo tiene una MA de Torreta de Giro Lento (ST). Todo vehículo con un círculo grueso blanco rodeando el dibujo del vehículo tiene una MA de Giro Lento Restringido (RST). Un MA RST AFV esta considerado un MA ST AFV para TH DRM excepto en que no puede disparar su MA/CMG mientras el AFV tenga su Dotación Expuesta (CE). Finalmente, cualquier vehículo sin ese circulo o cuadrado en la ficha se considera Sin torreta (NT) y por tanto su MA esta montado en el casco. Un MA sin B# escrito tiene un B# inherente de 12; la rotura y reparación de MA es como la de un cañón (6.12) excepto en que la MA se marca con una ficha “Malfunctioned” y con una ficha de “Disabled” (Permanentemente estropeado) en lugar de seguir eliminado si en el intento de reparación se saca un 6. MA y MG de vehículo no pueden ser reparados cuando esta Conmocionado [shocked] o en Destrucción no confirmada [UK]. 7.2.1 Munición limitada: Una MA con un B# rodeado por un circulo se estropea [malfunction] con un TH DR original
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de 12 y sufre Munición limitada con cualquier otro TH DR mayor o igual a la B# rodeada. Un resultado de Munición Limitada incluye a todos los tipos de munición que el vehículo pueda usar. Un vehículo sufriendo Munición Limitada es marcado con una ficha de Munición Limitada [Low Ammo], lo que crea un nuevo B# uno menos que el rodeado B# original y causa que la MA este permanentemente deshabilitada con un TH DR mayor o igual al B# original rodeado. 7.3 Tamaño de Vehículo como Objetivo. Todos los vehículos están marcados por uno de los cinco posibles tamaños de objetivo que sirven como TH DRM para ese vehículo. Un Objetivo Muy Grande (-2 TH) tiene ambos AF superior e inferior impresos en rojo. Un Objetivo Grande (-1 TH) tiene su AF superior impreso en rojo. Un Objetivo Mediano (0 DRM) tiene ambos AF impresos en negro. Un Objetivo Pequeño (+1 TH) tiene su AF superior impreso sobre un punto blanco. Un Objetivo Muy Pequeño (+2 TH) tiene ambos AF impresos sobre puntos blancos. 7.4 AFV como Protección y Resto [wreck]: Toda la infantería en la misma localización que un resto/AFV amigo recibe un +1 TEM a menos que el resto/AFV movió/este moviendo en la MPh del presente turno de jugador. En este caso un +1 TEM DRM se aplicará después de la AFPh del presente turno de jugador. Este TEM solo es aplicable si la unidad no puede reclamar ningún otro TEM, pero es acumulativo con DRM aplicable al tirador por Humo o Estorbo. La infantería no resulta afectada por la eliminación de un vehículo en su hexágono. Un resto se crea cuando un vehículo es eliminado. Esto se hace girando la ficha de vehículo a su lado blanco. Cada AFV/resto incrementa el coste para entrar en ese hexágono para otros vehículos en 2MP si entran vía un lado de hexágono de carretera o 1 MP en otro caso; estas penalizaciones se duplican en bosque. Los restos no contribuyen para sobreapilamiento. 7.4.1 Estorbo a la LOS por AFV/Resto: Hay un DRM +1 por estorbo a la LOS al mismo nivel por disparar a través (no hasta o desde) un hexágono que contenga al menos un resto/AFV pero este no se aplica hasta después de la AFPh si el AFV/resto mueve/movió durante la MPh del presente turno de jugador. El estorbo no se aplica si el hexágono de resto/AFV no puede ser visto por ambos, el tirador y el objetivo. © 2007 Multi-Man Publishing, LLC
24 Ejemplo de Movimiento de vehículos y uso de Lanzadores de Humo: Es Junio de 1943 y el PzKpfw IIIN en vC6 empieza su MPh gastando 1 MP para arrancar. Entonces gasta 1 MP (2) para entrar en C5, 1 MP (3) para cambiar su VCA y TCA a D4/D5, 1/2 MP (3.5) para entrar en D4, 1 MP (4.5) para entrar en E5, 1 MP (5.5) para entrar en F4 donde intenta activar sus descargadores de humo (sD7) – necesita un DR ≤ su número de uso de 7. Saca un 7 (esto no afecta a posibles intentos futuros) y lanza humo con éxito (al estar CE, no se aplica DRM), gastando 1 MP (6.5) al hacerlo y colocando un ficha de Humo +2 en F4. Si hubiera fallado al Lanzar humo, No hubiera gastado el MP. Entonces Cierra Escotillas, quitando la ficha CE, y gasta 5 MP (11.5) para entrar a G5 – 1 MP por entrar a campo abierto y 4 MP por cruzar un línea de cresta hacia terreno más alto – mientras cambia su TCA a F4/G4, colocando una ficha de BU TCA. Entonces gasta 1 MP (12.5) para parar, con lo que le queda un y medio MP que se considera que también gasta. 7.5 Lanzadores de Humo de vehículos Descargadores de Humo (sD), Morteros de Humo (sM), Botes de humo (sP), y el Nahverteidigungswaffe (sN) son todo lanzadores de humo de vehículos. Un AFV esta equipado con dichos dispensadores de humo si contiene en el dorso de la ficha la abreviatura apropiada y un número de uso. Un AFV puede intentar lanzar humo una vez por turno de jugador en la MPh pero solo si la tripulación no esta aturdida [stunned] o conmocionada [shocked] y el AFV no ha disparado todavía ninguna arma (incluyendo fuego en marcha o Primer Fuego Defensivo) durante ese Turno de Jugador. Usar un lanzador de Humo cuesta 1 MP durante una MPh propia del AFV pero no hay gasto de MP por un intento de uso sin éxito. Durante un MPh del oponente puede hacerse un intento de uso de un lanzador de humo siguiendo cada gasto de MP/MF por una unidad enemiga en la LOS del vehículo como si estuviera interviniendo como Primer Fuego Defensivo. El uso de Lanzadores de Humo no constituye el uso de un Arma; por tanto, un vehículo puede disparar todavía después de usar un lanzador de Humo. Incluso un vehículo inmóvil puede intentar lanzar humo. Cuando un jugador desea intentar lanzar humo hace un DR. Si la DR Final es menor o igual a su número de uso, se pone una ficha de humo según el tipo de lanzador de humo. Si el DR final es mayor que el número de uso, no ha sido exitoso pero el jugador es libre de intentarlo de nuevo en otro turno de jugador. Un AFV debe añadir +1 a su DR de uso si esta BU.
Los Mortero de Humo (sM) ponen humo disperso (+2, ficha de 5/8”) en cualquier hexágono a la elección del lanzador que este a una distancia de 1-3 hexágonos del AFV dentro de su LOS y TCA. Si el AFV cambia su TCA para disparar un sM, se aplicará un DRM al número de uso como si estuviera disparando. Un vehículo en Marcha/No parado debe añadir +2 a su DR de uso de sM. Los DRM por estorbos entre el AFV y su hexágono objetivo también se aplican a su DR de uso. Un AFV no puede disparar un sM desde dentro de un edificio. Los Botes de Humo (sP) ponen humo disperso (+2, ficha de 5/8”) en el hexágono del AFV cuando son disparados con éxito. La Dotación ha de estar CE para usar sP.
Ejemplo de Empantanamiento [Bog]:
El Nahverteidigungswaffe (sN) ponen humo disperso (+2, ficha de 5/8”) en el hexágono del AFV. La tripulación debe estar BU para usar el sN. El sN también puede ser usado durante la CCPh como un ataque contra unidades enemigas, pero sin colocar humo. 7.6 Empantanamiento [Bog] y Presión al Suelo: El empantanamiento ocurre cuando un vehículo falla un DR de chequeo de empantamiento. Un vehículo debe hacer un Chequeo de empantanamiento cuando entra en bosque o un edificio y no lo hace durante el emplazamiento inicial. El efecto del empantanamiento tiene lugar en el hexágono en el que se entra. Un vehículo empantanado no puede salir de su hexágono o cambiar su VCA hasta que se libere, pero puede cambiar su TCA si puede hacerlo en cualquier otro caso.
Al principio de su MPh, el T-34/85 entra a vT7 a un coste de 8 MP – la mitad de su MP – y hace un chequeo de empantanamiento con un +4 DRM: +1 por Presión Normal al Suelo y +3 por entrar en bosque gastando la mitad de su MP. El DR ruso es 9 que da como resultado un DR final de 13. El T-34/85 esta empantanado en el hexágono vT7, y se para
inmediatamente, su MPh ha terminado, y una ficha de empantanamiento se coloca sobre él. En su próxima MPh el ruso declara un intento de quitar empantanamiento. No se aplica DRM, pero cuando saca un 5 en el dado de color, el T-34/85 se queda Mired. En su siguiente Mph, él lo intenta de nuevo, esta vez con un drm +1 en el dado de color debido a estar Mired. Saca un 3 con el dado de color. que se convierte en un 4 – desenpantanando el T-34/85 – y un 6 en el dado blanco. Multiplicando los dos dados juntos se obtiene el coste de MP para arrancar – 18 MP – más de lo que tiene el T-34/85. La ficha de empantanamiento se quita, y el tanque se queda en Marcha en vT7. Si el T-34/85 hubiera sacado un 3 en el dado blanco en su segundo intento de desempantanarse, le hubiera costado solo 9 MP arrancar (3 veces 3), y el tanque hubiera podido gastar para mover sus 7 MP restantes. Si para empezar hubiera usado todos sus MP para entrar vT7, el único DRM aplicable al chequeo de empantanamiento hubiera sido +1 por la presión normal al terreno, y no hubiera quedado empantanado por sacar un 9 en su Chequeo de empantanamiento.
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© 2007 Multi-Man Publishing, LLC
Los Descargadores de Humo (sD) ponen humo disperso (+2, ficha de 5/8”) en el hexágono del AFV cuando tiene éxito.
Si la DR final del chequeo de empantanamiento es mayor o igual a 12, el vehículo se empantana, se marca con una ficha de empantanamiento [bog], y se para, y tiene que terminar su MPh inmediatamente. El chequeo de empantanamiento esta sujeto a los DRM que se encuentran en la QRDC incluyendo Presión al Suedlo. La Presión al Suelo de un vehículo se identifica por la letra de unidad en la esquina superior izquierda de la ficha de vehículo. Cualquier vehículo cuya letra de unidad este encasillada por un cuadrado tiene Baja Presión al Suelo. Si esta encasillada en un circulo tiene Alta Presión al Suelo. Si no hay nada, tiene Presión al Suelo Normal. Un vehículo móvil de otro modo, puede intentar eliminar el estado de empantanamiento al principio de su MPh a menos que haya
disparado durante su PFPh. Se intenta quitar el empantanamiento gastando una cantidad de MP para arrancar igual al dr original de color por el dr original blanco. El coste de MP se dobla si el vehículo es sin cadenas. Si la dr de color es 1-4 el vehículo se libera, incluso si el gaso de MP para arrancar es mayor que su total de MP, pero todavía esta en el hexágono de empantanamiento. El vehículo puede usar todos los MP restantes para mover normalmente,. Si el dr de color fuera un 5, el vehículo quedaría Mired y su ficha de empantanamiento se gira a su lado Mired lo que añade un +1 a un futuro intento de quitar empantanamiento mientras este Mired. Si el dr de color es un 6 ó más, entonces el vehículo queda inmovilizado. Un vehículo empantanado todavía puede gastar MP para actividades no relacionadas con el movimiento (lanzadores de
Ejemplo Para Destruir / Para Impactar [To Hit/To Kill]
10, el ruso saca un 10 e inmoviliza el PzKpfw IIIN. En la AFPh el PZKpfw IIIN devuelve el fuego al KV-1E. (El alemán hubiera podido disparar durante su MPh esencialmente con las mismas probabilidades pero entonces no hubiera colocado una ficha de Adquirido para un futuro uso). Él declara que intenta un disparar HEAT (H9) y también tiene un número básico para impactar de 10. Los modificadores del DR para impactar son +4 por Fuego en Marcha de Cañón T (Caso 14), +1 BU (Caso 13), +2 Estorbo de Humo (Caso 18), y -1 Tamaño del objetivo (Caso 22) para un DRM total de +6. El alemán saca un 5 y falla ajustado pero todavía no agota su HEAT. Si el PzKpfw IIIN no estuviera parado (o no estuviera inmovilizado) hubiera tenido que doblar el dr inferior (Caso 16). En el siguiente Turno cuanto del KV dispara en la PFPh Rusa su Para Impactar # permanece en 10. Modificadores DR para impactar son +1 BU (Caso 13), +2 Estorbo de Humo (Caso 18), y -2 Objetivo Adquirido (Caso 20) Para un total de +1. Asumiendo que el PzKpfw IIIN todavía sobreviva en la DFPh, su para impactar # seguiría siendo 10 y el TH DRM sería +1 BU (Caso 13), +2 Estorbo de Humo (Caso 18), -1 Tamaño de Objetivo (Caso 22), y -1 Objetivo Adquirido (Caso 20) para un total de +1 DRM. Si él impacta con HE, su HE TK# de 7 es básicamente inútil contra el KV. Si impacta con HEAT, tendrá un TK# de 13. Con un Impacto en torreta el IIIN golpearía al KV-1E en el Factor de Blindaje frontal de 11, y el TK# Final de 2 sería difícil de conseguir. Un impacto en el casco golpearía el Blindaje lateral de 8 (ya que el VCA no esta apuntado al Mark III), y el resulta un final TK# de 5 es más razonable de alcanzar. (El cuadrado alrededor del Factor de Blindaje Lateral 8 indica que el Blindaje lateral de la torreta es 11, un paso arriba del 8). Si en lugar de usar Tipo de Objetivo Vehicular (como se ha hecho en todos estos disparos) el PzKpfw IIIN usara el Tipo de Objetivo Área, entonces su Para Impactar # básico a esta distancia sería 7 y el TH DRM sería el mismo para un total de +1. Si este impacta en el KV, el resultado se determinaría en la columna 6FP de la IFT (mitad de columna 12 FP usada normalmente para ataques 70+mm) con un +1 DRM por ser 8 el factor inferior de blindaje del KV. El alemán necesita sacar un 2 ó 3 original para afectar al KV en la columna 6 FP con un Final DR de 3 ó 4 (Dando un resultado K/# o uno mayor) que podría o Conmocionar o Inmovilizar el KV, dependiendo de si fuera un Impacto en torreta o Impacto en Casco.
(usar la ilustración de la página 24) Vamos a considerar las posibilidades de impactar del KV-1E en E3 durante la MPh del PzKpfw IIIN que empieza en C6. Si la arboleda está en temporada (Abril-Octubre) los tanques no pueden verse entre ellos hasta que el PZKpfw IIIN entre en G5 porque la arboleda en D4 y E4 bloquea la LOS desde E3 al nivel inferior de los hexágonos C6, C5, D4, E5 y F4. Cuando el PzKpfw IIIN entra en G5, el KV-1E cambia su VCA o TCA para incluir G5 dentro del CA de su armamento principal, y cambiar el TCA incurre en una penalización menor. El KV-1E dispara con Tipo de Objetivo Vehicular; cruzando la referencia de tipo de cañón (Ruso 76L) con la distancia (3 hexágonos) en la carta para Impactar del Tipo de Objetivo Vehicular se obtiene un Para Impactar # de 10. El DR para Impactar se modificará como sigue: +2 por el primer vértice de hexágono cambiado por un Cañón ST (Caso 8); +1 BU (Caso 12; indicar que este Cañón RST no puede disparar estando CE); +2 por vehículo en movimiento (Caso 24; el PzKpwf IIIN gasta más de 3 MP en LOS para entrar en G5); +2 Estorbo de humo (Caso 18; La arboleda no estorba lo LOS entre dos niveles más altos); para un total de +7 DRM (el disparo sería el mismo en la DFPh, asumiendo que nada cambiara). El ruso saca un 3 (1 en dado de color), impactando al PzKpfw IIIN en el frontal de su torreta. (Si el dado de color hubiera sido 2 y el blanco 1, el Mark III hubiera sido alcanzado en la trasera del casco). El AP TK# para el cañón ruso 76L a una distancia de 3 es 12 en la tabla AP para destruir. Restando el Factor de Blindaje Frontal de Torreta de 6 obtenemos un TK# Final de 6. El ruso saca un 7, uno mayor que el TK# Final, resultando en Posible Conmoción. El PzKpfw IIIN pasa su MC, evitando la Conmoción [Shock]. El Ruso entonces hace Fuego Intensivo con el KV-1E. (No podría hacer Fuego Intensivo a una unidad no adyacente en la DFPh.) El Para Impactar # permanece en 10, pero con modificadores ligeramente diferentes en el DR Para Impactar: +1 BU (Caso 13), +2 Objetivo en Movimiento (Caso 24), y +2 Estorbo de Humo (Caso 18) todavía se aplican; Caso 8 por cambiar el CA ya no se aplica, pero el +2 por Fuego Intensivo (Caso 9) si lo hace, así como un -1 por Objetivo Adquirido (Caso 20) para un DRM total de +6. El ruso saca un 4 (dobles 2), impactando al PzKpfw IIIN en la trasera del casco, donde el AF es 3. Al ser un impacto trasero, el TK# de 12 aumenta a 13, para un TK# Final de
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25 humo) y puede disparar normalmente. De todos modos, después de la fase en la que quede empantanado se acaba, no puede cambiar su VCA o disparar sus armas montadas en el casco a unidades en su hexágono a menos que la unidad entre durante esta MPh por dentro de la VCA del vehículo y solo durante el uso de MF/MP para entrar al hexágono, no por otro MF/MP gastado en el hexágono. 7.7 Dotación Expuesta (CE)/ Escotillas Cerradas (BU): Una dotación inherente de AFV esta o con Escotillas Cerradas (BU) o Dotación Expuesta (CE). Un AFV se considera que esta BU a menos que este bajo un ficha CE indicando que esta CE. Una Dotación BU no es vulnerable a Si la arboleda estuviera fuera de temporada (Noviembre a Marzo), entonces el KV-1E y el PzKpfw IIIN en C6 (atrás donde empezó) podrían verse una a la otra al principio de la MPh. Cuando la PzKpfw IIIN gasta 1 MP para arrancar, el KV puede disparar. El TH# es 10, y los DRM son +1 BU (Caso 13) y +2 Estorbo de arboleda (Caso 18) por D4 y E4 (el lado de hexágono E4 de este terreno inherente es suficiente para invocar el Estorbo) para un total de +3. Aunque el IIIN ha arrancado, y no ha entrado todavía a un nuevo hexágono y por tanto no es un objetivo en movimiento para aplicar el caso 24. Si el KV impacta al IIIN, impactaría el AF frontal de 6 da lo mismo que golpee el casco o la torreta. La LOS entra en C6 a lo largo del vértice de hexágono que divide el frontal de torreta y el lateral de torreta, el encaramiento del objetivo usado es el menos ventajoso para el tirador. (El AF lateral del casco del IIIN es 3; su AF lateral de torreta es 4, un nivel por arriba de 3). El KV dispara y saca un 7 (dado de color de 4), impactando al IIIN en el casco; usando el AP TK# básico de 12 deduce un Final TK# de 6. El ruso saca un 7 en el TK DR, consiguiendo una Posible Conmoción. El alemán pasa entonces su MC, evitando la conmoción. Al no haber efecto en el vehículo, la dotación CE sufre un ataque colateral de 2 FP para un impacto de AP usando el mismo TK DR para resolver el ataque en la IFT pero con un +2 CE DRM. En este caso en particular (y muchos otros), cualquier AP TK DR que no afecta al AFV tampoco tendrá efecto en el Ataque Colateral 2 FP. El ruso podría haber declarado que el KV usaba munición HE, mientras aun usa el Tipo de Objetivo Vehicular con las mismas probabilidades de alcanzar al IIIN. Después de un impacto, una mirada a la carta de HE y Llamas TK muestra que el HE TK# en la columna 70+ es 7, obteniendo un TK# Final de 1 contra el AF frontal de 6 – Imposible de conseguir. El Ataque Colateral subsiguiente sería en la columna 12 FP; añadiendo el +2 CE DRM al TK DR original de 7, el final es 9 en la columna 12 FP resulta en un MC sobre la dotación. Si la dotación saca igual a su moral y se paraliza, Cerrara escotillas. Si la dotación falla el MC, el AFV estará Aturdido y Cerrara escotillas, parará y se pondrá una ficha Stun. Si la dotación saca un 12 en su MC, El AFV estará Aturdido y bajo Retorno; cerrara escotillas, parará, y se pondrá una ficha STUN.
© 2007 Multi-Man Publishing, LLC
26 a ataques de fuego excepto a aquellos que puedan afectar al AFV. Una dotación BU debe añadir +1 a todo TH DR de su MA. Estando BU se dobla el 1/2 MP de la tarifa de movimiento por carretera para AFV. Un AFV debe estar CE para usar una AAMG. Un vehículo CE no puede entrar en un edificio; de todos modos una vez un BU AFV esta dentro de un edificio, puede ponerse CE. Una Dotación CE esta dotada con un DRM protector de +2 debido a la protección parcial del AFV. El TEM por CE no es acumulativo con otros TEM positivos. Una dotación CE no puede ser el objetivo para artillería de otra forma que no sea como parte de un AFV. Una ficha CE puede ponerse durante el emplazamiento y en adelante puede ponerse o quitarse solo durante la MPh/APh del propietario excepto debido a resultados de combate pero no puede ser ambas cosas, puesta y voluntariamente quitada o viceversa durante la misma fase. Esta colocación no puede ocurrir en la MPh siguiendo una PFPh en la que el AFV dispare o en la MPh simultáneamente con o después de declarar Primer Fuego en Marcha. Ponerse CE o BU no constituye movimiento a efectos de Primer Fuego Defensivo, pero permite Primer Fuego Defensivo en su nuevo estado (CE o BU) por armas que de otra forma pudieran disparar basándose en el último gasto de MP o acción del AFV. Un vehículo que quede Conmocionado o Aturdido queda BU al menos por el resto de la fase de jugador. 7.8 Fuego de Ametralladoras/IFE vehicular. Muchos AFV tienen MG(s) de un tipo u otro. el FP de MG esta listado en la porción inferior derecha de la ficha y esta listado por este orden en Casco (BMG)/Coaxial (CMG)/Anti-aérea (AAMG) tal como 2/4 o 2/4/4, o -/-/2. El armamento MG/IFE de un AFV solo puede hacer un ataque de fuego por turno a menos que MA del vehículo tenga un ROF múltiple específico. El fuego de ametralladoras que no sea Combate Cercano vehicular esta limitado a la misma fase que dispare la MA. Si un vehículo no dispara
Ejemplo de MG Vehicular: En la Fase de Fuego de preparación el PZKpfw VIb quiere disparar sus MG a los dos pelotones. El tanque dispara sus 3FP de Ametralladora del Casco (BMG) y sus 2FP de Ametralladora Anti Aérea (AAMG) a la 4-4-7 en vO7. El ataque es en la columna 4FP (3FP BMF + 2FP AAMG) sin DRM. Las MG vehiculares pueden formar grupo de fuego con otra y pueden hacerlo cuando disparen al mismo objetivo. El objetivo esta en la VCA del tanque, por tanto el tanque no tiene que pivotar para disparar su BMG, y el tanque esta CE, permitiendo el uso de su AAMG (que no tiene CA del que preocuparse). El tanque dispara entonces sus 5FP de Ametralladora Coaxial (CMG) a la 4-5-8 en vN9. Este hexágono queda dentro del TCA de la CMG por tanto el tanque no necesita pivotar su torreta. El ataque se produce en la columna 4FP con +2 DRM (por el TEM de edifico de madera). El King Tiger podría haber elegido disparar la CMG y la AAMG juntas a la unidad 4-5-8 en N9 para un ataque en la columna 6FP con un +2 DRM (TEM de edificio +2) (su mejor opción
MG en la misma fase que su MA (contando MPh y DFPh como una), anula su uso en otras fases con la excepción de la CCPh, En su MPh, un vehículo puede disparar sus armas solo desde el mismo hexágono, a menos que la MA retenga ROF. El FP de las varias MG/IFE de un vehículo pueden disparar juntas para hacer un ataque asumiendo que el objetivo este dentro de sus CA, o las IFE/MGs pueden hacer ataques separados contra diferentes objetivos; se aplica FG obligatorio. Si disparan juntas el peor CA DRM se aplica al ataque total. No importa si las MG disparan antes o después que su MA. Adicionalmente, una vez un vehículo dispara cualquier arma montada en la torreta, cualquiera de sus armas montadas en la torreta deben pagar las mismas penalizaciones de CA que la primera arma que haya disparado. Si después de disparar, otra arma montada en la torreta o MA que haya mantenido ROF desea disparar a otro objetivo fuera de su TCA actual, el DRM solo aplicará el movimiento desde la TCA actual al nuevo TCA. Estos mismos principios se aplican a armas montadas en el casco si cambia el VCA para disparar. Si la VCA cambia, la TCA cambia el mismo número de vértices de hexágono en relación con la VCA. Una Torreta de Giro Lento Restringido de AFV no puede disparar una CMG mientras esta CE. Cualquier BMG/CMG/IFE disparando fuera de su CA actual correspondiente debe añadir un DRM igual al caso pertinente TH DRM basado en el tirador (MG casco = NT, CMG = T o ST dependiendo del tipo de torreta). Un vehículo que use Fuego en Marcha de MG debe partir su FP a mitad y un Primer Fuego en Marcha siempre debe disparar dentro de su TCA (Usualmente deberá ajustar la TCA antes de disparar), La MG vehicular que dispara durante la AFPh esta también a mitad a menos que sea una MA intentando un TK DR como artillería. Una AAMG tiene un alcance de 8 hexágonos y puede disparar solo si la Dotación del AFV esta CE. La CMG tiene un alcance de 12 hexágonos y la BMG tiene un alcance de 8 hexágonos. Una MG vehicula puede atacar a la
dotación de otro vehículo si están CE pero solo puede apuntar a otro AFV como artillería si es la MA del vehículo. Las MG se averían con un DR de 12. Marcar esta MG con una ficha “malfunction”. Se podrá reparar con un dr de 1 y estará permanentemente averiada con un dr de reparación de 6, Marcar esta con una ficha “Disabled”. La AAMG solo puede ser reparada si la Dotación esta CE. Una BMG con un punto blanco sobreimpreso sobre su factor de fuerza FP es una MG de montaje fijo que requiere un drm +1 adicional sea aplicado cuando la MG dispare a un objetivo que se mueva. 7.9 Proceso Para Destruir: Un impacto obtenido sobre un vehículo usando un carta LATW TH o usando el Tipo de Objetivo Vehicular se resuelve en la tabla para destruir (TK ) aplicable. Hay 4 distintas tablas TK (Tabla AP TK, Tabla APCR/APDS TK, Tabla HEAT TK y la Tabla HE y Llamas TK) y cada una se consulta solo para resolver impactos usando su tipo de munición particular. Cada tabla TK lista un número TK para cada arma capaz de usar ese tipo de munición. El TK# de un impacto de artillería contra un vehículo se encuentra consultando la tabla TK usada por ese tipo de munición para encontrar el TK# listado para ese calibre de cañón, longitud y distancia. El TK# entonces es modificado por los modificadores aplicados listados en la QRDC (si lo hay) para encontrar el TK# modificado, Por último, el TK# Final se deduce restando al TK# Modificado el Factor de Blindaje del encaramiento del vehículo que ha sido alcanzado. El tirador ha de sacar menos que el número TK# Final para garantizar la destrucción del vehículo. 7.10 Efectos en AFV: Un AFV ha sido destruido cuando el TK DR Final hecho por fuego de artillería es menor que el número TK final. En este caso el vehículo se gira sobre su lado de resto. Hay algunos casos en los que un vehículo puede ser afectado por un ataque contra él pero no destruido. Todo AFV tiene una dotación inherente que no esta representada
para afectar al 4-5-8 solo con MGs). El Koenig Tiger podría en lugar de eso haber optado por formar grupo de fuego con su BMG y CMG a la 4-4-7 en vO7, cambiando su TCA a M8/M9. Este ataque sería en la columna 8FP (añadir la AAMG no ayudaría) con +2 DRM (+2 por un
cambio de eje de hexágono para Torreta de Giro Lento). Esto quitaría la adquisición -1 sobre N9 debido a disparar la CMG a un objetivo distinto.
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© 2007 Multi-Man Publishing, LLC
por una ficha. Esta dotación chequea moral con el nivel de moral de su mejor MMC de infantería de élite no desorganizada (como se encuentra en la carta en la QRDC). Una posibilidad de Conmoción [Shock] ocurre cuando una no-MG, no HE TK DR es uno mayor que el número TK Final de un AFV. Dicho AFV debe hacer un MC normal, el resultado de fallarlo solo es la colocación de una ficha Shock sobre el AFV. Una Conmoción automática es provocada por el efecto de HE en torreta o el efecto de DC en torreta uno mayor que el número TK Final/número de resultado K en la IFT o por un número TK por impacto en torreta igual al TK Final/resultado K en la IFT por fuego Directo o Indirecto y ataques con DC. La dotación de un AFV conmocionado es incapaz de realizar cualquier acción. Si esta CE, debe inmediatamente ponerse BU. Un AFV Conmocionado no puede mover ni para pivotar o cambiar su TCA, interdicción o atacar, incluso en CC. No hace falta gasto de MP para detener el vehículo. Al final de la siguiente RPh, el AFV debe hacer un dr para recuperación. Con un 1-2 la ficha Shock se quita. Con un 3-6 la ficha Shock se gira sobre lado Destrucción no confirmada (UK). Un AFV bajo una ficha UK todavía esta conmocionada y debe hacer un dr de recuperación en la próxima RPh. Con un 1-3 la ficha UK es eliminada. Con un 4-6 el AFV se gira sobre su lado de resto. Un AFV ya conmocionado
que es conmocionado de nuevo no tiene penalización adicional excepto que la dicha de UK se gira otra vez a su lado Shock. Un TK DR Final igual al número TK Final de cualquier AFV alcanzado por un impacto en el casco resulta en inmovilización del AFV sin importar el encaramiento del objetivo. Una HE/DC TK DR Final uno mayor que el número TK Final en un impacto en el casco o un Ataque de fuego indirecto resultando en un K en la IFT contra el casco también da como resultado inmovilización del AFV. Un ataque de FT/MG/IFE nunca puede dar como resultado inmovilización. Si un la dotación CE de un AFV falla un MC, o si una TK DR Final de una MG es igual al número TK Final la dotación esta aturdida y el AFV se marca con una ficha de Stun. Un AFV Aturdido queda inmediatamente BU si estaba CE y no puede recuperar el estado CE hasta que pueda hacerlo en el subsiguiente turno de jugador. Un AFV Aturdido no puede disparar (incluso en CC), mover (incluyendo cambios de CA) o gastar MP por ninguna razón durante el restante turno de jugador, e inmediatamente se para, aunque no gasta MP para parar si estaba moviendo/En marcha. Al final del turno de jugador en el que se colocó el Stun, la ficha Stun se gira sobre su lado +1. Esto indica que el AFV ya no esta Aturdido pero debe añadir +1 a todo TH, MG/IFE, CC o MC DR. La ficha +1
Ejemplo de PF y Fuego al mismo hexágono:
4-6-7 como resultado de la penalización del Rebufo, que el pelotón pasa, siendo marcado con una ficha de Primer Fuego por haber usado 2 SW. En la tabla Para Destruir de HEAT el PF tiene un TK# de 31, y restando el AF del lateral del casco de 6 resulta en un TK# Final de 25; solo un DR de 12 – Una pifia – puede salvar al T-34/85. El alemán saca un 12, dejando al T34/85 indemne. La 4-6-7 no puede hacer más intentos de PF, pero puede atacar al T-34/85 de nuevo ya que ha gastado 8 MP para entrar. El 4-6-7 ahora desea conducir un ataque CC de Fuego de Reacción contra el tanque y primero hace un PAATC, pasándolo sacando menos de 8. El CCV normal del pelotón de 5 se reduce por 1 a 4 por haber disparado ya, y hay un +2 DRM pues el vehículo no esta parado. El alemán ha de sacar un 2 para que tenga algún efecto (Si saca un 2 en CC, la 4-6-7 sería elegible para Creación de Líder). El alemán saca más de 2, de todos modos, dejando el T-34/85 indemne, pero marcando la 46-7 con una ficha de Fuego Final. El T-34/85 entonces gasta un MP para parar, y la 4-6-7 hace otro ataque CC de Fuego de Reacción, esta vez como Fuego Protector Final (podría haberlo hecho antes de que el T-34/85 se parara). El pelotón no ha de pasar otro PAATC, y ahora no hay DRM porque el tanque esta parado, aunque todavía el CCV del pelotón se reduce a 4. El pelotón saca un 5, pasando su FPF MC pero sin efecto en el T-34/85. Ahora el tanque ataca al 4-6-7 en la columna 8 FP con un +2 TEM; la columna 6 FP de combinar las MG (2 FP BMG y 4 FP CMG) se triplican (TPBF) y a mitad (Primer Fuego en Marcha). Al haber gastado el tanque solo 1 MP para parar, el pelotón no puede intentar otro FPF
El T-34/85 empieza su MPh gastando 1 MP para arrancar. El 4-6-7 hace un intento de PF, necesitando un dr Final de 3 ó menos. No se aplica drm si es antes de 1945, y cuando el alemán saca un 4 el pelotón no encuentra un PF pero se considera que ha usado una SW (todavía puede usar su FP inherente normalmente o disparar otra SW). El no puede probar de nuevo hasta que el AFV gaste otro MP. El 5-4-8 hace un intento de PF, saca un 6, falla en encontrar un PF, y esta paralizado. El tanque entonces gasta otro MP para mover a Y2.El 5-4-8 paralizado hace otro intento de PF, saca otro 6, y se desorganiza. El T-34/85 entra entonces en Z1 con la mitad de sus MP (8) para el coste de terreno de edificio, y hace el requerido chequeo de empantanamiento para entrar al edificio. Queda empantanado con un DR final de 12 ó más, y los DRM son +1 por Presión Normal al Terreno y +3 por entrar al edificio. El ruso saca un 7, pasando el chequeo de empantanamiento. El 4-6-7 entonces hace un segundo intento de PF y saca un 3, cogiendo un PF. A una distancia de cero hexágonos el PF tiene un TH# de 10. Los DRM aplicables son +2 por TEM (Caso 17), +2 por Objetivo Moviendo (Caso 24) y posiblemente +2 por evitar el Rebufo causado por disparar desde un edificio (Caso 12). El alemán declara que acepta la penalización de desesperación por Rebufo, de todos modos, el TH DRM total es +4, y saca un 4 (3 en dado de color), impactando al AFV en el casco (Dado de color ≥ dado blanco) y lateral (dr de color de 3 ó 4 cuando se dispara al mismo hexágono). Un 3 en la columna 1 FP resulta en un 1MC para la
Distribución: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com
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27 permanece con el AFV por el resto del escenario. Un AFV que sufre un segundo resultado de Aturdimiento hace Retorno [Recalled]. Retorno [Recall] también ocurre cuando un CE AFV sufre un resultado K/KIA o Bajas por MC en la IFT. Poner una ficha STUN sobre el AFV el cual hace Retorno, que es tratado igual que Aturdimiento excepto en que al final del turno de jugador la ficha STUN se gira sobre su lado Recall +1 y ese AFV debe intentar salir del área de juego a lo largo de un límite de tablero amigo (el límite por el que cada bando ha entrado, o delante del que podía emplazarse sin unidades enemigas entre medias) vía la ruta más corta usando estado en marcha (3.3.2) lo más rápido que pueda. Si una MA AFV sufre rotura permanente, el AFV hace Retorno (sin estar aturdido). No se ganan puntos de victoria por Retorno. 7.11 Resultados de Tipo de Objetivo Área: Un impacto usando el Tipo de Objetivo Área contra un AFV se resuelve en la IFT usando la mitad de FP de la columna que representa el calibre de artillería. Usando la misma DR para efectos para todas las unidades alcanzadas por el ataque. Un KIA final resulta en la destrucción de AFV y un DR Final que resulte un K/# o uno mayor que un K/# Conmociona el AFV con un impacto en torreta o le inmoviliza con impacto en el casco. El TEM modifica el IFT
de ataque CC de Fuego de Reacción antes de que el T-34/85 ataque. Si el tanque no hubiera parado, su FP hubiera sido dividido a mitad de nuevo por no estar parado. El Ruso saca un 7, que se transforma en un 9 en la columna 8 FP para un PTC, El alemán saca un 10 y falla el PTC, quedando paralizado, evitando cualquier otro CC Fuego de Reacción. El T-34/85 todavía tiene 7 MP restantes. Puede gastarlos como Espera y terminar su MPh en Z1,o puede arrancar y salir de Z1. Si se queda en el hexágono queda trabado en CC con el 4-6-7 de nuevo durante la CCPh, sin requerir PAATC. Si ambos sobreviven a la CCPh , la 4-6-7 quedará bloqueada en Melee; el AFV no quedará bloqueado en Melee, pero quedará recluido para disparar fuera del hexágono mientras el 4-6-7 este allí.
© 2007 Multi-Man Publishing, LLC
28
Ejemplo de PAATC y Combate Cercano: Es la APh Rusa, y todos los rusos quieren avanzar a Combate Cercano(CC) con el PzKpfw IIF alemán. La MMC primero ha de hacer un Chequeo de Actividad Previo al Avance/Ataque a AFV (PAATC). El jefe 8-1 modifica el DR de las dos 4-4-7 que están apiladas con él y cada una saca un 8, pasa y avanza inmediatamente dentro de J2. La 6-2-8 falla su TC, y esta paralizada, y no puede avanzar. Después de observar este resultado, el 8-1 avanza a J2. Durante la CCPh los ataques CC son secuénciales debido a la presencia de un vehículo. El jugador sin vehículos ataca primero, y el ruso elige atacar al AFV con el 8-1 y un 4-4-7. No puede formar grupo con los dos pelotones juntos, y el jefe defenderá con la unidad con la que ataca. El pelotón tiene un Valor de Combate Cercano (CCV) de 5, y el jefe tiene un CCV de 1 que añade para hacer un total de 6. El DRM para el ataque CC contra un AFV es -1 por la dirección del jefe y +2 por vehículo en Marcha para un total de +1. El ruso saca un 5, modificado a 6, que iguala el CCV#, inmovilizando el AFV. Si lo hubiera eliminado, no habría posteriores ataques. El AFV ahora contraataca, y el Alemán debe elegir como asignar sus dos armas capaces de CC, los 5 FP de la CMG y los 4 FP IFE MA (no a mitad desde que el vehículo ya no esta en marcha), contra el CCV del pelotón(es) rusos en la Tabla de Combate Cercano (CCT). Una de dos, puede formar un Grupo de Fuego juntándolas contra un objetivo (incluyendo el 8-1 y el 4-4-7), o puede atacar a diferentes objetivos con ellas. Si las agrupa juntas puede atacar al 8-1 y 4-4-7 a 3-2 (9:6) o atacar a la restante 4-4-7 a 3-2 (9:5). Asumiendo que la 4-4-7 restante sobrevive, puede atacar con su CCV de 5 y un -1 DRM porque el AFV esta inmovilizado. Si el alemán divide los ataques,
puede atacar la 4-4-7 a 1:1. Asumiendo que el AFV sobreviva a cualquier ataque de la 4-4-7 restante, el podría entonces atacar al 8-1 y 4-47 a 1-2 (4:6). Decidiendo que la 4-4-7 no ha atacado todavía y es la mayor amenaza. El alemán la ataca con ambas armas a 3-2 y sin DRM. El alemán saca un 5, igualando el número # bajo la columna 3-2 de la CCT y inflinge bajas en la 44-7, que es reemplazada por una escuadra 2-3-7. La escuadra entonces ataca con su CCV de 3 y un -1 DRM. El ruso saca un 12, causando Reducción por Bajas para la HS y por tanto eliminándola. El 8-1 y 4-4-7 esta ahora trabada en Melee con el PzKpfw IIF y marcado con una ficha de Melee. El tanque no esta trabado en Melee, pero no podrá disparar fuera de su propio hexágono.
DR, como lo hacen los siguientes DRM: -1 si todos los AF son menores o iguales a 4; +1 si todos los AF son mayores o iguales a 8. 7.12 Ataques Colaterales: Un ataque con la Potencia de Fuego inherente de una MMC o un ataque de MG/FT que no señale específicamente un AFV como objetivo, o un ataque usando el ITT no puede afectar a un AFV, solo a su dotación CE. Un ataque usando el ATT o VTT que alcance a un AFV (o un ataque de FT predesignado) pero no lo destruya, conmocione o aturda puede afectar a la dotación CE colateralmente. Usando la misma DR original para efectos que resuelve el ataque contra el AFV, hace otro ataque contra la dotación usando la potencia de fuego y tipo de munición del arma en la IFT (a mitad si el impacto es con ATT) y se aplica solo el CE DRM o el TEM del hexágono.
Traducción al castellano: David Galán y Fernando J. Garcia Maniega
Pelotones y Escuadras Alemanas
Pelotones y Escuadras Americanas
Pelotones y Escuadras Rusas
Dotaciones
Pelotones y Escuadras Británicas
Americana Alemana
Británica
Rusa
Jefes (SMC)
Carta de Nacionalidad Moral subrayada por SSR en SK#3 Distribución: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com
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© 2007 Multi-Man Publishing, LLC
An ASLSK Tutorial JAY RICHARDSON BGG username: richfam
I hereby grant permission for these tutorial articles to be translated into another language and then to be distributed or reposted for the benefit of players who speak that language. All I ask in return are the common courtesies: don’t claim to be the original author, and don’t sell your translations. Players have also asked about printable versions. Although you can find copies of these tutorial articles in PDF format in the ASLSK file sections here on BGG, the ones that are available at the time of this writing are very plain: there’s no special text formatting, and my low-resolution 72 dpi illustrations (when included) probably won’t print out very clearly. In the past, some players have talked with me about their interest in preparing a high quality PDF version with extensive text formatting and high-resolution illustrations, and one individual even provided me with some sample pages of how his ideas would look. But I don’t know if anyone will ever go ahead with a project like this or not. It would probably be a good idea for anyone who plans to work on a translation or a high quality PDF of the tutorials to put up a post on www.boardgamegeek.com to that effect, to avoid unnecessary duplication of effort. version: March 10, 2009
Contents
Contents 1
2
1
Squads, Leaders, Basic Sequence of Play 1.1 The Squads of ASL . . . . . . . . . . . . . . . 1.2 The Leaders of ASL . . . . . . . . . . . . . . 1.3 The Basic Sequence of Play . . . . . . . . 1.3.1 Rally Phase (rule 3.1) . . . . . . . 1.3.2 Prep Fire Phase (rule 3.2) . . . . 1.3.3 Movement Phase (rule 3.3) . . . 1.3.4 Defensive Fire Phase (rule 3.4) 1.3.5 Advancing Fire Phase (rule 3.5) 1.3.6 Rout Phase (rule 3.6) . . . . . . . 1.3.7 Advance Phase (rule 3.7) . . . . . 1.3.8 Close Combat Phase (rule 3.8) . 1.4 The ‘Rule of 7’ . . . . . . . . . . . . . . . . . . 1.5 A Rematch . . . . . . . . . . . . . . . . . . . . . 1.5.1 Rally Phase . . . . . . . . . . . . . . 1.5.2 Prep Fire Phase . . . . . . . . . . . 1.5.3 Movement Phase . . . . . . . . . . 1.5.4 The First Move . . . . . . . . . . . . 1.5.5 The Second Move . . . . . . . . . . 1.5.6 The Third Move . . . . . . . . . . . 1.5.7 Defensive Fire Phase . . . . . . . 1.5.8 Advancing Fire Phase . . . . . . . 1.5.9 Rout Phase . . . . . . . . . . . . . . . 1.5.10 Advance Phase . . . . . . . . . . . . 1.5.11 Close Combat Phase . . . . . . . .
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7 7 8 9 10 10 11 13 13 13 14 14 14 15 15 15 15 16 17 17 19 19 20 20 20
Support Weapons 2.1 Support Weapons . . . . . . . . . 2.2 Demolition Charges (rule 4.3) . 2.2.1 Rally Phase . . . . . . . . 2.2.2 Prep Fire Phase . . . . . 2.2.3 Movement Phase . . . . 2.2.4 Defensive Fire Phase . 2.2.5 Advancing Fire Phase . 2.2.6 Rout Phase . . . . . . . . . 2.2.7 Advance Phase . . . . . . 2.2.8 Close Combat Phase . . 2.3 Flamethrowers (rule 4.2) . . . . 2.4 Game or Simulation? . . . . . . . 2.5 Machine Guns (rule 4.1) . . . . . 2.5.1 Rally Phase . . . . . . . .
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1
Contents
2.5.2 2.5.3 2.5.4 2.5.5 3
4
5
6
2
Prep Fire Phase . . . . Movement Phase . . . Defensive Fire Phase Advancing Fire Phase
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39 39 40 41 41 42 46 49 50 52 55 56
Ordnance and the To Hit Process 4.1 Ordnance: SWs . . . . . . . . . . . . . . . 4.1.1 Bazookas & Panzerschrecks 4.1.2 Light Mortars . . . . . . . . . . . 4.1.3 Ordnance: Guns . . . . . . . . . 4.1.4 Anti-Tank Guns . . . . . . . . . 4.2 Infantry Howitzers . . . . . . . . . . . . . 4.3 Artillery . . . . . . . . . . . . . . . . . . . . . 4.4 Anti-Aircraft Guns . . . . . . . . . . . . . 4.5 Mortars . . . . . . . . . . . . . . . . . . . . . 4.6 Guns as Targets . . . . . . . . . . . . . . . 4.7 Red/Black To Hit Numbers . . . . . . . 4.7.1 Firing at Range 0 . . . . . . . . 4.8 Manhandling a Gun . . . . . . . . . . . .
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59 59 60 62 62 63 69 69 70 70 72 73 74 74
Tanks 5.1 Vehicle Counters . . . . . . . . . . . . . . 5.2 Vehicle Status Counters . . . . . . . . . 5.3 Vehicle Counter Management . . . . 5.4 Basic AFV Movement . . . . . . . . . . . 5.4.1 AFV Combat: Stationary . . . 5.4.2 AFV Combat: Movement . . 5.4.3 AFV Combat: Miscellaneous 5.5 AFVs in Close Combat . . . . . . . . . . 5.6 Final Thoughts . . . . . . . . . . . . . . .
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75 75 78 78 80 87 93 108 111 113
Explanation of the Rout Phase 6.1 Desperation Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2 The Rout Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.1 Who May Rout? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.2 Who Must Rout? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.3 How Far Can I Rout (And What Can I Take With Me)? . . 6.2.4 Where do Routing Units go? . . . . . . . . . . . . . . . . . . . . 6.2.5 What is a Legal Rout Destination? . . . . . . . . . . . . . . . . 6.2.6 What if I don’t have a Legal Rout Destination? . . . . . . . 6.2.7 What if I discover I cannot reach my Rout Destination? 6.2.8 What is Interdiction? . . . . . . . . . . . . . . . . . . . . . . . . .
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Infantry in Battle 3.1 The Set-Up . . . . . . . . . 3.2 Two Rules of Thumb . . 3.3 Set-Up Analysis . . . . . . 3.3.1 German Turn 1 . 3.3.2 Russian Turn 1 . 3.3.3 German Turn 2 . 3.3.4 Russian Turn 2 . 3.3.5 German Turn 3 . 3.3.6 Russian Turn 3 . 3.3.7 German Turn 4 . 3.4 Post-Game Analysis . . .
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Contents
6.3 6.4 7
6.2.9 What is Low Crawl? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.10 When should I use Low Crawl? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.11 What Is Elimination For Failure To Rout? . . . . . . . . . . . . . . . . . . . . . . . . . 6.2.12 What happens if I Rout Adjacent to a Previously Unknown Enemy Unit? . . 6.2.13 Must a Routing Unit always take the Shortest Path to its Rout Destination? 6.2.14 Do I Have To Stop My Rout When I Enter My Rout Destination? . . . . . . . . 6.2.15 When a Unit in a Multi-Hex Building Routs, may it Leave that Building? . . 6.2.16 When I Rout, do I have to leave my Starting Hex? . . . . . . . . . . . . . . . . . . . 6.2.17 When can I Rout from an Enemy-Occupied Hex? . . . . . . . . . . . . . . . . . . . Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Full-Throttle ASL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Explanation of ROF and Defensive Fire 7.1 Advancing Fire Phase . . . . . . . . . . 7.2 Prep Fire Phase . . . . . . . . . . . . . . 7.3 Defensive Fire . . . . . . . . . . . . . . . 7.3.1 Shot: First Fire . . . . . . . . . 7.3.2 Shot: Subsequent First Fire 7.3.3 Shot: Final Protective Fire . 7.3.4 Example . . . . . . . . . . . . .
ASL Starter Kit Abbreviations
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3
Preface This document contains the collected tutorials of Jay Richardson (richfam on www.boardgamegeek.com) for the Advanced Squad Leader Starter Kits#1 through #3. As these tutorials are quite extensive, many people converted the tutorials to a format better suited for hardcopy. This is my try. It is laid out for double sided printing to limit the thickness of the resulting stack of paper. The five Starter Kit tutorials are included, as well as the ‘Explanation of the Rout Phase’ and ‘Explanation of ROF and Defensive Fire’. I tried to give the tutorials a consistent look and layout. The graphics used are those used by Jay Richardson in his boardgamegeek articles, so they may be lacking in quality when printed, as they were originally created to be viewed on screen. However, the images are largely responsible for this files’ size: a higher quality would substantially increase the file size. The way to go here is converting at least the maps to a vector oriented format. I’m using the VASL maps as a starting point, but conversion is slow, especially if a lot of buildings are present in the map. The tracer I own does not do a great job (I doubt any trace would), so it’s a lot of manual labour. Don’t expect a version with better images anytime soon. Although not mentioned in the Starter Kit rulebooks, the text and images on the white player aid markers in ASL (and the ASL Starter Kits) are color coded. The color of the text corresponds with the phase at the end of which the marker is to be removed. In the first chapter I color coded the section headings according to the ASL scheme. All-capital words have been converted to lowercase or initial capital words, except those that have special meaning in ASL (e.g. ATTACKER, DEFENDER, ADJACENT, STUN). The tutorials are typeset by Peter Kruijt (BGG username: peterk) using the LaTeX typesetting system created by Leslie Lamport and the memoir class. If you find any serious omissions or inconsistencies (with respect to the layout part of this document), feel free to contact me through geekmail. If you find the tutorials useful, head over to www.boardgamegeek.com and tip or thumb the articles: An ASLSK Tutorial (Part 1) Squads, Leaders, Basic Sequence of Play http://www.boardgamegeek.com/thread/157922 An ASLSK Tutorial (Part 2) Support Weapons http://www.boardgamegeek.com/thread/166941 An ASLSK Tutorial (Part 3) Infantry in Battle http://www.boardgamegeek.com/thread/169542 An ASLSK Tutorial (Part 4) Ordnance and the To Hit Process http://www.boardgamegeek.com/thread/177157 An ASLSK Tutorial (Part 5) Tanks http://www.boardgamegeek.com/thread/361467 In-depth explanations of specific ASLSK rules: Explanation of ROF (and Defensive Fire) http://www.boardgamegeek.com/thread/88350 Explanation of the Rout Phase http://www.boardgamegeek.com/thread/122340
5
Chapter 1
Squads, Leaders, Basic Sequence of Play There have been numerous requests for a basic, step-by-step tutorial to help beginners figure out how to play the ASL Starter Kits when there is no experienced player available to teach them, so I thought I’d give it a try. This series of tutorials is aimed specifically at those players who, having read (or having attempted to read) the ASLSK rulebook, are left clueless as to how the game actually works. Players who have successfully completed one or more ASLSK scenarios are, of course, also welcome, but I’m not sure how much benefit this will be to them. This will be ASL on a very basic level, so it may be terribly boring to anyone who actually knows how to play. Some notes before we begin: • This tutorial does not replace the rulebook. I will show you how the rules are used during a game, but you will still need to read the rules to fully understand what all they allow you to do. • When I first posted this tutorial, no illustrations were included. However, given that there are people reading this tutorial to learn about the ASLSK series before they even purchase a copy of the game, and that individual Starter Kit titles occasionally go out-of-stock for months at a time and thus can be temporarily unavailable to a new player, it’s clear that including illustrations would greatly increase the usefulness of this tutorial. • Although illustrations are included, I still strongly recommend that you get out your boards and counters and follow along that way, if at all possible, because the best way to learn from this tutorial is to actually push the counters around on the map. It’s all too easy to simply glance at an illustration without understanding the full implications of what it is showing. • I intend to provide a lot of background information concerning the rules and components of ASL. For example, to simply point out that an American rifle squad has higher firepower and lower morale than the corresponding German rifle squad is not, I think, very helpful to a beginner. I’d rather take time to explain why these squads differ from each other — by explaining what the various numbers represent — because I think it will make more sense when the beginner then sees these squads in action. The game is easier to understand if you can visualize what is occurring on the imaginary battlefield. In this first instalment, I will review the basic units of the game: squads and leaders. After explaining what these units represent, and how they differ from each other, I will then use a simple tactical situation to illustrate the basic sequence of play in action. Squads and leaders are described in rules 1.2.1, 1.2.2, and 1.2.3.
1.1
The Squads of ASL
A German 1st Line rifle squad has the following values printed on the front of the counter: 41 -6-7. These are, from left to right, Firepower (FP), Smoke Exponent, Range, and Morale Level. A squad typically represents ten soldiers, although this will vary somewhat depending upon nationality and date. A squad’s FP is primarily based upon its weaponry. In the case of the German 1st Line squad, this would be a light machine gun with a two-man crew, six riflemen with bolt-action rifles, and a sergeant and a corporal who could be armed with either rifles or submachine guns. 7
Squads, Leaders, Basic Sequence of Play
To better understand FP, compare a German Elite rifle squad: 42 -6-8, to a German Conscript rifle squad: 43-6. The elite squad is a highly trained, highly motivated unit, while the conscript squad is either a poorly trained unit, or a unit that has suffered casualties to its key personnel. But both squads have the same exact FP... because they have the same equipment. A squad’s range, however, is based on both equipment and training. A German 1st Line squad has the same range as a German Elite squad, 6 hexes, so both squads are capable of effective fire at long range. But the German Conscript squad only has a range of 3 hexes; it has the same basic weapons as the other two squads, but it does not have the coordination (again due to lack of training or casualties to key personnel) to fire effectively at the same range as the better squads. A Russian 5-2-7 squad has a range of only 2 hexes because it is equipped with submachine guns, which have a much shorter range than rifles. An American paratrooper squad, 73 -4-7, uses a mixture of carbines and submachine guns, so it gets an intermediate range of 4 hexes. The presence of submachine guns boosts the FP of both of these squads as compared to the equivalent rifle squads of those nations. A squad’s Morale Level is probably the single most important number in the game... it is the key to what makes ASL work. This number represents a unit’s ability withstand being attacked. The lower the Morale Level, the more likely it is that an attack will cause that unit to break. Broken units (which are flipped over to display their broken side) cannot attack, and move only according to the Rout rules. A German 1st Line squad has a Morale of 7, which is average. A Morale Level of 8 is excellent, and a Morale Level of 6 is poor. Which brings us to the American 1st Line rifle squad: 63 -6-6. A Morale Level of 6. So... are the Americans cowards? poorly trained? or what?! The American Morale Level of 6 represents the tendency of American soldiers to dive into cover when they are fired upon, as opposed to German, British, and Russian soldiers, who would be more likely to return fire when fired upon. This is not as much of a disadvantage to the Americans as you might think. If you compare the American and German 1st Line squads, the Americans are more likely to break when fired upon (Morale 6 vs 7); but flip these squads over to their broken sides and look at the difference. The broken side of a squad’s counter has only one combat value: that squad’s broken Morale Level. The American broken Morale is 8, while the German broken Morale is 7... the higher number is better, so the Americans will rally much more easily than the Germans. What’s happening here is this: when an American squad fails a Morale Check and breaks, it likely hasn’t really panicked... the troops are simply keeping their heads down. This makes it relatively easy for a leader to rally them and get them back into the fight. A German squad is less likely to break, but when it does break it really is panicked, and it will be more difficult for a leader to rally them from a panicked state. An American rifle squad would normally have one soldier using a Browning Automatic Rifle (BAR), which does not quite qualify as a true light machine gun and so never appears as a separate support weapon counter, seven soldiers with M1 Garand semi-automatic rifles, and a sergeant and a corporal armed with either M1s or submachine guns. The American FP advantage over similar German, British, and Russian rifle squads comes from the semi-automatic rifles, which can fire far faster than any bolt-action rifle.
1.2
The Leaders of ASL
A leader counter has two values printed on it: the leader’s Morale Level, and his Leadership Modifier. A 9–1 leader, for example, has a Morale of 9, and a Leadership Modifier of –1 (on the leader counters, the connecting hyphen between the two values is always read as a minus sign). Leaders can range in value from the inept 6+1 to the incredible 10–3, although there are no 10–3’s included in ASLSK #1. Leaders are your most important units, and the winner of an ASL/ASLSK scenario is often the player who makes the most effective use of his leaders. Leaders with negative Leadership Modifiers are almost always found on the front lines in the thick of the fighting. Their Leadership Modifier makes the attack of any squads they are stacked with far more effective, and it also assists those squads in resisting enemy attacks. 8
1.3. The Basic Sequence of Play
Leaders with a Leadership Modifier of zero give little benefit in actual fighting, so they are often used behind the front lines to rally broken troops. The 6+1 leaders, whose positive Leadership Modifier actually makes any squads stacked with them less effective and more vulnerable than they would be on their own, are best kept well away from the enemy. They can be used to rally broken troops, although not as effectively as the other leaders. The one thing they can do just as well as any other leader is add additional Movement Factors (MF) to any squads stacked with them. The 6+1 leaders do not normally represent actual combat leaders. Instead, they often represent marginal leaders such as a poorly trained officer with no actual combat experience (which you might find in a true Conscript unit), or a high-level staff officer (one who fights by looking at a map and issuing orders to the actual combat troops) who suddenly finds himself caught up in a battle situation. This is why most 6+1 leaders carry the rank of Colonel. Occasionally, however, a 6+1 will actually represent an incompetent combat leader. Leadership is abstracted in ASL. If you actually included a counter for every sergeant and corporal present, you would have far more leaders than squads. The leaders that are present in every squad are assumed to be doing their job competently, so they are factored into the squad’s ratings and do not appear as separate leader counters. The leaders that do appear in counter form are the few that perform above average, and who thus might be able to influence the course of the battle. In other words, they are the leaders who make a difference. The number of leaders that appear for a country in an ASL/ASLSK scenario is based upon how well the tactical leadership of that country performed in real life. The Germans usually get the greatest number of leaders, followed closely by the Americans and the British. The Russians and the Italians get relatively few leaders, reflecting the general poor quality of leadership in their armies. That is, the Russians and the Italians had just as many sergeants as anyone else, but they get fewer actual leaders in a scenario because their leadership was not as effective as that of other nations.
1.3
The Basic Sequence of Play
The ASLSK Sequence of Play — the list of phases and the order in which they occur — can be found on the Quick-Reference Data Card (QRDC). It can also be found in the rulebook in rule 3.0, which presents the basic rules for the phases in the order in which they occur. In a full ASLSK turn, each player gets a player turn in which he is the ATTACKER and his opponent is the DEFENDER. The Sequence of Play is thus executed twice each turn, with the players switching the ATTACKER/DEFENDER roles the second time. The ATTACKER’s units are eligible to move; the DEFENDER’s units cannot move, but they may fire at attacking units that do move. To demonstrate how the Sequence of Play works, I will use a tiny scenario that only lasts one player turn. Place the following units on board z: zF5: German 41 -6-7, 9–1 zF7: US 63 -6-6 zG7: US 63 -6-6 zH6: US 63 -6-6 The Americans will move first, so they are the ATTACKER and the Germans are the DEFENDER. Both sides have an Experience Level Rating (ELR) of 3 (rule 5.1). To win this scenario, the Americans must capture hex zF5 by the end of their player turn, otherwise the Germans win. This means that the Americans must either eliminate the German squad and leader, or break them and force them to rout away, and then move an American squad into zF5 to gain control of the hex. The Americans have a lot of advantages here: they outnumber the Germans 3 to 1, and have an 18 to 4 advantage in FP. The German advantages are the excellent defensive terrain of the stone building in zF5, the presence of the 9–1 leader, and the fact that the Americans only have one player turn in which to capture their objective. The scenario begins with the Rally Phase. 9
Squads, Leaders, Basic Sequence of Play
Figure 1.1: Setup for example 1
1.3.1
Rally Phase (rule 3.1)
In the Rally Phase (RPh), both players may attempt to rally their broken units, and recover, transfer, or repair their support weapons. Nothing usually happens in the very first Rally Phase of a scenario, because no combat or movement has yet occurred. That is the case here: there is nothing to do, so we proceed to the next phase.
1.3.2
Prep Fire Phase (rule 3.2)
In the Prep Fire Phase (PFPh) the ATTACKER may fire at any enemy units that are in Line of Sight (LOS). Any unit that does fire may not move in the Movement Phase or fire in the Advancing Fire Phase. What the American player would like to do here is fire all three squads at the Germans: 18 FP is a powerful attack. But the victory conditions will not allow this. They have to capture the German hex by the end of their turn, so at least one squad will have to move during the Movement Phase. The American player decides to fire with the two squads in zF7 and zG7, leaving the squad in zH6 unfired and free to move later. So the American plan is to hammer the German position with as much firepower as possible, and then move up a squad to either occupy the empty hex if the Germans break and rout away, or else advance in an attempt to capture it via Close Combat. Now, because the two firing squads are adjacent to each other, they can either combine to make a single 12 FP attack as a Fire Group (FG), or they can attack one at a time to make two separate 6 FP attacks. (If they were stacked together in the same hex, they would not be allowed to make two separate attacks on the same target but would have to form a FG and attack together; if they were in separate, non-adjacent hexes, they could not form a FG at all and would have to attack separately.) You will find a lot of different opinions as to whether it is better to make two weak attacks or one strong attack, but a general rule is that the better the defensive terrain the more need there is to make a single strong attack. If the Germans were in Open Ground (+0 TEM) or maybe even woods (+1 TEM), it is possible that two weak attacks might actually have a better overall chance of breaking them... but since they are in a stone building (+3 TEM) a combined attack is going to give the Americans their best chance. So the two squads in zF7 and zG7 fire on the Germans with a 12 FP attack. The Terrain Effects Modifier (TEM) of a stone building is +3 (rule 1.1.2), so the attack is rolled on the Infantry Fire Table (IFT) as a 12/+3 (12 FP column, add 3 to the DR). 10
1.3. The Basic Sequence of Play
Figure 1.2: American Prep Fire Phase
The American Dice Roll (DR) is 7, and +3 makes it 10. A 10 on the 12 FP column of the IFT is a PTC (Pin Task Check). Units that suffer a PTC must compare a DR to their Morale Level: if the DR is greater than their Morale, they are pinned, otherwise there is no effect. The German 9–1 leader rolls his PTC first, because if it is successful he can then assist the German squad with its PTC. The leader rolls a DR 7, which is not greater than his Morale of 9, so he is not pinned. The German squad now rolls its PTC, with a –1 Dice Roll Modifier (DRM) from the Leadership Modifier of the 9–1 leader. The squad’s DR is 7, and –1 makes it a 6, which is not greater than its Morale of 7, so it also passes the PTC and is not pinned. The American attack ultimately has no effect, and both squads in zF7 and zG7 are marked with a Prep Fire counter to remind the players that these two squads cannot move or shoot again.
1.3.3
Movement Phase (rule 3.3)
In the Movement Phase (MPh), the ATTACKER may move his units, and the DEFENDER may fire upon them as they move. With the failure of their Prep Fire attack, the Americans are in big trouble... but they have no alternative other than to continue with their plan and hope for a miracle. The squad in zH6 will move into zG6. It must stop there, because you can never enter an enemy-occupied hex during the MPh, but if the squad survives the German defensive fire it will be able to enter zF5 in the Advance Phase and initiate Close Combat. Squads have 4 movement factors (MF). It only costs 1 MF to enter zG6, so they will have plenty of MF to spare. Infantry also has the ability to use a special form of movement called Assault Movement, which can represent crawling or any other slow, careful movement that minimizes one’s exposure to enemy fire. If a unit moves no more than one hex, and does not expend all of its MF, it can declare that it is using Assault Movement. Assault Movement provides an extra level of protection from enemy attacks by canceling the First Fire Non-Assault Movement (FFNAM) DRM. The squad in zH6 only needs to move one hex to become adjacent to the German hex, so the American player declares Assault Movement and spends 1 MF to enter zG6. After every MF expenditure, the ATTACKER must pause to allow the DEFENDER the opportunity to use Defensive First Fire (rule 3.3.1). So, after the American squad enters zG6, the German player declares a Defensive First Fire shot on it. Defensive First Fire can only be used against a unit that expends MF, and only that unit (or stack, if several units are moving together) can be affected by that Defensive First Fire. 11
Squads, Leaders, Basic Sequence of Play
Figure 1.3: American Movement Phase
Figure 1.4: German Defensive Fire Phase
The German squad has a FP of 4, which is doubled to 8 because it is Point Blank Fire (PBF) against an adjacent target. FP is doubled in PBF for two reasons: (a) it is much easier to hit a nearby target; and (b) when firing into an adjacent hex the range is close enough that hand grenades can be used. The German 9–1 leader will add a –1 DRM to the shot, but he has no FP of his own. Leaders, of course, did carry weapons and so are always considered ‘armed’ but they have no effective FP except in Close Combat situations. At this scale, the FP of a single soldier is too small to justify giving him a FP point. The American squad moved into Open Ground (a road hex) so there is no TEM. There are two other DRMs that can affect Defensive First Fire shots: First Fire Movement in Open Ground (FFMO), and First Fire Non-Assault Movement (FFNAM). A –1 DRM for FFMO will apply, but the use of Assault Movement cancels the FFNAM DRM. The German defensive shot is thus 8/–2. The DR is 7, which is reduced to 5 by the –2 DRM. A 5 on the 8 FP column of the IFT is a 2MC. This requires the American squad to take a Morale Check (MC) with a +2 DRM. The DR for the American MC is 7, which is increased to 9 by the +2 DRM. The American squad fails its MC and is broken, because 9 is greater than its Morale of 6. Flip the American squad over to its broken side and place a Desperation Morale (DM) counter on it. The American squad is not replaced by a lower quality 2nd Line squad, because 9 is not greater than its Morale, 6, plus its ELR, 3, (see rule 5.0). Casualties in ASL are handled in a somewhat abstract manner, in order to avoid having to track casualties on a man by man basis: • A squad that breaks can be thought of as having suffered light casualties. • A squad that breaks and is replaced by a lower quality squad can be thought of as having suffered casualties among key personnel, causing it to become less effective. • A squad that is casualty reduced (K result) to a half squad (HS) has suffered heavy casualties. • A squad that is eliminated due to a Killed in Action (KIA) result has suffered catastrophic casualties.
A First Fire counter is placed on the German stack, and a Residual FP counter equal to one-half of the attack’s IFT FP column (4 FP) is placed in the American squad’s hex. When a unit fires in ASL, it is, with only a few exceptions, actually firing throughout the entire player turn. If a unit moves into a hex and is fired upon, and then later in the turn another unit moves into the same hex, that second unit can possibly run into some of the bullets that are being aimed at the first unit. Residual FP is how ASL handles this possibility: if you move a unit into a hex containing a Residual FP counter, you will be attacked immediately by that Residual FP, prior to any separate attacks that might be aimed specifically at you. 12
1.3. The Basic Sequence of Play
The Germans cannot fire on the Americans again at this time, because the American squad only expended 1 MF, although if there were other German units with a LOS to the American squad, each of them could also make a single Defensive First Fire attack. Every time an attacking unit expends MF, it can possibly receive a Defensive First Fire attack from many different defending units... and if it expends more than 1 MF, each defending unit may be able to fire multiple times. There are no more American units eligible to move, so the MPh is over. Remove the Residual FP counter.
1.3.4
Defensive Fire Phase (rule 3.4)
In the Defensive Fire Phase (DFPh), the DEFENDER’s units may fire on the ATTACKER’s units. Firing in the DFPh is normally conducted in the same way as firing in the Prep Fire Phase, but there are some restrictions. If a unit begins the DFPh marked with a Final Fire counter, it may not fire at all; if it begins the DFPh marked with a First Fire counter, it may only fire at adjacent targets at one-half of its normal FP. The German player decides to fire again at the adjacent broken American squad. The German squad’s FP is 2 (one-half of 4), which is then doubled back to 4 by PBF. The 9–1 leader again adds a –1 DRM, but FFMO and FFNAM do not apply (they only apply during the MPh). The shot is a 4/–1, and the DR is 7, resulting in a NMC (Normal Morale Check). The NMC DR is 7, which is less than the American squad’s broken side Morale of 8, so the NMC is passed with no further ill effects to the American squad. The First Fire counter on the German stack is flipped over to the Final Fire side, which signifies that they cannot fire any more during this DFPh. There are no other German units capable of firing, so the DFPh is over and the Final Fire counter is removed.
1.3.5
Advancing Fire Phase (rule 3.5)
In the Advancing Fire Phase (AFPh), any attacking units that did not fire in the Prep Fire Phase may fire with one-half of their FP, plus a 1 FP bonus if they are Assault Fire capable (i.e., their FP number is underlined). Advancing Fire is less effective than Prep Fire, because units that are moving cannot fire with the volume or accuracy of units that do not move. Units that have the Assault Fire bonus are equipped with semi-automatic rifles and/or submachine guns — weapons that are easy to fire while moving — and have trained in using them in that manner. The two unbroken American units are marked with Prep Fire counters, so no Advancing Fire is possible at this time. The AFPh ends, and the Prep Fire counters are removed.
1.3.6
Rout Phase (rule 3.6)
In the Rout Phase (RtPh), broken units may, or must (depending upon the situation), rout away from the enemy and attempt to get back into cover. The broken American squad in zG6 has a DM counter on it, which allows it to rout (although the DM itself does not force the squad to rout), and it is also adjacent to an unbroken enemy unit... which forces it to rout. The broken squad must rout to the nearest woods of building hex that does not require it to move closer, or adjacent to, an Known Enemy Unit. With these restrictions, the only legal rout destinations it has are zG7 and zH6, both of which are 2 MF away. The American player can choose to rout to either of these hexes. In many situations, it will be best to rout a broken unit as far away as possible from the enemy. The American player decides to do just that: the broken unit routs to zG7-zF7-zE8. It takes 6 MF to reach zE8, which is all that the routing unit has, so it must stop there. The routing unit could have stopped in zG7 — or it could have routed to zH6 and stopped there — but once a routing unit enters a woods or building hex it may continue to rout into adjacent woods or building hexes, if it wishes. 13
Squads, Leaders, Basic Sequence of Play
Figure 1.5: Rout Phase
1.3.7
Advance Phase (rule 3.7)
In the Advance Phase (APh) the ATTACKER may move his unpinned and unbroken units into an adjacent hex... even if that hex is occupied by enemy units. Advancing into an enemy-occupied hex creates a Close Combat (CC) situation. After the failure of their Prep Fire, the American plan had been to advance into zF5 and defeat the German defenders in CC to capture the hex. Unfortunately, the squad that was to do this broke under defensive fire and ran, ending up in zE8. The two American squads that Prep Fired could advance... but they are too far away from the objective hex to reach it.
1.3.8
Close Combat Phase (rule 3.8)
The final phase of the player turn is the Close Combat Phase (CCPh). This is when any CC battles are resolved. There aren’t any CC situations, so the player turn is over and the Americans have lost: they failed to capture hex zF5 from the Germans.
1.4
The ‘Rule of 7’
You probably noticed that every DR in that short battle was a 7. While having every DR turn up identical is not realistic at all, I did it that way to illustrate an important point... A key to playing ASL well is to be able to accurately assess the risk involved in various moves. Risk assessment is very difficult in ASL. The combat resolution mechanics cannot be easily analyzed or reduced to simple percentages, because of the dual DRs: the firer rolls to see what effect his shot has, and then the targets roll to see how they react to that effect. Any given shot will have a wide variety of possible results. You can, for example, unleash a powerful 36 FP shot only to see it have no effect whatsoever on its target... while a feeble 2 FP shot could potentially break almost any target. So how can you tell a good risk from a bad one? How do you avoid just moving units around and hoping for good luck? 14
1.5. A Rematch
One technique that I have found useful is what I call the ‘Rule of 7.’ When you make a DR, 7 is the single most likely number to be rolled... it’s right in the middle of the bell curve of DR results. If you roll lower than 7, you’re having good luck; if you roll higher than 7, you’re having bad luck; and if you roll exactly 7, your luck is neutral. This fact can be applied to risk analysis during an ASL/ASLSK game: just assume that every DR will be a 7, and see what the results would be. If the results are in your favor with DRs of 7, then the move is low risk. And if the results are unfavorable with DRs of 7, then the move is high risk. In the previous battle, the American plan was to Prep Fire two squads and use the third squad to directly assault the German position. Analyzing this plan with the Rule of 7 suggests that it will have little chance of being successful: • On a DR of 7, the American Prep Fire will only result in a PTC... but that’s not good enough, because the Americans want to break the German defenders rather than just pin them. So the Americans will need to be lucky with their Prep Fire DR (they need to roll less than 7). • With DRs of 7, the German units passed their PTCs with a comfortable margin. This shows that, even if the American Prep Fire gets a NMC or 1MC result, the Germans will have to be unlucky (roll more than 7) to actually break. So the Rule of 7 clearly shows that for this American plan to be successful, the Americans would have to be lucky at the same time that the Germans are unlucky. That combination won’t happen too often, so the plan is much more likely to fail than to succeed. Now, the Rule of 7 is not a magical shortcut to ASL mastery... but can be a useful tool for experienced players and beginners alike. When in doubt, ask yourself who would win if all of the DRs were a 7; the answer will tell you a lot about which side is favored in that situation.
1.5
A Rematch
The primary purpose of this tutorial is to provide a highly detailed look at the ASLSK rules in action... and not necessarily to teach proper ASL tactics. But there’s no reason that we can’t combine the two! The original American plan wasn’t too good, so let’s play that battle again with a better plan, which will also give me the opportunity to demonstrate some additional ASLSK rules. The Americans don’t have enough FP available for their Prep Fire to have a good chance of being effective, so a better plan would be to forego Prep Fire and have all three American squads assault the German hex. In addition, the American squads all have a Smoke Exponent of 3, which is very good, so if they can place a smoke screen to cover their assault their chances of success should improve substantially. Reset the units to their starting locations and let’s see what happens...
1.5.1
Rally Phase
No activity.
1.5.2
Prep Fire Phase
No activity.
1.5.3
Movement Phase
What each American squad would like to do is: (A) place smoke grenades into the Open Ground street hex between them and the German hex, and then (B) Assault Move into that hex under the cover of the smoke. 15
Squads, Leaders, Basic Sequence of Play
But this won’t work. It costs 2 MF to place smoke grenades into an adjacent hex, and it costs 2 more MF to then move into that hex (1 MF for Open Ground + 1 MF extra for smoke). That’s a total of 4 MF, which means that they could not use Assault Movement. You can only use Assault Movement if you expend less than your total MF allowance, so the Americans must limit their MF expenditure to 3 MF in order to be able to use Assault Movement. The Americans can’t declare Double Time to get the extra MFs they need, because combining Double Time and Assault Movement is illegal. (The prohibition against this is not actually in either the ASLSK #1 or #2 rulebook... but it is in the ASLSK #3 rulebook, and the full ASL rulebook as well. If a revised ASLSK #1 rulebook is ever published that incorporates all known errata, the prohibition would certainly be included.) The inability of a single squad to use Assault Movement to both place smoke in an adjacent hex and then move into it will force the Americans to be a bit more creative in their attack...
1.5.4
The First Move
The American player announces that the squad in zF7 will use normal movement (4 MF available). The squad starts by expending 2 MF to place smoke in the adjacent hex zF6. The smoke die roll (dr) is 4, which is greater than the Smoke Exponent of 3, so the smoke placement attempt is unsuccessful. The American player now pauses to allow the German player the opportunity to use Defensive First Fire against the moving American squad. Note that any expenditure of MF counts as ‘moving’ even if the unit did not actually enter a new hex. At a range of two hexes, the German FP would be 4; the DRMs are –1 leadership, –1 FFNAM, +3 stone building. So the defensive fire would be a 4/+1 shot... not a very good shot (there would be no effect on a DR of 7), so the German player declines to fire. The American squad now expends 1 MF to enter zE7, and again the Germans have an opportunity to fire. The DRMs would now be –1 leadership, –1 FFMO, and –1 FFNAM, so the shot would be a 4/–3, which is a pretty good shot (1MC on a DR of 7). But again the Germans decline to shoot. They will hold their fire until an American squad moves adjacent, when PBF will double their FP. Why did the American squad move to zE7 instead of zF6? They do not want more than one of their assaulting squads to enter a hex. The German defensive fire is going to be devastating enough as it is... moving two or more squads into the same hex will just make it even worse: first squad enters a hex; Germans fire and leave Residual FP; then the second squad enters the hex, gets attacked first by the Residual FP from the first attack, and then by another German attack directed specifically at them. With three assaulting squads, the American player will want to move each of them into a different hex so that they can avoid any Residual FP attacks. The American squad now expends its last MF to enter zE6, and finally the Germans open fire: 4 FP doubled to 8 FP because of PBF, and a -3 DRM from leadership, FFMO, and FFNAM, the shot is 8/–3. The German DR is 8, so 5 on the 8 FP column of the IFT is a 2MC. The American Morale Level is 6, and their Morale Check DR is 8, which is increased to 10 because of the 2MC. 10 is greater than 6, so the American squad is broken; and 10 is also greater than 6 + 3 (Morale + ELR), so the 1st Line 63 -6-6 squad is replaced by a broken 2nd Line 52 -4-6 squad (rule 5.1). A DM counter is placed on top of the broken squad, and a 4 Residual FP counter is placed on top of the stack. A First Fire counter is placed on top of the German units. You might be wondering what the Smoke Exponent number represents, especially since it is often a low number that makes the successful use of smoke grenades difficult. First, notice that only a full squad can attempt to use smoke grenades (half squads and leaders can never place smoke). This indicates that a successful smoke screen is not the result of a single smoke grenade, but rather requires a lot of them. Then, given the large size of each hex (40 meters) and the short duration of a WWII smoke grenade (about 30 seconds, or one-fourth of a two minute turn), it becomes clear that, to place a useful smoke screen, you have to throw a lot of smoke grenades, very quickly, and spread them out to cover the entire hex. American squads have much higher Smoke Exponents than German squads simply because American soldiers were well-supplied with all types of munitions. The Smoke Exponents that are printed on the counters are only for regular soldiers, who would not normally carry lots of smoke grenades; if a scenario were to designate 16
1.5. A Rematch
Figure 1.6: Rematch: American first move
a squad as being specially trained assault engineers, those engineers will usually be given a Smoke Exponent much higher than that printed on the counter (usually a 4 or a 5). When you make a smoke dr, you are checking several things: does the squad actually have enough smoke grenades on hand? do they have them ready to use with each soldier understanding where he needs to throw his grenade? and did they execute the placement attempt correctly to create a usable smoke screen?
1.5.5
The Second Move
The American player now declares that the squad in zG7 will use Assault Movement (3 MF maximum), and will expend 2 MF to place smoke into zG6. The smoke dr is 2, so a +2 Smoke counter is placed in zG6. The Germans cannot fire at this squad... yet. The German units have a First Fire counter on them, so their next shot will be a Subsequent First Fire (SFF) shot. A moving unit can never be fired upon with SFF if there is another friendly unit closer to the defending unit. In this case, the broken squad in zE6 is adjacent to the Germans, so they will only be able to make a SFF shot against a unit that moves adjacent to them. The American squad then spends its last MF to enter zF6, and the Germans announce a Subsequent First Fire shot against them. SFF shots are taken at one-half FP, so the shot is 4 FP, cut in half to 2 FP because of SFF, doubled back to 4 FP because of PBF, and DRMs of –1 leadership and –1 FFMO (Assault Movement cancels the –1 FFNAM DRM), a 4/–2. The DR is 7, which is a 1MC (5 on the 4 FP column). The American Morale Check DR is 8, increased to 9 by the 1MC, so the squad breaks but is not replaced by a lower quality unit. Flip the American squad to its broken side, place a DM on it, place a 2 Residual FP on the stack, and flip the First Fire counter on the Germans over to its Final Fire side.
1.5.6
The Third Move
The American player now announces that the squad in zH6 will move using Assault Movement. It expends 2 MF to enter zG6 (1 MF for Open Ground + 1 MF for smoke). The German squad has used its one allowed First Fire shot, and its one allowed Subsequent First Fire shot, so for the remainder of the American MPh it can only make Final Protective Fire (FPF) shots. Unlike First Fire and Subsequent First Fire attacks, there is no limit to the number of FPF attacks a defending squad can make, but FPF can only be used against units moving adjacent to the defending squad. 17
Squads, Leaders, Basic Sequence of Play
Figure 1.7: Rematch: American second move
If the Germans fire at this third American squad, the shot will be 4 FP, cut in half to 2 FP because of FPF, doubled back to 4 FP because of PBF, and DRMs of –1 leadership and +2 smoke (the smoke cancels FFMO, and Assault Movement cancels FFNAM). The shot would be a 4/+1... but the DR for the shot will also be a NMC roll for the German squad and leader. Defending units that use FPF are close to panicking just from the proximity of so many enemy units, so there is a risk involved. Now the question is: should the Germans take this FPF shot? This is a situation in which the Rule of 7 is not much help: it suggests that the FPF will be ineffective, neither breaking or pinning the Americans nor breaking the Germans. But, in this particular situation, if the Germans fire and are lucky enough to pin or break the Americans, they will win the scenario; if they are unlucky enough to break themselves, they will lose the scenario. If the Germans decline to fire, the American squad will advance into the hex and the scenario will be decided in Close Combat. In theory, given enough time, you could eventually figure out which course of action gives the Germans the greatest chance of victory, but in an actual game situation it’s just a judgment call. For the purposes of this tutorial, however, the Germans will take that FPF shot, a 4/+1. The German DR is 4, but this is a doubles roll (2,2) which triggers cowering. Cowering in ASL originally confuses a lot of players, because you normally think of cowering as something that occurs when you are fired upon, rather than when you are firing. In other words, how can being ordered to fire on the enemy cause you to cower? But most actions in a turn of ASL are actually occurring simultaneously, even though the turn itself is broken into sequential steps for ease of play. So while the Germans are firing at the Americans, the Americans are also firing as they approach the German position (even though such firing will not be resolved until the AFPh). In most situations, you can’t fire at the enemy without exposing yourself to their fire, so when you roll doubles some of your soldiers have decided that they would just as soon stay under cover this turn and not be shot at, which reduces your firing effectiveness by requiring you to resolve the shot using the next lowest IFT column. In this case, however, there is a leader present. Whenever a leader is directing the fire, cowering does not occur. This is true even if the leader has a Leadership Modifier of 0 or +1 (or even a +2 from a wounded 6+1!). The German FPF shot, then, remains a 4/+1, and the DR of 4 results in a 1MC. The American squad’s Morale Check DR is also a 4, which is increased to 5 by the 1MC. 5 is less than their Morale Level of 6, so they pass the 1MC. Because this was a FPF shot, the Germans also have to use their original 4 DR as a NMC for both the leader and the squad, but they both pass this NMC easily. (The leader’s Morale is 9, and the squad’s Morale is 7 with a –1 DRM from the leader if he doesn’t pin or break.) 18
1.5. A Rematch
Figure 1.8: Rematch: American third move
Now the Germans have the opportunity to take a second FPF shot at the Americans. The American squad expended 2 MF to enter the smoke hex, so the Germans are allowed to fire at them twice, one shot for each MF expended. This again brings up the question of whether the Germans should take this shot... but since they took the first FPF shot, they might as well take the second one, since multiple FPF shots do not involve any additional penalties to the firer other than the multiple NMCs. This second FPF shot remains a 4/+1, and the DR is 8. This fails to have any effect at all on the American squad (9 on the 4 FP column of the IFT). The DR 8 is then applied as a NMC to the Germans. The leader passes this NMC, because his Morale of 9 is greater than 8. The leader’s –1 Leadership Modifier then reduces the 8 to a 7, which is applied to the German squad. 7 equals the squad’s Morale Level of 7, so the squad is pinned. Place a Pin counter on top of the squad, but under the leader, to show that the squad is pinned but the leader is not. And, finally, place a 2 Residual FP counter on top of the American squad. Residual FP is not cumulative, so even though the Germans fired into that hex twice, only 2 Residual FP is placed. The only way for that 2 Residual FP to be increased would be if a stronger attack would later target that hex. That is, a dozen 4 FP attacks could hit a hex, and only 2 Residual FP would be placed there; but then if an 8 FP attack hit that hex, the 2 Residual FP would be replaced by a 4 Residual FP counter. At this point, the MPh is complete. There are no more American units to move (the Americans cannot enter the German-occupied hex during the MPh), and there are no more First Fire, SFF, or FPF shots to resolve. Remove the smoke counter and the Residual FP counters.
1.5.7
Defensive Fire Phase
The German units have a Final Fire counter on them, so they are not allowed to fire in the DFPh. Remove the Final Fire counter.
1.5.8
Advancing Fire Phase
The unbroken American squad in zG6 can now fire on the Germans, although all shots in the AFPh are at onehalf strength, because moving units cannot fire as effectively as stationary units. The FP for this shot is 6, cut in half to 3 FP because it is the AFPh, doubled back to 6 FP because of PBF, increased to 7 FP because of the assault fire bonus (underlined FP factor). The 6 FP column of the IFT must be used, 19
Squads, Leaders, Basic Sequence of Play
Figure 1.9: Rematch: American Advancing Fire Phase
Figure 1.10: Rematch: Rout Phase
because the FP is less than 8, and there is a +3 TEM DRM because of the stone building, so the shot is 6/+3. The DR is 11, which has no effect.
1.5.9
Rout Phase
The two broken American squads are adjacent to a Known unbroken enemy unit and must rout. The squad in zE6 will spend 4 MF to rout to zD6 (mandatory) and then zC7 (optional). The squad in zF6 will spend 4 MF to rout to zF7 (must rout to zF7 or zG7) and then zF8 (optional). This scenario is only one-half turn long, so it does not really matter which rout paths are taken. But these rout paths were chosen to get the broken units out of any German LOS, which would make it somewhat easier to rally them if there were more turns to be played, because the Germans would not be able to keep putting them under DM by firing on them. If your situation in the scenario you are playing is that you are defending and possibly retreating, then you will usually want to rout your broken troops as far away from the enemy as possible. If you are the overall attacker in the scenario, you will usually want to rout your troops far enough to get out of enemy LOS, but no farther, so that when they rally they can get back into the fight quickly.
1.5.10
Advance Phase
The American squad in zG6 advances into the German-occupied hex zF5. Place a Close Combat (CC) counter on that hex. The broken American squads cannot advance.
1.5.11
Close Combat Phase
Close Combat is simultaneous unless an ambush occurs. Whenever a unit advances into CC with an enemy in a building or woods hex (unless a Melee counter was already present) there is a chance that an ambush may occur. To see if an ambush occurs, both players make a dr. The Americans have no drms, and roll a 3. The Germans have a +1 die roll modifier (drm) for being pinned, and a –1 drm for a directing leader, so the two drms will cancel each other. The Germans roll a 4. Neither side rolled 3 less than the other, so no ambush occurs. 20
1.5. A Rematch
Figure 1.11: Rematch: American Advance Phase
Figure 1.12: Rematch: End of Turn
Both players must designate their CC attacks before any are resolved. The American player designates his CC attacks first, because he is currently the ATTACKER. The American squad declares that it will attack both German units. A leader in CC will normally attack and defend in combination with the squad on which it is stacked, unless the leader decides to make a CC attack by himself (in which case he could be attacked by himself ). What the German leader is going to do does not matter in this situation... the American squad must attack and kill both German units, while surviving their attack, in order to win the scenario. Leaders have a FP of 1 in CC, so the American CC attack will be 6 to 5, which is 1-1 odds. When figuring the CC Odds Ratio to use, always round in favor of the defending unit. So the Americans would need 7.5 FP to get 3-2 odds, and 10 FP to get 2-1 odds, etc. Terrain has no effect on CC, except to allow or prohibit the possibility of an ambush (that is, there are no TEM DRMs in CC). The German CC attack will be at 1-2 odds. The German squad’s CC FP is cut in half to 2 FP because it is pinned, but the leader’s 1 FP makes the attack 3 to 6 (the Germans would need at least 6 FP to get 1-1 odds). Note that pinned units in CC defend at full strength, but attack at half strength. Combining their CC FP to get a 1-2 attack, with a –1 DRM from the leader’s Leadership Modifier, gives the Germans their best chance of killing the American squad. If they attacked separately, at 1-4 (2 to 6) and 1-6 (1 to 6) with no leadership (a leader cannot ‘lead’ himself ), their chances of success would be very poor. The American CC DR is 8, which is greater than the 1-1 CC Kill Number of 5, so there is no effect. The German CC DR is 5, and the –1 leadership DRM makes it a 4, which is equal to the 1-2 CC Kill Number. The American squad suffers Casualty Reduction and is replaced by a 3-4-6 HS, but it is not broken. Note that even if the American CC attack had killed the German units, the German CC attack would still be resolved, because all CC combat is simultaneous if there is no ambush. The Pin counter is removed, and a Melee counter is placed on the stack because there are still units from both sides present, and at least one of them is unbroken. The player turn is now over, and the Americans have again lost. The presence of any German unit in zF5, even if it was only a broken one, prevents the Americans from capturing that hex (see ‘Control’ in the list of Definitions). In truth, this is a very tough situation for the Americans to win... but they came much closer with this second plan. They really need more turns to work with, and possibly a leader of their own. But it can often be fun, as well as instructive, to try to find a way to win when the odds are against you.
21
Chapter 2
Support Weapons
This chapter assumes that the reader has read, and understood, the previous chapter. Rules and concepts discussed in that chapter will be used here with little or no explanation. In this chapter I am going to use the tactical situation presented in chapter 1 — three American squads attacking a stone building defended by one German squad and a leader — to show how the Support Weapons introduced in ASLSK #1 are used. The primary reason for using the same tactical situation is that this will clearly show the dramatic difference in game play that occurs when Support Weapons are available.
2.1
Support Weapons
Support Weapons (SW) are provided as separate counters and represent weapons that are not normally part of any squad’s regular equipment. Demolition Charges and Flamethrowers are specialized weapons that were provided only when the tactical situation required them, and medium Machine Guns and heavy Machine Guns were never available in enough numbers to equip every squad. Some people argue that most, or even all, of these weapons actually required specially trained crews, so that regular infantry squads either should not be able to use them, or should use them only with a penalty. But, regardless of how valid that argument might be, ASL takes the simplified approach of allowing any infantry squad to use any Support Weapon. The light Machine Gun (LMG) is a special case, in that it was included in most rifle squads’ standard equipment, but it is also provided as a SW counter. There are two ways to look at this. Assume a scenario in which the Germans have five rifle squads, each of which has an inherent LMG already factored into its firepower, and two additional LMG counters. The two SW LMGs can be viewed either as additional LMGs provided to the five squads to give them more firepower... or they can be viewed as those LMG-equipped soldiers within the rifle squads that have the potential to perform exceptionally well, and so could have an effect on the battle beyond that of simply being part of a squad’s FP, thus warranting the weapons’ appearance as separate SW counters (this is exactly how ASL treats leaders, as discussed in the previous chapter). SWs cannot attack on their own; they must be possessed by an infantry unit in order to attack. ASLSK #2 and ASLSK #3 introduce additional Support Weapons, but these will be covered in later chapters. I’m going to cover Demolition Charges first, then Flamethrowers, and finally the Machine Guns. This is the reverse order of their presentation in the rulebook, but I like the progression here: we start with a one-shot weapon with no range, then a slow-firing weapon with a short range, and then finally look at the fast-firing, long range Machine Guns. 23
Support Weapons
2.2
Demolition Charges (rule 4.3)
The Demolition Charge (DC) is one of the most powerful weapons you will ever use. You’d have to combine a lot of squads and Machine Guns (MG) together in a Fire Group (FG) to get a 30 firepower (FP) attack. The front of the DC counter shows ‘30-1’ in large bold numbers. The ‘30’ is the DC’s FP, and the ‘1’ is the DC’s range, which is not used in ASLSK. (In the full ASL rules, you can throw a DC into an adjacent hex — hence the range of 1 — but this is a dangerous technique in which the DC will attack both the target and the throwing unit. Under the ASLSK rules, throwing a DC is not allowed.) ‘1PP’ shows the weight of the DC: one Portage Point (PP). A squad or half-squad (HS) has an Infantry Portage Capacity (IPC) of three PP, so up to three DCs could be carried without penalty. The Breakdown Number of ‘X12’ shows that when a DC attacks, a DR of 12 will result in a dud that fails to detonate. DCs are one-shot weapons: when a DC attacks, it is permanently removed from the game (even if it was a dud). The final important piece of information on the DC counter is the small triangle that can be seen directly above the ‘X12’ Breakdown Number. This triangle code is not defined in the ASLSK rules, but it signifies that this weapon cannot benefit from any Leadership Modifier. DC attacks never include a DRM for leadership. The back side of the DC counter is divided into three sections, corresponding to the three methods of using a DC in the full ASL rules: placed, thrown, set. In the ASLSK rules, DCs may only be placed, so only the top two lines apply. These two lines simply remind you that you place a DC during the Movement Phase (MPh), and its attack is resolved during the Advancing Fire Phase (AFPh). Using a DC is a classic good news/bad news situation. The good news is that, as mentioned previously, a DC is incredibly powerful. The bad news is that it is very difficult to actually detonate a DC on an enemy position... the defender will do everything in his power to stop you. Let’s see how this plays out using the tactical situation we looked at in Part 1. Place the following units on board z: zF5: German 41 -6-7, 9–1 zF7: US 63 -6-6 zG7: US 63 -6-6, DC zH6: US 63 -6-6 The Americans will move first. Both sides have an Experience Level Rating (ELR) of 3. To win this scenario, the Americans must capture zF5 by the end of their player turn, otherwise the Germans win. I’ve added a DC to the squad in zG7. Unfortunately, the counters provided in ASLSK #1 do not include an American DC. If you have ASLSK #2, you can use the American DC counter that comes with it, otherwise just use a Russian DC and assume that it is green instead of brown. The only difference between DC of different nations is the color of the counter; the values are always the same. The DC is placed on top of the squad, to show that the squad possesses it. If the DC was under the squad, it would be laying on the ground, unpossessed, and the squad would have to recover the DC before it could carry it or use it in an attack. The DC is given to the middle squad, because it is the only squad that has two hexes that it could enter using Assault Movement to move adjacent to the German position in zF5. The flanking squads will attempt to place smoke grenades in both of these hexes, so the chances of the DC squad having a smoke screen available are pretty good. The first move will be the same as in the previous battle: the squad in zF7 will attempt to place smoke grenades in zF6, and then move to zE7-zE6. The squad in zH6 will move next, attempting to place smoke grenades in zG6 and then moving into that hex. Finally the DC squad in zG7 will use Assault Movement to enter whichever hex has a +2 Smoke counter in it. If both, or neither, of these two hexes have smoke present, it will enter zF6 to avoid stacking with another squad. 24
2.2. Demolition Charges (rule 4.3)
Figure 2.1: Demolition Charge (DC) example set up
But now, assuming that at least one Smoke counter is successfully placed, the Americans have a problem: it costs 2 Movement Factors (MF) to enter the smoke filled hex (1 MF for Open Ground + 1 MF for smoke), and 2 MF to place the DC in zF5 (2 MF for a building). This is 4 MF total, equal to the number of MF the squad has available, so Assault Movement could not be used. It’s time, then, to bring in some reinforcements: add an American 8–0 leader to zG7. Place the leader on the top of the stack, so that, from the bottom up, you have the squad, the DC possessed by the squad, and the leader. If the squad and leader move together as a stack, the squad gets a 2 MF bonus, for a total of 6 MF. With 6 MF available, Assault Movement can be used to enter the smoke hex and place the DC, because 4 MF is less than 6 MF. Before we play this out, let’s review exactly what ‘placing a DC’ means. A unit places a DC by expending the MF necessary to enter the target hex, but the unit does not actually enter the target hex, and any defensive fire triggered by the placement MFs is taken in its current hex (adjacent to the target hex). If the placing unit survives all defensive fire triggered by the placement MFs without breaking or being pinned, then the DC is successfully placed in the target hex and will attack in the AFPh. What is happening here is that, after the squad moves adjacent to the German position, one or more soldiers get the perilous task of carrying the DC right up to the building occupied by the Germans, placing it next to the building, and then running like heck to get away before it detonates. So why is throwing a DC forbidden in the ASLSK rules? Wouldn’t that be easier and safer? Easier... yes; safer... no. The problem is that the blast radius of a DC is much greater than the distance any soldier can throw it, so a thrown DC attacks both the target (with less effectiveness than a placed DC) and the throwing unit. It’s entirely possible to blow yourself up and leave the target unharmed (I speak from bitter experience here!). Throwing a DC is an act of desperation. Placing a DC is the most common method of using a DC, so it is the only one allowed in the ASLSK rules. If the Germans fire on every unit as it moves adjacent to them, as they did in the previous battle, they will have four Final Protective Fire (FPF) shots when the squad with the DC, assisted by the 8–0 leader, Assault Moves into the smoke hex and attempts to place the DC in zF5. The 2 MF that must be spent to place the DC will give the Germans the two extra FPF shots, but let’s assume that all four FPF shots have no effect. In the AFPh, the resulting DC attack will be a 30/+3 (+3 TEM DRM for the stone building). The Breakdown Number of the DC will be 10 instead of 12, because the American squad is not an Elite unit. So on a DR of 10 or more, the DC will be a dud, but on a DR of 9 or less the Germans will suffer at least a 1MC, and could possibly suffer a 1KIA on a DR of 2. This could well be a game-winning attack for the Americans, so the German player will want to use a different defensive fire scheme... 25
Support Weapons
Figure 2.2: American first move; placing smoke in zF6 by the squad in zF7 and consecutive movement to zE6
2.2.1
Rally Phase
No activity.
2.2.2
Prep Fire Phase
No activity.
2.2.3 2.2.3.1
Movement Phase The First Move
The squad in zF7 spends 2 MF to place smoke in zF6, and succeeds with a smoke dr of 3. Place a +2 Smoke counter in zF6. The Germans decline to fire. The squad then spends 1 MF to enter zE7, and again the Germans decline to fire. The squad then spends its final MF to enter zE6, and again the Germans decline to fire... turning down an 8/–3 shot against an adjacent attacker! 2.2.3.2
The Second Move
The squad in zH6 spends 2 MF to place smoke in zG6, and fails on a smoke dr of 5. The Germans decline to fire. The squad then moves into zG6, and again the Germans decline to fire at an adjacent enemy squad. What’s going on here? The German player has decided that the squad with the DC is the greatest threat, so he is holding his fire in order to put maximum firepower on the DC squad. The American player, on the other hand, is going to move the DC squad last of all, because he wants to tempt the Germans into firing early. The analysis of this situation, assuming that all DRs are 7s (neutral luck), goes like this: if the Germans fire as they did in the previous battle, breaking the first two squads but failing to break or pin the third squad, the DC attack will result in a 2MC (DR 7 + 3 TEM is 10 on the 30 FP column of the IFT). Both German units will roll a 9 (DR 7 + 2) for their Morale Checks (MC), which will pin the 9–1 leader and break the 4-6-7 squad. The broken squad will rout away, and the Americans will win when they kill the pinned leader with a 6-1 (7 FP vs 1 FP) Close Combat (CC) attack (DR 7 is less than the CC Kill Number of 10). 26
2.2. Demolition Charges (rule 4.3)
Figure 2.3: American second move; attempted smoke in zG6 by the squad in zH6 and consecutive movement to zG6
But, if the Germans concentrate all of their fire on the DC squad and break or pin it, preventing it from using the DC, the Germans will instead be hit with two 7 FP AFPh attacks from the first two American squads resulting in no effect (DR 7 + 3 TEM on the 6 FP column of the IFT). Then those two American squads will advance into the German hex to initiate CC, and (assuming no ambush occurs) the American CC attack will be at 2-1 odds (12 FP vs 5 FP). A DR of 7 will match the 2-1 CC Kill Number of 7, and the resulting Casualty Reduction of one of the German units will not eliminate all of the German defenders, so the Americans lose. Thus it is clear that DC is the greatest threat to the Germans, and that they will increase their chances of winning by concentrating all of their fire on the DC squad. Now, don’t be misled by the above analysis... playing ASL/ASLSK does not normally involve making such detailed analyses of situations on every single turn. A veteran player would take one look at our situation here and immediately identify the DC as the biggest threat to the Germans, just on the basis of his past game experience, with no ‘analysis’ required. As you gain experience in playing ASLSK, you will increase your ability to take in a complicated situation at a glance and immediately know what move you want to make. 2.2.3.3
The Third Move
The American player announces that the squad and leader in zG7 will move together as a stack, and use Assault Movement. The stack spends 2 MF to enter zF6. The presence of the 8–0 leader provides both a benefit and a risk to the Americans. The benefit, of course, is the additional 2 MF that the squad gets when accompanied by a leader. The risk is that, if the 8–0 leader breaks, the squad will have to take a Leader Loss Task Check (LLTC, rule 3.2.1) which could leave it pinned and unable to place the DC. So the American player is hoping that both the squad and the leader can withstand the German defensive fire. The Germans now announce a Defensive First Fire. The FP is 4, doubled to 8 because of Point Blank Fire (PBF). The DRMs are –1 for the German 9–1 leader and +2 for the smoke (the smoke cancels FFMO, and Assault Movement cancels FFNAM). So the shot is an 8/+1. The DR is 6, which results in a 1MC (7 on the 8 column of the IFT). The 8–0 leader passes his 1MC with a DR of 6 (6 + 1 is less than his Morale of 8). The squad rolls a DR of 5 and is pinned (5 + 1 equals their Morale of 6). Place a First Fire counter on the German stack, place a Pin counter on top of the American squad, but under the 8–0 leader, to show that the squad is pinned but the leader is not, and place a 4 Residual FP counter on top of the American stack. 27
Support Weapons
Figure 2.4: American third move; Assault move from the squad and leader in zG7 to zF6 where the squad is pinned by German Defensive First Fire
Figure 2.5: German Defensive Phase; the American squad in zE6 is broken by German Defensive Fire from zF5
The Germans could now take a second shot, this time as Subsequent First Fire, because the American stack expended 2 MF to enter zG6, but they decline to do so. With the DC squad safely pinned, their concern now is with the first two American squads. This ends the MPh, as the 8–0 leader can do nothing useful with his remaining 3 MF (remember that he must limit his MF expenditure to 5 MF or less because he is using Assault Movement). Remove the Smoke and Residual FP counters.
2.2.4
Defensive Fire Phase
The Germans are marked with a First Fire counter, so they can only fire at an adjacent target with one-half of their normal FP. They choose to fire at the American squad in zE6. The FP is 4, cut in half to 2, doubled back to 4 by PBF, with a –1 DRM from the German leader (FFMO and FFNAM never apply in the DFPh), so the shot is 4/–1. The DR is 6, which is a 1MC (5 on the 4 FP column). The American squad fails its MC with a roll of 6 (6 + 1 is greater than its Morale of 6), so it is flipped over to its broken side and a DM counter is placed on top of it. Flip the First Fire counter over to the Final Fire side. No other defensive fire is possible, so the DFPh is over. Remove the Final Fire counter.
2.2.5
Advancing Fire Phase
Remember that all shots taken in the AFPh are at one-half of their normal FP. The squad in zG6 has 7 FP (6 FP, cut in half to 3, doubled back to 6 by PBF, +1 for Assault Fire bonus) and the pinned squad in zF6 has 4 FP (6 FP, cut in half to 3, cut in half to 1.5 because of the pin, doubled to 3 by PBF, +1 Assault Fire bonus). They will form a FG to attack at 8/+3 (11 FP and a +3 TEM DRM). The DR is 7, which has no effect (10 on the 8 FP column).
2.2.6
Rout Phase
The broken American squad routs to zC7 via zD6. It must rout to zD6, as that is its only legal rout destination. It could stop there, or continue to rout to zC7, zB6, or zB7. 28
2.2. Demolition Charges (rule 4.3)
Figure 2.6: American Advance Phase; the American squad in zG6 and leader in zF6 move to zF5
2.2.7
Advance Phase
The American squad in zG6 advances into the German-occupied hex zF5, followed by the 8–0 leader in zF6. The pinned squad in zF6 may not advance. Place a CC counter on zF5. The order in which these two units move is not important, as there is never any defensive fire in the APh, and ambush is not checked until the start of the CCPh.
2.2.8
Close Combat Phase
The American ambush dr is 4. The German ambush dr is 2, but the Germans also get a –1 drm from their 9–1 leader, so their final ambush dr is 1. This is 3 less than the American ambush dr, so the Germans have ambushed the Americans and will attack first. The American player declares that his 8–0 leader will be attacking with the 6-6-6 squad, so both American units will defend together and cannot be attacked separately. If the Americans wanted their leader to attack by himself, then the Germans would have the option of attacking the squad alone, the leader alone, or both squad and leader together... so the American player must declare whether or not his leader will be making a combined attack with the squad, even though the Germans will attack first because of their ambush. The German CC attack will be 5 FP vs 7 FP, which is 1-2 odds, with a –2 DRM (–1 leadership, –1 ambush). The DR is 10, which is reduced to 8, but that is greater than the 1-2 CC Kill Number of 4, so the German attack has no effect. If the German attack had been successful, the results would have been applied before the American CC attack, because of the ambush. Had the Germans eliminated the American units, there would have been no American CC attack at all. The American CC attack will be 7 FP vs 5 FP, which is 1-1 odds, with a +1 DRM because they were ambushed. The DR is 7, which is increased to 8, and that is greater than the 1-1 CC Kill Number of 5, so their attack also has no effect. Flip the CC counter over so that it becomes a Melee counter, remove the Pin counter, and the turn is over. If the scenario were to continue, the units in zF5 would have to continue to battle each other in CC each turn, but all subsequent CC attacks would be simultaneous and without the ambush DRMs, because the ambush condition ceases once the Melee counter is placed on the hex. The Americans have lost once again, because they did not capture zF5 by the end of the turn. That makes three losses in a row now. Are these Germans simply unbeatable? Why didn’t the DC make more of a difference? 29
Support Weapons
Well, the DC didn’t change the outcome of the battle because the Americans didn’t use it effectively! The Americans can make one tiny change in their set-up that will completely change the way this scenario plays out. This battle showed the ‘obvious’ way to use a DC... now let’s look at a better way. Reset all of the units to their starting hexes. In zG7, we have a stack consisting of (from the bottom up) a 6-6-6 squad, a DC, and the 8–0 leader. Change this stack so that it is: squad, leader, DC... so the DC is on top of the 8–0 leader, which means that he is the one carrying it, and not the squad. A DC can be legally carried, and placed, by a leader, and his IPC of one PP is enough to carry the 1PP DC with no penalty to his movement. What does giving the DC to the leader accomplish? • All leaders are Elite (rule 1.2.1), so the DC’s Breakdown Number remains 12, instead of the 10 it has if a non-Elite squad uses it. • The leader’s Morale is 8, instead of the squad’s 6, so he is going to be much tougher for the Germans to break or pin. • With the leader handling the DC, there is no need for him to move along with the squad... the third squad can now move into zF6 before the leader moves, so the German player is probably going to have to hold his fire while all three American squads move adjacent to him, in order to have maximum firepower available to stop the DC. The German player will not be having fun at this point! On the map, this situation would be (assuming the same smoke drs as previously): 6-6-6 squad in zE6, 6-6-6 squad and +2 Smoke in zF6, 6-6-6 squad in zG6, 8–0 leader and DC in zG7, ready to start his movement. The Rule of 7 suggests that, if the leader Assault Moves into the smoke, the Germans are going to need some luck to stop him from placing that DC: their best shot will be an 8/+1, so a DR 7 is a NMC which the leader will pass with a MC DR of 7. Their Subsequent First Fire and FPF shots will be 4/+1 which will have no effect on DRs of 7. If those three squads remain unbroken and unpinned, they will form a FG to hit the Germans with a 20/+3 Advancing Fire shot (7 FP each), and if that has no effect they will still have a CC attack at 3-1 odds (18FP vs 5 FP) where a DR of 7 or less will eliminate the German defenders. Thus the Americans now have an excellent chance of winning this scenario, even if the Germans are able to prevent the 8–0 leader from placing the DC. And all because we made one small change in the American set-up! It is often better to let a leader handle a DC, especially for the Americans and the Italians, whose squads have low Morale ratings. And a leader with a Morale of 9 or 10 carrying a DC is a terrifying sight to any defender. Placing a DC is a dangerous operation, and you may be reluctant to have a valuable leader exposed to the kind of defensive fire that a DC attracts... but remember that nothing forces you to use a DC. As we have seen here, the mere threat of a DC is enough to make a defender pass up defensive fire shots that would normally be devastating. If you don’t actually use a DC, you can continue to threaten the defender with it in future turns. Sometimes, the best way to use a DC is to not use it at all! A DC attacks in the AFPh at full FP because it is an instantaneous attack that is not reduced in effectiveness by movement of the placing unit. This ability to attack at full FP in the AFPh is one of the many traits it shares with the next support weapon we will look at: the flamethrower.
2.3
Flamethrowers (rule 4.2)
A flamethrower (FT) is a powerful weapon that will terrify any defender. It can fire in the AFPh at full FP, just like the DC does, because a short burst is usually all that is necessary, and careful aiming is not required. A FT also ignores all TEM DRMs! A stone building, for example, normally has a TEM of +3, and its stone walls can’t be harmed by a FT... but the burning liquid fuel will pour through any open window or door and quickly turn the interior of the building into an inferno. The front of the FT counter shows ‘24-1’ in large bold numbers. The ‘24’ is the FT’s FP, and the ‘1’ is the FT’s normal range (PBF does not apply to a FT). A FT can also make a long range attack at a range of 2 hexes with 12 FP. 30
2.3. Flamethrowers (rule 4.2)
Figure 2.7: Flame Thrower (FT) example set up
‘1PP’ shows the weight of the FT. The low Breakdown Number of ‘X10’ does not represent a high probability of a mechanical breakdown, but rather the limited amount of fuel that a FT carries. The triangle code above the Breakdown Number signifies that this weapon cannot benefit from any Leadership Modifier. FT attacks never include a DRM for leadership. The back side of the FT counter reminds you that it can attack at full FP in the AFPh, and that all attacks made against a unit carrying a FT receive a –1 DRM to their resolution roll on the IFT. In a game a FT is used in much the same manner as a DC. Ideally, you would like to move adjacent to your target and hit it with the full 24 FP in the AFPh. Here are the ways in which using a FT differs from using a DC: • A FT firing into an adjacent hex (range: 1) is actually better than a DC when attacking targets in high TEM hexes, because it ignores all TEM DRMs. With TEMs of +2 or +3 the FT is clearly better than a DC; with a TEM of +1 they are about equal; and with no TEM the DC is better. • A FT can fire more than once, although with the low Breakdown Number it probably won’t last forever. Note that if the FT is used by a non-Elite unit, the Breakdown Number is only X8! • A unit carrying a FT is more vulnerable to enemy fire, because of the –1 DRM that is applied to any shots aimed at it. On the other hand, a unit using a DC will draw more defensive fire shots, because of the need to spend extra MFs to place the DC. • A FT is much more flexible than a DC. It can fire from a range of 1 or 2 hexes; it can fire in the Prep Fire Phase instead of in the AFPh; it can fire in the DFPh; it can even be used for Defensive First Fire shots if any enemy unit is crazy enough to try moving within range of the FT! Let’s reset our tactical situation and look at a couple of things. zF5: German 41 -6-7, 9–1 zF7: US 63 -6-6 zG7: US 63 -6-6, 8–0, FT zH6: US 63 -6-6 Note that the American 8–0 leader could simply fire the FT in the Prep Fire Phase at a range of 2 hexes... before the Germans have a chance to do anything at all. This shot would be a 12/+0, with a 1MC occurring on a DR of 7. Remember how hard the Americans have worked to try to get an attack this good on the Germans? A FT gives it to them with no effort at all. But the question facing the American player is: should he take this long range 12 FP shot in the Prep Fire Phase, or should he try to move adjacent and get the 24 FP shot in the AFPh? That would be a 24/+0, with a 3MC on a 31
Support Weapons
DR of 7... a shot that would be nearly impossible for the Germans to withstand. I think it comes down to a judgment call as to how much risk the American player is willing to take. The 24 FP shot would be awesome, but there’s no guarantee that he’ll successfully get into position to take it. The 12 FP shot is guaranteed to occur, but it might not have any effect. I’d go for the 24 FP shot in the AFPh, myself, if only because I want to put as much pressure on the defender as I possibly can. And, win or lose, it would be much more fun to play it that way!
2.4
Game or Simulation?
ASL is widely regarded as being one of the most realistic wargames ever designed... but what about the situations discussed above? Would the German defenders really just sit around and do nothing — while the American troops calmly walk up to their building — only to open up with everything they’ve got when the guy carrying the DC/FT finally appears? First, remember that moving units one at a time is just an abstraction that makes the game playable. In reality, all of the American forces would be moving at once, and the Germans would start firing on them as soon as they started moving, but, upon seeing the DC/FT coming their way, they would concentrate their fire in that direction. ASL is a ‘design for effect’ game, rather than a rigorous simulation. A simulation will try to use the most realistic game mechanics possible, but such games can sometimes be tedious to play as a result. A design for effect game will use abstracted game mechanics to keep the gameplay fast and easy, as long as the results of each turn are reasonably realistic. That is the situation here: without a DC or FT, the Americans are unlikely to capture that building, and they will often suffer more casualties than the defenders when they do capture it. This is a realistic result for this situation, regardless of how ‘gamey’ the actual moves may have seemed. This, I think, is a major part of the reason for ASL’s success. It contains more historical detail than any other competing WWII tactical game system — a wealth of detail that can seem almost overwhelming at times — but it uses many abstractions to incorporate all of that detail while still keeping the game playable and fun. And, in the process, it generates very realistic results.
2.5
Machine Guns (rule 4.1)
By far the most common SW in ASL is the Machine Gun (MG). MGs come in three types: light Machine Gun (LMG), medium Machine Gun (MMG), and heavy Machine Gun (HMG). As you compare these types, moving from light to medium to heavy, you see increased FP, increased range, more weight (higher PP numbers), and higher Rate of Fire (ROF) numbers. MG counters show their FP, range, and PP number just like the DC/FT counters do. Some models may have a Breakdown Number printed on them, such as ‘B11’, but if no Breakdown Number is present they are assumed to have a ‘B12’. The ‘B’ prefix means that, unlike the DC and the FT, when a MG breaks down it can possibly be repaired and used again. When a MG does malfunction it is flipped over so that the ‘R’ (repair) and ‘X’ (permanent breakdown) dr numbers are visible. The main difference from the DC/FT counters is the boxed ROF number, which signifies that these weapons may be able to fire multiple times in a single fire phase, without penalty. Unlike DCs and FTs, MGs are usually assigned to squads rather than leaders. When a MG is fired by a leader it is limited to Area Fire (FP halved), the leader’s Leadership Modifier cannot be used to assist anybody, and a MMG or HMG possessed by a leader is going to really slow him down, since he only has an IPC of one PP. Note also that MGs do not suffer a reduction in their Breakdown Number when they used by a non-Elite unit. MGs are excellent defensive weapons that will pose many problems for attacking troops that are facing them. They are less useful on offense because MMGs and HMGs cannot fire in the AFPh if they have moved that turn. MGs also enable you to concentrate a tremendous amount of FP in a single stack, which is important when you 32
2.5. Machine Guns (rule 4.1)
Figure 2.8: Example set up with Flame Thrower (FT), Medium Machine Gun (MMG) and Heavy Machine Gun (HMG)
have a good leader. For example, if the Americans stack three 6-6-6 squads with a 9–2 leader and fire at a stone building, the shot is 16/+1, but if each of those three squads also has a 4-10 MMG, the shot becomes 30/+1... a tremendous shot that is roughly equivalent to firing a FT from an adjacent hex, but this shot could be taken from up to six hexes away from the target. Let’s return to our tactical situation one final time, adding some MGs to the forces involved to see how they change the game play. zF5: German 41 -6-7, 5-12 MMG, 9–1 zF7: US 63 -6-6 zG7: US 63 -6-6, 8–0, FT zH6: US 63 -6-6 zJ5: US 63 -6-6, 8-16 HMG
2.5.1
Rally Phase
No activity.
2.5.2
Prep Fire Phase
The squad in zJ5 will fire on the Germans in zF5 using the HMG and its own inherent FP, for a total of 14 FP. The shot is 12/+3, and the DR is 5 (colored dr is 2) resulting in a 1MC (8 on the 12 FP column). The 9–1 leader passes his MC with a DR of 7 (7 + 1 is less than his Morale of 9). The 4-6-7 squad passes their MC with a DR of 4 (4 + 1 – 1 is less than their Morale of 7). The HMG has a ROF of 3, so it has the chance to shoot again because the colored die in the original IFT DR was 3 or less. Place a Prep Fire counter on top of the squad in zJ5, but under the HMG. Strictly speaking, both the squad and the HMG should be marked with the Prep Fire counter, but it is a universal convention among ASL players that when a weapon retains ROF it is not marked until it either loses ROF, or the end of the Prep Fire Phase is reached. The HMG now shoots again. The shot is 8/+3, and the DR is 8 (colored dr is 5) resulting in no effect (11 on the 8 FP column). The HMG has now lost ROF and cannot shoot any more, because the colored die was greater than 3. Move the Prep Fire counter to the top of the stack. 33
Support Weapons
Figure 2.9: American Prep Fire Phase; The American squad in zJ5 has fired on the Germans in zF5 with the squads inherent firepower and the HMG without effect
The potential for MGs to fire multiple times if they retain ROF, especially with the powerful HMGs that have a 50% chance of getting another shot (ROF 3), recreates the ability of a MG to fire a large number of bullets at multiple targets in a short period of time. In particular, infantry attacking over Open Ground can take heavy casualties if even a single defending MG retains ROF a few times. You can think of a MG that retains ROF as one that scored some hits in only a short burst, leaving it time to fire again or even engage a different target. A MG that fires and does not retain ROF was less successful, so it had to fire throughout the entire fire phase in order to score some hits on its target. The Americans decline to fire their FT in the Prep Fire Phase.
2.5.3
Movement Phase
Note that if the squad in zJ5 had elected to move instead of Prep Fire, it would only have had 2 MF to spend, because the 5PP weight of the HMG exceeds the squad’s IPC by 2 (they lose 1 MF for each PP over 3). To have had more than 2 MF to spend, the squad would have to either declare Double Time movement, or they would have to abandon the HMG.
2.5.3.1
The First Move
The squad in zF7 spends 2 MF to place smoke grenades in zF6, and succeeds on a dr of 1. Place a +2 Smoke counter in zF6. They then spend 1 MF to enter zE7, and their final MF to enter zE6, at which point the Germans announce a Defensive Fire shot. The German player is in a tough spot: he knows he will probably lose if that American FT is able to attack in the AFPh, but he also doesn’t like his chances if three American squads advance in for CC. So he is going to take a chance and fire the MMG only, with the 9–1 leader directing, in a First Fire attack on the squad entering zE6. He’s hoping that the MMG breaks or pins the American squad and retains its ROF. The MMG’s 5 FP is doubled to 10 FP by PBF, so the shot is 8/–3 (–1 leadership, –1 FFMO, –1 FFNAM). The DR is 3 (colored dr is 1) resulting in a 3KIA! The American squad is completely eliminated, and, since the MMG retained its ROF, it is not marked with a First Fire counter. Remove the American squad. Normally a 4 Residual FP counter would now be placed in zE6, but, because the MMG retained its ROF, no Residual FP is placed at all (short successful burst = no Residual FP). 34
2.5. Machine Guns (rule 4.1)
Figure 2.10: The Americans first move; the American squad in zF7 places smoke in zF6 and move to zE6 through zE7
The German player has the option to voluntarily lose ROF on the MMG, in spite of the colored dr, by putting a First Fire counter on it, in which case he would place the 4 Residual FP counter in zE6... but, of course, he does not want to do this. His concern now is stopping the FT, rather than preventing anyone else from entering zE6.
2.5.3.2
The Second Move
The squad in zH6 spends 2 MF to place smoke grenades in zG6, but the dr is 6. Not only does the smoke placement attempt fail, but the squad must immediately end its move and remain in zH6. ASL is often criticized for unrealistically giving players too much control over their troops — which is true enough — but events such as cowering, SW breakdowns, and rolling a dr 6 on smoke placement attempts insure that there are unexpected things that can happen that will mess up even the best plans. So while ASL/ASLSK may fall short of recreating the true chaos and uncertainty of a WWII battlefield, those elements are present, and are handled in a way that does not decrease the playability of the game. 2.5.3.3
The Third Move
Now it’s the American player who is in a tough spot. With one squad eliminated, and a second one unable to move, only one squad remains. Why is this a problem? The Americans must control zF5 to win, and only a Multi-Man Counter (MMC) can gain control of a hex (a leader can prevent an opponent from gaining control of a hex, but he cannot capture a hex by himself ). So the last American squad must move adjacent to zF5, and must remain unbroken and unpinned, for the Americans to have any chance of winning. The squad in zG7 announces that it will use Assault Movement, and spends 2 MF to enter zF6. The German player, realizing that the Morale 6 squad will be an easier target than the Morale 8 leader with the FT, declares a First Fire shot against it. If this squad breaks or pins, it won’t matter what the FT does, because the Americans will have no squad left to take control of zF5 and win the game. The Germans fire using both the 4-6-7 squad and the MMG. The 9–1 leader cannot assist this shot with his Leadership Modifier. Once a leader uses his Leadership Modifier to assist a shot in a player turn, he cannot then assist any other firing units/SW for the rest of that player turn. The 9–1 leader already assisted the MMG by itself in the previous First Fire shot, so for the remainder of the player turn he can assist only that MMG, and only when it attacks by itself. 35
Support Weapons
Figure 2.11: The Americans third move; the American squad in zG7 assault moves to zF6 where it receives a First Fire from the Germans. The squad and MMG have a total of 9 FP, which is doubled to 18 FP by PBF. So the shot will be 16/+2 (+2 smoke, no leadership, smoke cancels FFMO, Assault Movement cancels FFNAM). The DR is 12. This is a doubles roll (6,6) that causes the Germans to cower because there is no leader to prevent it. The shot is thus resolved on the 12 FP column of the IFT, where 14 has no effect. In addition, 12 is the Breakdown Number for the MMG, so it malfunctions and is flipped over. The MMG will not be able to fire again until it is repaired. And finally, because the attack cowered, the squad is marked with a Final Fire counter rather than a First Fire counter. The Residual FP will be calculated using only the squad’s FP, because a malfunctioned MG cannot leave any Residual FP. So the squad’s 4 FP, doubled to 8 FP by PBF, would have been on the 8 FP column, shifting one column left for cowering gives the 6 FP column, half of 6 is 3, and the largest Residual FP counter that is equal to or less than 3 is 2, so a 2 Residual FP counter is placed in zF6. Why didn’t the Germans hold their fire? If they had declined this shot and waited instead until the DFPh to fire on this last American squad, the shot would have been 16/+0, rather than 16/+2, because the +2 Smoke counter is removed at the end of the MPh. This would have been a much better attack, but it also would have been an all-or-nothing attack: they would have only made one full power attack on the squad, and no attacks at all on the leader/FT (unless the MMG retains ROF). But the Germans fired here because they were hoping to fire twice: a First Fire shot followed by a Subsequent First Fire shot (the American squad spent 2 MF to enter the hex, so two shots are allowed). But the unexpected breakdown of the MMG, and the cowering of the squad, has completely ruined the German plan. The Germans are still able to fire again, although this second shot will now be a Final Protective Fire (FPF) shot because the German squad is already marked with a Final Fire counter. There’s no question as to whether or not the Germans should take this shot: facing a high probability of an American victory, the Germans will take every shot they can get... and hope for a miracle. The FPF shot is 2 FP, doubled to 4 FP by PBF, with a +2 DRM from the smoke, and no leadership. The DR for the 4/+2 shot is 6, resulting in no effect (8 on the 4 FP column). The DR is also a NMC roll for the German squad, which it passes (6 is less than its Morale of 7). 2.5.3.4
The Fourth Move
The leader/FT in zG7 now has an interesting decision to make: should he Assault Move into zF6 or zG6? The Smoke counter in zF6 will provide more protection from the FPF shots that the desperate Germans will surely take, but moving there will expose him to two FPF attacks and an additional attack from the Residual FP (rule 3.3, 3.31, or 3.3.5 in the rulebook of ASLSK #1, #2 or #3 respectively) that is already present. Here’s the analysis: 36
2.5. Machine Guns (rule 4.1)
Figure 2.12: The Americans fourth move; the American leader/FT Assault Moves to zF6 and receives RFP. The German squad resorts to FPF.
zF6, 2 MF to enter RFP: 2/+1 (+2 Smoke, –1 FT) — no effect on DR 7 FPF: 4/+1 (+2 Smoke, –1 FT) — no effect on DR 7 FPF: 4/+1 (+2 Smoke, –1 FT) — no effect on DR 7 zG6, 1 MF to enter FPF: 4/–2 (–1 FFMO, –1 FT) — 1MC on DR 7 The choice appears obvious. The protective value of the +2 Smoke counter is worth taking the risk of three attacks, especially since two of those three attacks require the German squad to take a NMC as well. The leader/FT declares Assault Movement and expends 2MF to enter zF6. The defensive attacks will not affect the squad that is already in zF6, because Defensive First Fire attacks only affect the moving unit(s) that triggered them. The Residual FP always attacks first. The 2/+1 shot has a DR of 6, resulting in no effect (7 on the 2 FP column). The first FPF shot at 4/+1 has a DR of 7, resulting in no effect but the German squad is pinned because the 7 is also a NMC DR for them (7 equals their Morale of 7). Place a Pin counter on top of the German squad, but under the 9–1 leader. The stack in zF5 now looks like this, from the bottom up: 4-6-7 squad, malfunctioned MMG, Pin, Final Fire, 9–1. The German squad’s FP will now be halved again for the second FPF shot, because they are pinned. So, 4 FP halved to 2 FP for FPF, halved to 1 FP for pinned, doubled to 2 FP for PBF, and +1 DRM for smoke and FT. The second FPF shot at 2/+1 has a DR of 9, resulting in no effect, but the German squad is broken (9 is greater than its Morale of 7). Flip the German squad over to it broken side, remove the Pin counter and replace it with a DM counter. Remove the Smoke counter and the Residual FP counters.
2.5.4
Defensive Fire Phase
No activity. Remove the Final Fire counter. 37
Support Weapons
Figure 2.13: American Advancing Fire Phase; The 8–0 leader fires the FT at zF5. Squad and MMG are destroyed.
2.5.5
Advancing Fire Phase
The 8–0 leader fires the FT at zF5. The attack is 24/+0, and the DR is 4, resulting in a 1KIA. The broken German squad is randomly selected to suffer the KIA, and the 9–1 leader is broken. Remove the German squad, flip the 9–1 leader to his broken side and put the DM counter on top of him. A subsequent dr of 1 on the 24 FP column of the IFT results in another KIA, so the malfunctioned MMG that was possessed by the eliminated German squad is also destroyed and removed (rule 4.0, 3rd paragraph). At this point, the German player concedes. His broken leader must rout away in the RtPh, and then the American squad will advance into zF5, capturing the hex to win the scenario.
38
Chapter 3
Infantry in Battle This chapter assumes that the reader has read, and understood, the previous chapters. Rules and concepts discussed in the earlier chapters will be used here with little or no explanation. In this chapter I will present a small battle between the Germans, attacking with six squads, and the Russians, defending with four squads. The focus this time is on illustrating how a typical ASLSK scenario flows, rather than introducing new rules or units. The previous examples featured a close-range assault on a building, where manoeuvring was more important than Prep Fire. This battle will start off at much longer ranges, and Prep Fire will be critical. In addition, this battle will last several turns, so routing and rallying will be demonstrated in more detail. I need to point out that, while I may have a reasonable understanding of the ASLSK rules (one would hope so, anyway, if I’m writing tutorials!), I am by no means an expert ASL player. The Russian defense plan that I’m going to use is almost certainly not the best defense possible, and the German attack plan may be less than optimal as well. These plans are sufficient for the purpose of this chapter, which is simply to demonstrate the ASLSK rules in action, but you may well notice ways in which they may be improved. I hope, however, that this battle will be a typical example of the kind of game you might see between players of average skill levels.
3.1
The Set-Up
Place the following units on board y: yU3: Russian 4-4-7 yV6: Russian 7–0 yW6: Russian 4-4-7, 2-6 LMG yZ7: Russian 4-4-7, 4-4-7, 4-10 MMG, 8–1 yDD1: German 41 -6-7, 3-8 LMG, 8–1 yDD2: German 41 -6-7 yDD3: German 41 -6-7, 41 -6-7, 3-8 LMG, 42 -6-8, 5-12 MMG, 9–2 yDD5: German 41 -6-7 Grain is not in season, so all grain hexes are treated as Open Ground. The road in yY10 exits the North edge of the map. The Germans will move first. Both sides have an Experience Level Rating (ELR) of 3. To win this scenario, the Germans must capture yU6. There is no time limit... the game will continue until the Germans win. Why no time limit? The moves that I will be recording will be my first playing of this scenario; and without having played the scenario, I have no way of knowing what time limit would give each side a reasonable chance to win. This will be a demonstration game, so the lack of a time limit will not be a problem: both sides will play as if there is a time limit. Once the game is complete, I will be able to suggest a time limit that would work for anyone who might want to play the scenario against an opponent. 39
Infantry in Battle
Figure 3.1: Example Infantry set up.
3.2
Two Rules of Thumb
There are two common dictates concerning proper play that you will encounter over and over when reading about ASL: (A) Don’t stack! (B) Attacking units should move instead of using Prep Fire. I disagree with both of these... not because they are incorrect, but rather because they are often presented as absolute truths, which I think teaches the wrong lessons to a beginner reading them. In the case of (A), simply saying ‘don’t stack’ implies that stacking is always bad... but I suspect that there are relatively few infantry scenarios that can be won without the use of stacking. Stacking is a powerful technique, and a common one, that does indeed also increase your vulnerability. To be a good player, you will need to understand when and how to use stacking. I would rephrase (A) as: (A) Stack only when you have a valid reason to do so. The drawback with stacking is that it multiplies the effectiveness of your opponent’s attacks. For example, if your opponent rolls a 1MC against a single squad, only one Morale Check is made; but if that 1MC is rolled against a stack of three squads, then three Morale Checks will be made... essentially tripling the effectiveness of the attack. The second dictate (B) comes from the observation that beginners usually spend too much time Prep Firing instead of moving, which is probably true. And this is understandable: Prep Fire comes first in the Sequence of Play, so a beginner will fire away without stopping to think about who might need to move later. But the actual relative importance of manoeuvre vs Prep Fire is highly dependent upon the scenario being played, so to imply that manoeuvre is always more important is wrong. I would rephrase (B) as: (B) Think about moving before you think about Prep Firing. If you decide who needs to move before you start Prep Firing, then you will avoid having too many units firing and not enough units moving. In the previous battles we’ve looked at, Prep Fire was ineffective, and the use of 40
3.3. Set-Up Analysis
manoeuvre was critical for the attacker to have a chance of winning. In the battle featured here, the attackers will have to use Prep Fire to blast their way to the objective.
3.3
Set-Up Analysis
This battle will be dominated by the wide open space that the Germans must cross to reach their objective (remember that the grainfields are out of season and do not exist). With no cover, and low Smoke Exponent numbers, the Germans will be slaughtered if they try to simply charge across that Open Ground. One key for the Russian defense is to keep the Germans out of the stone buildings in yZ7-yZ8-yZ9 for as long as possible, as those would be excellent positions to use in attacking yV6 and yW6. The Russians have therefore placed the bulk of their defensive forces in yZ7. This gives the Russians a basic 12/–1 shot that will dominate most of the battlefield. Note that the –1 leader will cancel the +1 TEM of the woods hexes, so this stack will fire on Germans in woods hexes as if they were in Open Ground (a 12/+0 shot). Stacking does make the Russians more vulnerable, but the Russians are hoping that the +3 TEM of the stone building, and the –1 leader, will counter that vulnerability. The Russian 7–0 leader is set-up out of LOS to serve as a rally point for the squad in yW6. If he was stacked with the squad, they would not run the risk of cowering, but the Russians do not want to take a chance that he might break. He needs to be available to rally that squad quickly so that they can fall back to yU6 for the final defense of the objective. The squad in yU3 is probably a mistake: it’s isolated with no safe rout path, and is far away from where the Germans will appear. But, it is in position to cover the Open Ground even if the other Russian defenders break or fall back, and if the Germans ignore it, it may be able to run over to yU6 later. The Russians, then, are using a forward defense. They are going to deny the Germans any easy approach to the objective and instead force them to sit in the woods hexes and shoot. The idea is that each turn the Germans spend shooting is a turn that they don’t get any closer to the objective. The Russians don’t have to kill German units to win... they just have to delay them long enough that they run out of time. (Remember that, even though there is no time limit in effect for this playing, in a regular game the Germans would only have a limited number of turns in which to capture their objective.) The most striking feature of the German set-up is the huge stack in yDD3. ASL players call such a stack a ‘kill stack’ since its purpose is to kill (or at least break) enemy units. With a –2 leader directing 20 FP, this kill stack is the perfect tool for cracking tough defensive positions in stone buildings. But this power comes at a cost: if the Russians can get a lucky hit on the stack, the German attack can unravel very quickly. The Germans must make maximum use of this kill stack, while, at the same time, minimizing its exposure to Russian attacks.
3.3.1 3.3.1.1
German Turn 1 Rally Phase
No activity. 3.3.1.2
Prep Fire Phase
No activity (no targets). 3.3.1.3
Movement Phase
The squad and 8–1 leader in yDD1 expend 2 MF to enter yCC2. There is no other movement. 41
Infantry in Battle
Why didn’t the other German units use Assault Movement to enter the tree line? By waiting until the Advance Phase (APh) to enter the tree line, the Germans will make the Russians waste their first Defensive Fire Phase (DFPh). Remember, they don’t want to give the Russians any free shots at their kill stack. Avoiding the Russian defensive fire also means that the Germans will not be able to make any advancing fire attacks... but the kill stack would only have had 7.5 FP for such an AFPh attack (one-half FP, no ROF possible, and the MMG could not fire because it moved). 3.3.1.4
Defensive Fire Phase
No activity (no targets). 3.3.1.5
Advancing Fire Phase
No activity (no targets). 3.3.1.6
Rout Phase
No activity. 3.3.1.7
Advance Phase
4-6-7, LMG, 8–1 advance from yCC2 to yBB2. 4-6-7 advance from yDD2 to yCC3. Kill stack advance from yDD3 to yCC4. 4-6-7 advance from yDD5 to yCC6. Notice that the kill stack in yCC4 is more than four hexes from all of the Russian squads, so only the Russian MGs can fire at it with full FP... but the two most important Russian positions are with range of the German squads in the kill stack. The German player has taken full advantage of the shorter range of the Russian squads, minimizing the danger to his kill stack while leaving it fully effective. The Russians have only a single German squad within their normal range... and the German player hopes that they will fire at it instead of at his kill stack. 3.3.1.8
Close Combat Phase
No activity.
3.3.2 3.3.2.1
Russian Turn 1 Rally Phase
No activity. 3.3.2.2
Prep Fire Phase
First shot The squad in yU3 fires at yCC6. The range is 8 hexes, which is the maximum range for this squad (normal range: 4 hexes, long range: 4 x 2 = 8 hexes). The shot is 2/+1 (4 FP cut in half for long range, +1 TEM for the woods hex). 42
3.3. Set-Up Analysis
Figure 3.2: Situation after the German Advance Phase.
The DR is 4 and doubles (2,2) which causes the squad to cower, so the attack will shift one column to the left and use the 1 FP column, where the result is a PTC. The German squad’s PTC DR is 5, so they are not pinned. Put a Prep Fire counter on yU3.
Second shot The Russian stack in yZ7 must now decide which target to shoot at. The German squad in yCC6 could be attacked with full FP, or the German kill stack could be attacked with the Russian squads firing at half FP because of the long range. The presence of the 9–2 leader makes the kill stack a very tough target... but it is also the biggest threat to the Russians, so the Russian stack in yZ7 fires at yCC4. The shot is 8/+0 (8 FP cut in half for long range, 4 FP MMG, –1 leadership, +1 TEM). The DR is 4 (colored dr 3), resulting in a 2MC. The 9–2’s Morale Check (MC) DR is 6, resulting no effect (6 + 2 is less than 9). The three squads will now each receive a –2 DRM from the 9–2 leader. This Leadership Modifier cancels out the +2 DRM from the 2MC IFT result, so each squad will make an unmodified MC DR. The MMG/4-6-8’s MC DR is 5, resulting in no effect. The LMG/4-6-7’s MC DR is 9, so it breaks and is flipped over to its broken side. The final 4-6-7’s MC DR is 8, so it also breaks and is flipped over to its broken side. Place a DM counter above the two broken squads, and place a Prep Fire counter on yZ7. The Russian MMG did not retain ROF, because the colored dr was greater than 2, so it cannot fire again. The Russian stack rolled up a great Prep Fire shot, but the German kill stack managed to survive it in fairly good shape, with the 9–2 leader unharmed and just a couple of broken squads. The German attack has received a setback, but it has not been stopped. 43
Infantry in Battle
3.3.2.3
Movement Phase
The Russian squad/LMG in yW6 declares Assault Movement and spends 2 MF to enter yV6. The Germans decline to fire. 3.3.2.4
Defensive Fire Phase
First shot The 4-6-8/MMG/9–2 in yCC4 fires at yZ7 (the broken units cannot fire). The shot is 8/+1 (9 FP, –2 leader, +3 TEM), and the DR is 11 (colored dr is 5), resulting in no effect and no ROF. Place a Final Fire counter on yCC4. The stack in yCC4 now looks like this, from the bottom up: broken 4-6-7, broken 4-6-7, LMG, DM, 4-6-8, MMG, 9–2, Final Fire Second shot The 4-6-7/LMG/8–1 in yBB2 fires at yZ7. The shot is 6/+2 (7 FP, –1 leader, +3 TEM), and the DR is 6 (colored dr is 3), resulting in a PTC and no ROF. The Russian 8–1 leader’s PTC DR is 8, resulting in no effect. The –1 Leadership Modifier will now be applied to both squads’ PTC rolls. The MMG/4-4-7’s PTC DR is 6, resulting in no effect. The 4-4-7’s PTC DR is 7, resulting in no effect. Place a Final Fire counter on yBB2. Third shot
The 4-6-7 in yCC3 fires at yZ7. The shot is 4/+3, and the DR is 5, resulting in no effect.
Place a Final Fire counter on yCC3. Fourth shot
The 4-6-7 in yCC6 fires at yZ7. The shot is 4/+3, and the DR is 7, resulting in no effect.
Place a Final Fire counter on yCC6. Remove the Final Fire counters. The Germans took four separate shots, including two with leader direction, at the main Russian stack and failed to do any damage. The +3 TEM of the stone building kept the Russians safe. The failure of these weak attacks demonstrates why the Germans need a powerful kill stack, and are willing to accept the increased vulnerability of stacked units in order to use one. 3.3.2.5
Advancing Fire Phase
No activity. Remove the Prep Fire counters. 3.3.2.6
Rout Phase
The Russians have no broken units. The Germans have two broken squads in yCC4. These squads are not in Open Ground and are not adjacent to an unbroken enemy unit, so they are not forced to rout. But they are covered with a DM counter, so they may rout if they wish. They are already stacked with the best German leader, so it is tempting to leave them there. But even with the leader’s –2 DRM they would need a DR of 6 to rally (7 broken side morale, +4 DM DRM, –2 leadership DRM, –1 woods hex DRM), which is not really a good chance, and the Russians will continue to fire at that hex so 44
3.3. Set-Up Analysis
they will always be under a DM counter. It’s possible that they may never rally under these conditions, and the Germans can’t get an effective kill stack if broken squads are present, because of the stacking limit of three squads per hex, so the broken squads will rout away. The broken squads must rout to the nearest woods or building hex that is a legal rout destination. The closest such hexes are yCC3 and yCC5, both 2 MF away. They cannot rout to yCC5, because they would be moving closer to the known Russian units in yZ7. yCC3 is a legal rout destination, but the Germans may choose to ignore it because it is no further away from the Russians in yU3 than their present hex. Normally, the Germans would ignore yCC3, because routing to that hex would leave the broken units in the LOS of Russian units, but, in this case it will work OK, so the German player announces that yCC3 will be his rout destination. The broken units must rout one at a time. The 9–2 leader could choose to accompany either broken squad, but he will not do so... the Germans need to use his –2 leadership DRM to direct shots against the Russians rather than to rally broken units. All routing units (except wounded leaders) have 6 MF to use. The broken 4-6-7/LMG will rout first. It expends 2 MF to enter yCC3. There is no interdiction because this hex is not Open Ground. The broken unit has reached its rout destination, so it must stop there... unless it can enter an adjacent woods or building hex. Once a broken unit reaches cover, in the form or a woods or building hex, it will not move back out into the open, but it may continue to move into other adjacent ‘cover’ hexes. This is why yCC3 works as a rout destination, even though it is in the LOS of Russian units: the broken unit can now spend an additional 2 MF to enter yCC2, which is not in the LOS of any Russian unit. The other broken 4-6-7 now expends 4 MF to also rout to yCC3-yCC2. Both broken squads are now in a safe hex that cannot be fired upon by the Russians, and they are adjacent to a leader who will eventually be able to move in and assist them in rallying. The DM counter moves along with the broken units as they rout. 3.3.2.7
Advance Phase
The 4-4-7/LMG in yV6 advances into yW6. What is this Russian squad doing, anyway? It runs away in the MPh, and then returns in the APh?! This tactic is commonly called ‘skulking.’ Because the Russians moved out of LOS in the MPh, the Germans see nothing but an empty building during their DFPh. But when the German MPh comes around, suddenly there are Russian units in that building ready to blast any German unit that moves into the open. So now the Germans have to use Prep Fire to try to break the defenders... and German units that Prep Fire are not moving closer to the objective, which is exactly what the Russians want. Many ASL players see skulking as a very unrealistic tactic, while others argue that it intentionally simulates defenders ducking down out of sight to avoid being shot at. ASL’s detractors are quick to point out skulking as an example of how unrealistic and/or ridiculous ASL is... conveniently ignoring the fact that the games they prefer will have equally unrealistic aspects, since there is no such thing as a perfect simulation. I see skulking as an artefact of the multi-phase sequence of play that ASL uses. Sure, it’s unrealistic, but as a design for effect game, ASL/ASLSK has an overall realistic feel in spite of the various unrealistic elements that are present. And regardless of how you view skulking, it is completely legal, you will see it used against you, and you should use it when it makes sense to do so. Skulking is actually not all that common. In this battle, for example, only one of the three Russian positions can use it effectively... and it is easy to argue that the Russians might have been better off using that squad/LMG to Prep Fire instead of skulking. But since that squad is currently the only one in position to actually occupy and defend the objective (yU6), the Russian player does not want to risk it any more than he has to. 3.3.2.8
Close Combat Phase
No activity. 45
Infantry in Battle
Figure 3.3: End of the first turn
3.3.2.9
Turn 1 Summary
The German attack is off to a shaky start, and the Russians are holding firm.
3.3.3 3.3.3.1
German Turn 2 Rally Phase
The broken German squads, because they are not stacked with a leader, cannot make a rally attempt. But, because this is the German player turn, the Germans may select any one broken unit to make a self-rally attempt, even if that unit does not have self-rally capability. The Germans select the broken 4-6-7/LMG to make a self-rally attempt. The DRMs are +4 DM, +1 self-rally, –1 woods hex. The DR is 4, so the squad fails to rally (4 + 4 is greater than its broken side Morale of 7). A DR of 3 or less was needed for the self-rally to succeed. Remove the DM counter.
3.3.3.2
Prep Fire Phase
First shot Given the lack of success the Germans had with their defensive fire, they decide to try a different tactic. The units in yBB2, yCC3, and yCC4 combine to form a multi-hex Fire Group (FG), and fire at yZ7. No leadership DRMs will apply, even though two leaders are present. Leadership can only be used with a multi-hex FG if there is a leader in every hex, and even then only the lowest Leadership Modifier can be used. The Germans are hoping that sheer FP will give better results than smaller, leader assisted attacks. The shot is 20/+3, and the DR is 3 (colored dr is 2), resulting in a 3MC. 46
3.3. Set-Up Analysis
Figure 3.4: The Germans second turn; first shot in the Prep Fire Phase
The 8–1’s MC DR is 7, which breaks him (7 + 3 is greater than 8). Flip the 8–1 over to his broken side. His Leadership Modifier cannot be used to assist the Russian squads with their MCs. The MMG/4-4-7’s MC DR is 5, which breaks them. Flip the 4-4-7 over to its broken side. The 4-4-7’s MC DR is 2, which results in no effect. Now the unbroken 4-4-7 must take a PTC with a +1 DRM, because it is stacked with a leader with a higher Morale value who broke as a result of this attack. This is a Leader Loss Task Check (LLTC, rule 3.2.1). The LLTC does not apply to the broken 4-4-7/MMG squad, because broken units cannot be pinned (except by interdiction during a rout). The LLTC DR is 8, so the 4-4-7 is pinned. Place a Prep Fire counter on yBB2 on top of the 4-6-7/LMG, but under the 8–1. Place a Prep Fire counter on yCC3. Place a Prep Fire counter on top of the 4-6-8 squad in yCC4, but under the MMG, because the MMG maintained ROF and can shoot again. Place a DM counter on the broken units in yZ7, and a Pin counter on the unbroken 4-4-7. The stack in yZ7 now looks like this, from the bottom up: broken 4-4-7, MMG, broken 8–1, DM, 4-4-7, Pin. Second shot The German MMG retained ROF and can now shoot again. It fires at yW6. The shot is 4/+3 (5 FP, +3 TEM), and the DR is 6 (colored dr is 1), resulting in no effect, but ROF is retained again. Third shot The German MMG fires again at yW6. The shot is 4/+3, and the DR is 5 (colored dr is 3), resulting in no effect and ROF is lost. Move the Prep Fire marker in yCC4 on top of the MMG, but under the 9–2 leader. Fourth shot The 4-6-7 in yCC6 fires at yZ7. The shot is 4/+3, and the DR is 7, resulting in no effect. Place a Prep Fire counter on yCC6. 47
Infantry in Battle
3.3.3.3
Movement Phase
The German 8–1 leader in yBB2 spends 2 MF to enter yCC2, where he will be able to assist the broken squads in rallying in the next RPh.
3.3.3.4
Defensive Fire Phase
The 4-4-7 in yU3 fires a long range shot at yCC6. The shot is 2/+1, and the DR is 9, resulting in no effect. Place a Final Fire counter on yU3. The 4-4-7/LMG in yW6 fires at yCC6. The shot is 4/+2 (long range for the squad, normal range for the LMG, +1 hindrance for yX6). The DR is 3 (colored dr is 2), resulting in a 1MC and no ROF. Place a Final Fire counter on yW6. The 4-6-7’s MC DR is 4, resulting in no effect. The pinned 4-4-7 in yZ7 fires at yCC6. The shot is 2/+1, and the DR is 8 and doubles, so the shot cowers to the 1 FP column and has no effect. Place a Final Fire counter on yZ7. Remove the Final Fire counters.
3.3.3.5
Advancing Fire Phase
No activity (no units can shoot). Remove the Prep Fire counters.
3.3.3.6
Rout Phase
The German broken units are not under DM and may not rout. The Russian broken units may rout, and will use yZ8 as their rout destination. Moving individually, they will spend 2 MF to enter yZ8, and then an additional 2 MF to enter yZ9 (an adjacent building hex). There will be no interdiction. The broken 4-4-7 must abandon the MMG when it routs. A routing unit will never carry anything that would slow it down, and the MMG’s 5PP exceeds the squad’s IPC of 3. The MMG is placed at the bottom of the stack in yZ7, to signify that it is not possessed by any unit. The DM counter moves with the broken units to yZ9.
3.3.3.7
Advance Phase
The 4-6-7/LMG in yBB2 advances into yCC3. The 4-6-8/MMG/9–2 stack in yCC4 advances into yCC3. The kill stack has been reformed. The 4-6-7 in yCC6 advances into yBB6. This move, while somewhat dangerous for the Germans, directly threatens the broken Russian units in the north. The Russians will have to respond to it... which means they’ll be shooting at the advancing German squad and not at the German kill stack, allowing the kill stack to go about its business with ruthless efficiency (or so the German player hopes, anyway).
3.3.3.8
Close Combat Phase
No activity. Remove the Pin counter. 48
3.3. Set-Up Analysis
3.3.4 3.3.4.1
Russian Turn 2 Rally Phase
The 4-4-7 squad in yZ7 attempts to recover the abandoned Russian MMG. The recovery dr is 1, so the MMG is recovered and is placed on top of the 4-4-7. The broken Russian 8–1 leader in yZ9 has a box around his broken side Morale of 8, which signifies that he has self-rally capability. The Russian leader attempts to self-rally with a +4 DRM (+4 DM, +1 self-rally, –1 building hex). The rally DR is 8, so the rally attempt fails. Because this is the Russian player’s turn, he may also select any one broken Russian unit to attempt a self-rally, so he selects the broken 4-4-7 in yZ9. The DRM is the same as for the leader’s self-rally, and the rally DR is 4, which also fails. The German 8–1 leader in yCC2 will attempt to rally the two broken squads. The DRM for each attempt will be –2 (–1 leadership, –1 woods hex). The rally DR for the 4-6-7/LMG is 3, so the squad rallies (3 – 2 is less than the squad’s broken side Morale of 7). Flip the squad back to its unbroken side. The rally DR for the 4-6-7 is 4, so that squad rallies as well and is flipped back to its unbroken side. Remove the DM counter from yZ9.
3.3.4.2
Prep Fire Phase
First shot
The 4-4-7 in yU3 fires at long range at yBB6. The shot is 2/+0, and the DR is 5, resulting in a NMC.
The 4-6-7’s MC DR is 9, so the squad breaks and is flipped over to its broken side. Place a Prep Fire counter on yU3, and place a DM counter on yBB6.
Second shot With the threat to the broken Russian units neutralized, the 4-4-7/MMG in yZ7 fires at yCC3, as the German kill stack is now the greatest threat. This is a long range shot for the squad, and a normal range shot for the MMG. The shot is 6/+1, and the DR is 6 (colored dr is 5), resulting in a NMC and no ROF. The 9–2 leader’s MC DR is 6, resulting in no effect. His –2 Leadership Modifier will now apply to the MCs of each of the three squads. The MMG/4-6-8’s MC DR is 3, resulting in no effect. The LMG/4-6-7’s MC DR is 9, so the squad is pinned (9 – 2 is equal to the squad’s Morale of 7). The 4-6-7’s MC DR is 8, resulting in no effect. Note that, without the presence of the leader’s –2 DRM, both this squad and the 4-6-7/LMG would have broken. Place a Prep Fire counter on yZ7. Place a Pin counter on the 4-6-7/LMG and move it to the bottom of the stack (so that the unpinned units are above the Pin counter).
3.3.4.3
Movement Phase
The 4-4-7/LMG in yW6 declares Assault Movement and expends 2 MF to enter yV6 (still skulking). 49
Infantry in Battle
3.3.4.4
Defensive Fire Phase
The kill stack in yCC3 fires at yZ7. The pinned 4-6-7/LMG will fire at half FP, and the LMG cannot retain ROF regardless of what the colored dr is. The shot is 16/+1 (16.5 FP, –2 leadership, +3 TEM), and the DR is 6 (colored dr is 4), resulting in a 2MC and no ROF. The 4-4-7’s MC DR is 6, so the squad breaks and is flipped over to its broken side. Remove the Prep Fire counter from yZ7 (broken units can’t move or fire, so the Prep Fire counter no longer has any meaning). Place a DM counter on yZ7. There are no other possible defensive fire shots, so there is no need to place a Final Fire counter on yCC3... you would just immediately remove it. 3.3.4.5
Advancing Fire Phase
The Russian stack in yV6 fires at yBB6. The shot is 2/+1 (4 FP squad cut in half for advancing fire, and cut in half again for long range fire; 2 FP LMG cut in half for advancing fire; +1 hindrance DRM for firing through an orchard hex (yX6). The DR is 12, which results in no effect on the broken German squad, but the LMG suffers a breakdown and is flipped over to its malfunctioned side. The Russian 7–0 leader prevents cowering... not that it matters any in this case! Remove the Prep Fire counter. 3.3.4.6
Rout Phase
Both sides have broken units to rout, but the Russians will go first because it is their player turn. The broken 4-4-7 in yZ7 will abandon the MMG and rout to yZ9, bringing the DM counter with them. Place this squad and DM counter at the bottom of the stack in yZ9, to show that the DM counter only affects this squad. The broken 4-6-7 in yBB6 routs to yCC6 and yDD5, bringing the DM counter with it. 3.3.4.7
Advance Phase
The 4-4-7/LMG in yV6 advances into yW6. 3.3.4.8
Close Combat Phase
No activity. Remove the Pin counter. 3.3.4.9
Turn 2 Summary
The Russian northern position collapses as the German firepower begins to take a toll. The Russian defense has been reduced to two squads with no support weapons... while the German kill stack may finally make its first full-power shot.
3.3.5 3.3.5.1
German Turn 3 Rally Phase
The Russian 4-4-7 in yW6 attempts to repair the LMG. The repair dr is 2, which fails. 50
3.3. Set-Up Analysis
Figure 3.5: Situation after the second turn
The Germans attempt to self-rally the broken 4-6-7 in yDD5. The rally DR is 12, which fails... but the broken squad suffers casualty reduction and is replaced by a broken 1st Line half-squad (HS). The broken Russian 8–1 leader in yZ9 attempts to self-rally. The DRM will be 0 (+1 self-rally, –1 building hex). The rally DR is 11, which fails. Neither of the broken Russian squads may attempt to self-rally, because it is not the Russian player turn. Remove all DM counters.
3.3.5.2
Prep Fire Phase
First shot The German stack in yCC3 fires at yW6. The shot is 20/+1, and the DR is 7 (colored dr is 1), resulting in a 2 MC and ROF for both the LMG and the MMG. The LMG/4-4-7’s MC DR is 4, resulting in no effect.
Second shot Both MGs will fire again at the same target. The shot is 8/+1, and the DR is 7 (colored dr is 2), resulting in a NMC and ROF for the MMG. The LMG/4-4-7’s MC DR is 6, resulting in no effect.
Third shot The MMG will fire again at the same target. The shot is 4/+1, and the DR is 4 (colored dr is 1), resulting in a 1MC and ROF for the MMG. The LMG/4-4-7’s MC DR is 11, so the squad is broken. In addition, 12 (11 + 1) is greater than 10 (Morale 7 + ELR 3), so the broken 1st Line 4-4-7 is replaced by a broken Conscript squad. 51
Infantry in Battle
Fourth shot The MMG will fire again, this time at yU3. The shot is 4/+1, and the DR is 6 (colored dr is 3), resulting in a PTC and no ROF (the 9–2 leader prevents cowering). The 4-4-7’s PTC DR is 7, resulting in no effect. Place a Prep Fire counter on yCC3. Place a DM counter on yW6. 3.3.5.3
Movement Phase
The German player is tempted to declare Double Time with the stack in yCC2 and move the entire stack to yX6 at a cost of 8 MF (4 MF + 2 MF Double Time + 2 MF moving with a leader). If they made it, they would then advance into yW6 and the safety of the stone building. There would then be little chance that the Russians could prevent them from capturing yU6 on turn 4 and winning the game. But the 2/–2 shot they would take from the Russians in yU3 (–1 FFNAM, –1 FFMO) has just enough chance of success to make the German player worry about what happens if things go wrong. He decides to play it safe, instead. The stack in yCC2 moves together with the leader, expending 6 MF: yDD2-yDD3-yDD4-yEE5-yEE6. 3.3.5.4
Defensive Fire Phase
The 4-4-7 in yU3 fires a long range shot at yCC3. The shot is 2/+1, and the DR is 6 and doubles, so cowering moves the shot to the 1 FP column where there is no effect. 3.3.5.5
Advancing Fire Phase
No activity. Remove the Prep Fire counter. 3.3.5.6
Rout Phase
The broken 4-2-6/LMG in yW6 routs to yV6 and is placed under the 7–0 leader to show that the DM counter affects the squad but not the leader. 3.3.5.7
Advance Phase
The stack in yEE6 advances to yDD6. 3.3.5.8
Close Combat Phase
No activity.
3.3.6 3.3.6.1
Russian Turn 3 Rally Phase
No repair roll is made for the LMG, because the unit that possesses it is broken. The broken 8–1 leader in yZ9 attempts to self-rally. The rally DR is 5, which succeeds, so he is flipped over to his unbroken side. The 8–1 now attempts to rally the two broken squads in that hex. The rally DRM is –2 (–1 leadership, –1 building hex), so a DR of 9 or less will succeed. 52
3.3. Set-Up Analysis
Figure 3.6: The German Advance Phase in the third turn. The stack moved from yEE6 to yDD6
The first rally DR is 7, and the second rally DR is 4, so both 4-4-7 squads are rallied and flipped over to their unbroken sides. The 7–0 leader attempts to rally the broken 4-2-6 in yV6. The rally DRM is +3 (+4 DM, –1 building hex), so a DR of 3 or less will be needed. The rally DR is 7, which fails. Remove the DM counter. The Germans cannot attempt to self-rally the broken HS in yDD5, because it is not their player turn.
3.3.6.2
Prep Fire Phase
First shot The 4-4-7 in yU3 fires a long range shot at yCC3. The shot is 2/+1, and the DR is 6, which results in no effect. Place a Prep Fire counter on yU3.
Second shot
The stack in yZ9 fires a long range shot at yDD6.
The players pause to make a LOS check, in order to count the hindrances from the orchard hexes correctly. Both stacks are temporarily moved out of the way, and a string is stretched from the center dot of yZ9 to the center dot of yDD6. The LOS check shows that the LOS passes through yAA9 and yBB8, but it does not pass through yAA8 (although it comes very close!), so there will be a +2 Hindrance DRM on this shot. Note also that the woods hex +1 TEM will also apply, even though the LOS follows the road depiction in yDD6 and never touches the woods depiction. The only time that the road would cancel the +1 TEM is if the Germans were fired upon during their MPh while moving along the road, and even then only if the LOS did not touch the woods depiction. The shot is 4/+2 (–1 leadership, +2 orchard hindrance, +1 TEM), and the DR is 9, resulting in no effect. Place a Prep Fire counter on yZ9. 53
Infantry in Battle
3.3.6.3
Movement Phase
No activity. 3.3.6.4
Defensive Fire Phase
First shot The stack in yCC3 fires at yU3 (long range for the squads). The shot is 12/+1 (14 FP), and the DR is 2 (colored dr is 1), resulting in a K/3 and ROF for both MGs. The 4-4-7 squad is replaced by a 2-3-7 HS. The 2-3-7’s MC DR is 6, which breaks the HS (6 + 3 is greater than its Morale of 7). Flip the 2-3-7 to its broken side, remove the Prep Fire counter from yU3, and place a DM counter on yU3. Second shot LOS check.
The MGs in yCC3 will fire again, this time at yZ9. The Russian player immediately demands a
A string is stretched from the center dot of yCC3 to the center dot of yZ9. The string does not pass through the woods depiction in yCC4, so a LOS does exist. If the LOS had been blocked by the woods in yCC4, the German player would still have to roll for the shot, even though it could not possibly hit anything: the roll would be necessary to see if the MGs continue to retain ROF... or if they possibly suffer a breakdown. (Few things in ASL are as depressing as breaking your MG on a shot that had no LOS in the first place!) The shot is 8/+2 (–2 leadership, +1 orchard, +3 TEM), and the DR is 11, resulting in no effect and no ROF. Place a Final Fire counter on yCC3. Third shot The stack in yDD6 fires at yZ9. The shot is 8/+4 (–1 leadership, +2 orchard, +3 TEM), and the DR is 7 (colored dr is 5), resulting in no effect and no ROF. Remove the Final Fire counter. 3.3.6.5
Advancing Fire Phase
No activity. Remove the Prep Fire counter. 3.3.6.6
Rout Phase
The Russian player declines to rout the broken 2-3-7 HS, since the stone building it occupies is by far the safest place for it. 3.3.6.7
Advance Phase
The stack in yZ9 advances into yZ8. 3.3.6.8
Close Combat Phase
No activity. 3.3.6.9
Turn 3 Summary
The Russian position continues to deteriorate. The only good news for the Russians was their northern force rallying, but they are way out of position and drawing a ton of German fire. The Germans are now ready to leave the cover of the tree line and begin the actual assault. 54
3.3. Set-Up Analysis
Figure 3.7: Situation at the end of the third turn
3.3.7 3.3.7.1
German Turn 4 Rally Phase
The Germans attempt to self-rally the HS in yDD5. The rally DR is 7, which fails. The Russian 7–0 leader attempts to rally the 4-2-6 in yV6. The rally DR is 7, which fails. Remove the DM counter. 3.3.7.2
Prep Fire Phase
No activity. The Russian player knows he’s in trouble when the Germans stop Prep Firing... 3.3.7.3
Movement Phase
First move The German player announces that the stack in yDD6 will move as a stack with the 8–1 leader (6 MF)... and use Double Time (8 MF)... and use the road bonus (9 MF)! Place a Counter Exhausted (CX) counter on the German stack. The stack moves yCC7-yBB6-yAA7-yZ6-yY7 (5 MF expended so far) at which point the Russian player announces a Defensive First Fire shot against them by the stack in yZ8. The Russians must shoot: the German stack’s 9 MF will take them all the way to yU7, and then nothing can stop them from advancing into yU6 to win the game. The shot is 8/–3 (–1 leadership, –1 FFNAM, –1 FFMO), and the DR is 11, resulting in a NMC. The 8–1’s MC DR is 8, so he is pinned and cannot assist the squads in their MCs. 55
Infantry in Battle
Figure 3.8: German Movement Phase, first move; the Germans move the stack from yDD6 to yU7 but get stopped in yY7 where the Russian player announces Defensive First Fire and is able to pin the leader and break the squads.
The LMG/4-6-7’s MC DR is 10, breaking them. Flip the squad over to its broken side. The 4-6-7’s MC DR is 8, breaking them. Flip the squad over to its broken side. Place a DM counter on top of the two broken squads, and a Pin counter on top of the 8–1 leader. Place a 4 Residual FP counter on yY7. Place a First Fire counter on the Russian stack in yZ8. Second move The stack in yCC3 will move as a stack and declares Double Time for 8 MF. Place a CX counter on the stack. The CX counter lowers the 4-6-8’s IPC to 2PP, which is one less than the MMG’s 3PP, so the stack will only have 7 MF if they bring the MMG along. The 9–2 cannot assist the 4-6-8 in carrying the MMG, because his IPC is lowered by the CX counter as well, from 1PP to 0PP. The stack expends 7 MF to move to yV5. Place a DM counter on the adjacent broken 4-2-6 in yV6. The Russians in yZ8 cannot use Subsequent First Fire to fire on the German stack as it moves to yV5 because the Germans in yY7 are closer. The first German stack sacrificed themselves to draw the Russian fire, giving the second stack a clear path to the objective. Forcing the defender to fire at a nearby unit in order to let units further away move freely is a very common, and very powerful, tactic in ASL. The Russians concede at this point, as there is nothing to prevent the Germans from advancing into yU6 during the APh to win the game.
3.4
Post-Game Analysis
This scenario ended up being a lot more dependent upon Prep Fire than I thought it would be, and I certainly didn’t expect it to end with the entire German force madly charging across the map in Double Time! But that’s 56
3.4. Post-Game Analysis
Figure 3.9: German Movement Phase, second move; the Germans move the stack in yCC3 to yV5 using Double Time.
part of the appeal of the game: when you sit down to play ASL/ASLSK, you can never know for sure what’s going to happen! On turn three, the Russians could have skipped their Prep Fire to Assault Move into yZ8, and then advanced into yZ7 in their APh. This would put them into position to attempt to recover the MMG during the first RPh of turn four, and it would also have allowed them to use PBF against any Germans running along the road. But the German answer to this would have been to pound them with a clear Prep Fire shot from the kill stack in yCC3, which probably would have broken them and allowed the other German stack to run along the road and win the game anyway. On turn four, the Russians could have tried to stop both German stacks by splitting their defensive fire: one 4-4-7 firing at the 8–1 stack on the road (a 4/–2 shot) and the other 4-4-7 with 8–1 leader firing at the 9–2 stack (a long range 2/–3 shot), although judging the LOS to the 9–2 stack would have been tricky for the Russians (a LOS check can only be made after a shot is announced). But the Russians would have needed some luck to stop both German stacks with these shots, and I was more interested in clearly demonstrating the technique of sacrificing a unit to draw the enemy’s defensive fire. I think that the Germans could win this scenario in three turns, although it would require near perfect play on their part, and no bad luck... so I think that four turns would be the proper time limit. It’s possible that it might be a little too hard to win as the Russians with a four turn time limit. This could only be determined for certain by playing the scenario several more times. If the Russians do need a bit of help, you could try adding another 4-4-7, or dropping the German 8–1 leader back to an 8–0. Having now played this scenario once, I can see ways to improve both the German attack and the Russian defense, starting by changing their set-ups, so I can’t claim that the scenario was particularly well-played. But I hope that it will have given you an understanding of how the various elements and rules of ASL all come together in the course of a game. You should now be able to play, and enjoy, any of the scenarios in ASLSK #1.
57
Chapter 4
Ordnance and the To Hit Process This chapter assumes that the reader has read, and understood, all of the previous chapters. Rules and concepts discussed in the earlier chapters will be used here with little or no explanation. This chapter will primarily cover ASLSK #2, although the relevant parts of ASLSK #3 will occasionally be mentioned in passing. I think it’s a little easier to explain Ordnance if one does not have to pretend that tanks do not exist. In ASLSK #1, all non-CC attacks are resolved in the same way: the attack is announced, the FP and DRMs are calculated, and then a DR is made on the appropriate column of the IFT to find the result of the attack. All such attacks automatically hit their targets (assuming a LOS exists). The introduction of Ordnance in ASLSK #2 brings with it a whole new method of resolving attacks. These weapons are relatively slow firing, large caliber weapons that must first make a ‘To Hit’ (TH) DR to see if they have hit their target. Only if a hit is scored do they then make a second DR to find the result of the hit. TH DRs have a large number of possible DRMs, as listed on the back of the To Hit Chart. Many of these DRMs are the same ones you have been using in resolving small arms attacks on the IFT, while others are specific to Ordnance. The long list of DRMs appears daunting, but it is not really difficult to learn: simply check through the list, top to bottom, every time you fire Ordnance. While your first attempts at firing Ordnance will be slow going, with repetition the process will speed up considerably. The introduction of Ordnance brings other changes as well. Some of these weapons may have multiple types of ammunition to choose from when making an attack, including Smoke, White Phosphorous (WP), High Explosive (HE), Armor Piercing (AP), High Explosive Anti-Tank (HEAT), Armor Piercing Composite Rigid (APCR), and Armor Piercing Discarding Sabot (APDS) shells. Ordnance can appear either as a Support Weapon (SW) on a 1/2” counter, or as a Gun on a large 5/8” counter. Guns must be manned by specially trained crews to fire at full effectiveness, so MMC crew counters have been added to the counter mix, and Guns also introduce the concept of facing: when a Gun is placed on the map, it must be positioned so as to indicate the direction it is aimed.
4.1
Ordnance: SWs
Ordnance that appears as SW are small weapons that are commonly carried into battle by the soldiers themselves. Their use is very similar to that of MGs: they can be used by any unit, they have a weight expressed as a PP number, some can retain ROF and thus possibly fire several times in the same fire phase, they can suffer breakdowns, and some can be repaired if they do malfunction. SW Ordnance introduced in ASLSK #2 includes Bazookas (BAZ), Panzerschrecks (PSK), and Light Mortars. ASLSK #3 adds Anti-Tank Rifles (ATR), PIATs, and Panzerfausts (PF). Panzerfausts are a special case in that they were used in such numbers that they are treated as an inherent SW and never appear as separate SW counters. 59
Ordnance and the To Hit Process
Figure 4.1: Ordnance example set up.
4.1.1
Bazookas & Panzerschrecks
Place the following units on board w: wBB2: American 6-6-6, BAZ 44 wAA4: German 4-6-7 wBB5: German 4-6-7 wEE5: German 4-6-7 The BAZ 44 (the model introduced in 1944) has a FP of 8 and a range of 4. The X11 breakdown number reflects the limited amount of ammunition that would be carried, rather than just the weapon’s mechanical reliability. The back of the counter shows the BAZ 44’s To Hit table: for each possible range from 0 to 4, the corresponding To Hit number (TH#) is given. Shots longer than range 4 are not allowed. BAZs, PIATs, PSKs, and PFs fire HEAT rounds. These weapons were not intended to be used against infantry, so no HE rounds were ever produced for them. They are collectively referred to as Shaped Charge Weapons (SCW) — ‘shaped charge’ being a more generic name for HEAT — and they are also classified as Light AntiTank Weapons (LATW) along with the ATR. HEAT rounds produced a special explosive effect that was designed to punch a hole in a tank’s armor plating. Such rounds could be used effectively against infantry only under certain conditions. Therefore, the only nontank targets that SCWs can be fired at are buildings and Guns. In our example, the Americans in wBB2 can fire their BAZ 44 at wAA4 because it contains a building. The range is 2 hexes, so the basic TH# is 8 (from the back of the BAZ 44 counter). The TEM of the target hex, +2 for a wooden building, applies as a DRM to the TH DR. The shot would thus be TH8/+2, so a DR of 6 or less is required to score a hit. If a hit occurs, a second DR is then made on the IFT to find the result of the hit. This IFT DR would be made using the BAZ 44’s FP of 8 with no DRMs at all. An 8/+0 roll on the IFT has a good chance of causing damage: a DR 7 gives a 1MC. If Ordnance shots are compared to regular shots, they are both less effective and more effective. They are less effective, because if they do not score a hit, nothing happens to the target. They are more effective, because if they do score a hit, the full FP of the attack is applied to the target with no DRMs: Hindrance and TEM DRMs only make a hit harder to obtain... they do not reduce the effectiveness of a hit when it occurs. When Ordnance is fired using the To Hit process, the possibility exists for a Critical Hit to occur, which can greatly increase the amount of damage done. Whenever a SCW rolls an original DR 2 on a TH roll, it scores a Critical Hit (CH, rule 6.1). A CH doubles the FP of the attack, and the target hex TEM applies as a negative DRM. 60
4.1. Ordnance: SWs
Figure 4.2: Alternate Ordnance example set up.
If the Americans had scored a CH in firing the BAZ 44 at wAA4, the IFT DR would be 16/–2... giving a 3MC on a DR of 7! Because a CH reverses the normal TEM, suffering a CH while in a stone building (–3 DRM) is more dangerous to you than suffering one while in a wooden building (–2 DRM). One example of why this occurs would be that while a stone building normally offers much better protection than a wooden building, if a section of a stone building is blown into your troops, they will likely suffer more severe injuries from the flying pieces of heavy stone than they would from flying pieces of wood in a wooden building. Ordnance can never be part of a Fire Group (FG), so the American squad must fire its inherent 6 FP separately, even if they fire at the same target as the BAZ. The BAZ cannot be fired at wBB5, because that hex does not contain a building, Gun, or tank. The BAZ could be fired at wEE5 at a range of 4 hexes, but the shot would be TH4/+2. This is a really bad shot, because a breakdown is more likely than a hit: only a DR 2 will score a hit, but a DR 11 or a DR 12 will result in a permanent breakdown. Now add an American 8–1 leader to the stack in wBB2. This leader could be used to direct the BAZ shot, giving it a greater chance to hit. With leader direction, a BAZ shot at wAA4 would be TH8/+1 (+2 TEM, –1 leadership). If a hit is obtained, the IFT roll would remain 8/+0, because leadership does not affect the IFT roll for either normal hits or CHs. Remember, however, that a leader may direct the fire of only one unit or FG per player turn. If the leader directs the BAZ, he cannot be used to direct the squad’s 6 FP shot. Remove the 8–1 leader, and place the 6-6-6 squad and BAZ 44 in wZ2, which contains a wooden building. If the American squad now fires the BAZ at wAA4, they must either accept a +2 TH DRM, or suffer a backblast attack. If they fired without the +2 TH DRM and rolled a DR 5 (colored dr of 3), they would score a hit (5 + 2 is less than the TH# of 8), but they would also suffer a 1MC themselves from the backblast (3 on the 1 FP column of the IFT). Had the squad accepted the +2 TH DRM they would have avoided the backblast attack, but the shot would have missed. Firing a rocket-propelled projectile from within a building was extremely dangerous to the occupants of that building, and would only be attempted in desperate circumstances (or by poorly trained troops who didn’t know any better). If you choose to accept the +2 TH DRM, what happens is that the soldier with the bazooka actually steps outside the building, fires a quick shot, and then ducks back into the building to reload. Running outside and back for each shot means there is less time for careful aiming, so a +2 DRM is applied. Note that the TH DRM lists in both ASLSK #2 and ASLSK #3 incorrectly assign the backblast DRM to LATWs (PIATs and ATRs have no backblast), and the definition of LATW in those two rulebooks is not quite correct either (ATRs do not have their own To Hit tables). BAZs, PSKs, and PFs are the only weapons affected by backblast. 61
Ordnance and the To Hit Process
4.1.2
Light Mortars
If you were to go to an ASL forum and post the question: ‘What is the least useful weapon in ASL?’ I think a lot of players would nominate the Light Mortars. If you changed the question to: ‘What is the most annoying weapon in ASL?’ the Light Mortars would probably be the overwhelming choice. Light Mortars combine a high ROF with a weak attack, a combination that often proves frustrating to the players. Whenever Light Mortars are present, you’ll see seemingly endless mortar shots which, for the most part, will have no effect. Add to this the fact that Light Mortars are some of the heaviest SWs in the game, so they really slow down your troops’ movement, and you have a weapon that many players will readily describe as ‘useless.’ What are Light Mortars good for? They are effective against units moving in Open Ground, and they are especially effective against units in woods hexes... but a competent opponent will never willingly give your Light Mortars those kinds of shots. And all mortars benefit from a CH far more than other weapons (because their normal attack is so weak), but, considering that you are as likely to roll a breakdown as a CH, that’s not exactly a significant advantage. Light Mortars were used in such quantities that they should be as common as MGs in ASL/ASLSK scenarios, but you will find that they appear only occasionally, which is a clear indication that players and scenario designers alike often find them to be more trouble than they are worth. Even ASLSK #2, a module that is all about Guns and mortars, only uses Light Mortars in three of its eight scenarios. ASL’s portrayal of Light Mortars as weapons of limited effectiveness would seem to be pretty accurate: although in real life they were widely used, they were also seen as being rather ineffective weapons, and many countries steadily reduced their use of Light Mortars as the war progressed. There are a number of special rules that apply to all attacks by mortars, whether they are large mortars (Guns) or Light Mortars (SWs). The actual use of mortars in combat, and the ways in which they differ significantly from other Ordnance, will therefore be covered later, in the discussion of Gun-sized mortars. For now, here are the main differences between Light Mortars and the larger, Gun-sized mortars. Light Mortars: • • • •
4.1.3
Do not require a special crew. Do not have a facing. Can have their attack directed by a leader. Can be carried by infantry like any other SW.
Ordnance: Guns
Weapons that use the larger 5/8” counters are called Guns. These are large weapons that are normally transported to a battle by being towed behind a vehicle (example: an anti-tank gun), or by being dismantled and carried within a vehicle (example: a large mortar). Once they are set up on the battlefield, they either don’t move at all, or they can only be moved slowly by infantry units that attempt to manhandle them. Guns are classified by function: anti-tank gun (AT), infantry howitzer (INF), artillery (ART), anti-aircraft gun (AA), and mortar (MTR). These Gun types are always found in the upper righthand corner of the Gun counter. A Gun’s caliber (shell diameter in millimeters) is found in the lower lefthand corner. The Gun caliber may include a suffix that indicates the Gun’s barrel length. Barrel length is important, because longer barrels fire shells at a higher velocity. Guns with higher velocity are usually more accurate, and their AP rounds will be more deadly against tanks. The barrel length suffixes are not actually used in ASLSK, because the barrel length effects are already calculated into the To Hit charts that ASLSK uses. But for those who might be curious about what the various suffixes mean, here is a list showing the designations for 75mm guns of each length: 75* short barrel/low velocity 62
4.1. Ordnance: SWs
75 normal 75L long barrel/high velocity 75LL very long barrel/very high velocity All four of these 75mm guns would have identical HE attacks, because HE power is based on the size of the shell and not its velocity. But they will have vastly different AP capabilities: a 75LL is devastatingly effective when firing AP rounds at enemy tanks, while a 75* is so ineffective with AP that it might not even be supplied with any AP rounds! All of the Guns included in ASLSK #2 have a Breakdown Number of B12. If a Gun rolls an original TH DR of 12, it malfunctions. A Gun that malfunctions is either flipped over to reveal the R and X numbers that will be used in subsequent repair attempts, or, if its back side is labeled ‘limbered,’ it is marked with a Gun Malfunction counter instead. Note that some of the Guns that can fire while limbered do have a Breakdown Number of B11 while in that mode, but the ASLSK rules do not allow the use of limbered Guns. Gun counters, with the notable exception of mortars, do not have any range printed on them. In game terms, the range of most Guns is essentially infinite... the American 57L AT Gun, for example, has an maximum range of nearly 250 hexes! We’ll now take a close look at how each of the different types of Guns function in ASLSK.
4.1.4
Anti-Tank Guns
AT Guns were the primary defense armies had against enemy tanks. Some of the smaller caliber AT Guns may not have HE ammunition available, as noted by a black line underneath their caliber number. Place the following units on board w: wR6: German 2-2-8 crew, 75L AT wU4: American 6-6-6 wV8: American 6-6-6 All Guns (weapons depicted on large 5/8” counters) must be possessed by specially trained crews in order to fire at full effectiveness. Crews are HS-sized MMC that depict two kneeling soldiers. Crews are always Elite, have the ability to self-rally, and are not subject to ELR. They can operate any Gun or SW without penalty. Their inherent FP is weak and short-ranged because they are not as heavily armed as regular infantry, and they have little experience in fighting as regular infantry. The AT Gun in wR6 is placed on top of the crew counter, to show that the crew possesses the Gun. But Guns must also be placed to show the direction the Gun is facing. This is done by rotating the Gun counter until the Gun barrel points at one specific corner of the hex. This facing direction is noted by listing the two hexes that are adjacent to that corner. In our example, place the Gun in wR6, on top of the crew, and facing wS6-wS7 (that is, the Gun barrel is pointing directly at wT6, wV6, wX6, etc.). The Gun is said to be pointing at hexspine wS6-wS7. A hexspine is the common side shared by two adjacent hexes, and it can also be called a hexside. A Gun’s facing defines its Covered Arc (CA), the area in which it may fire. In our example, the 75L’s CA includes the hex rows wS6-wDD0, wS7-wZ10, and all hexes in between these two rows. The 75L could fire at, to give just a few examples, wU5, wU7, or wV8. But wU4 is outside its CA... to fire at wU4 the crew would have to turn the 75L to face the wR5-wS6 hexspine prior to the shot, and suffer a penalty TH DRM for doing so. Likewise, to fire at wS8, the 75L would have to be turned to face wR7-wS7. To fire the 75L at the American squad in wV8 at a range of 4 hexes, the Infantry Target Type (ITT) section of the To Hit Chart is consulted. This chart shows that, at a range of 3-6 hexes, the 75L’s basic TH# is 8, with a CH occurring on a final TH DR of 3 or less. The shot would be TH8/+3 (+3 TEM for the stone building); a CH cannot occur on this shot, because the final TH DR will be at least 5 (lowest possible DR 2 + 3 TEM). A German leader in wR6 could not direct the firing of the Gun. The 75L does, however, have a ROF of 2, which works exactly like a MG’s ROF: if the colored dr of the TH DR is 1 or 2, the Gun can shoot again. 63
Ordnance and the To Hit Process
Figure 4.3: The Covered Arc of the 75L Gun in wR6 is highlighted.
If the 75L scores a hit on wV8, the resulting IFT DR would be 12/+0. The 12 FP value can be found in two places: in the FP column on the To Hit Chart, and in column headings of the IFT itself. The 12 FP column on the IFT includes the designation ‘/70’ to show that Guns with a caliber of at least 70mm will use this column. A Gun would have to be at least 80mm to use the 16 FP column. After firing at wV8, regardless of whether or not a hit was scored, place a 1/2” –1 Acquired Target counter in wV8 (rule 6.10). If there is more than one Gun present, make sure you select an Acquired Target counter with the same letter designation as the firing Gun, so that there will not be any confusion as to which Acquired Target counter belongs to which Gun. The next shot the Gun takes at this target will receive a –1 DRM to the TH DR, after which the Acquired Target counter will be flipped over to its –2 side. Thus, the first shot made by a Gun at a specific target will have no Acquired Target DRM; the second shot at that specific target will have a –1 Acquired Target DRM; and all subsequent shots at that specific target will have a –2 Acquired Target DRM. The Acquired Target counter can follow the target as it moves, as long as it remains in the Gun’s LOS. If the 75L fired at wV8 with a –2 Acquired Target counter in place, the shot would be TH8/+1 (–2 Acquired Target, +3 TEM), and now a CH could occur: DR 2 + 1 = final DR 3. If the 75L decides to fire at wU4, it must change its CA as part of the firing process. After announcing the shot, remove any existing Acquired Target counter for that Gun that might be on a previous target. Turn the 75L counter to face wR5-wS6, a change of one hexside. This CA change will result in a +6 DRM to the shot: +3 DRM to change CA by one hexside, doubled because the Gun is in a woods or building hex. If the Gun had changed its CA by two hexsides, the DRM would be +8 (+3 and +1 doubled); and by three hexsides, +10 (+3 and +1 and +1 doubled). The shot is therefore a TH8/+8 (+6 CA change, +2 TEM). The Gun would have no chance of scoring a hit, but it would still place a –1 Acquired Target counter after the shot. The Gun’s ROF would be lowered from 2 to 1 because of the CA change. The lowered ROF and CA DRM only apply to this shot. Subsequent shots, assuming no further CA changes are made, would have no CA DRM and full ROF, so the next shot at wU4 would be a TH8/+1 (–1 Acquired Target, +2 TEM) with a ROF of 2. Note that, even though the shot had no chance to score a hit, a TH DR must still be made to see if the Gun retains ROF or suffers a breakdown. The Germans could also have chosen to not fire the Gun at all, thereby allowing the Gun to freely change its CA at the end of the fire phase with no risk of a breakdown... but not firing 64
4.1. Ordnance: SWs
Figure 4.4: First shot of the 75L Gun in wR6 at the American squad that just moved to wU8.
would also mean that they would lose any chance for multiple shots and would not place an Acquired Target counter. Gaining acquisition greatly increases the chance of scoring a hit on future shots, so it is common to see Guns taking shots that have little or no chance of hitting, just so they can place or flip an Acquired Target counter. Guns handle Defensive First Fire shots somewhat differently than do personnel units. A Gun may First Fire until it loses ROF, and then it may make only one additional Intensive Fire shot. Turn the 75L’s facing back to wS6-wS7 and we’ll see how this works: The American squad in wV8 declares normal movement and expends 1 MF to enter the Open Ground hex wU8, at which point the Germans decide to take a First Fire shot at them. The shot is TH8/–2 (–1 FFNAM, –1 FFMO), and the DR is 8 (colored dr is 4), which scores a hit but ROF is lost. The IFT DR at 12/+0 is then 9, resulting in a NMC. The squad’s MC DR is 5, resulting in no effect. Place a First Fire counter on the 75L, a –1 Acquired Target counter on the American squad, and a 6 Residual FP counter on wU8. Note that if the 75L had retained ROF, or if no hit had been obtained in the first place, no Residual FP counter would be placed. The American squad now expends another MF to enter wT7. The –1 Acquired Target counter moves with it, but the 6 Residual FP counter remains in wU8. The Germans declare an Intensive Fire shot in order to fire again. Place an Intensive Fire counter on the 75L. Guns that use Intensive Fire must add a +2 DRM to their TH DR, and their B# is reduced by 2. The 75L will thus have a B10 for this shot, and the normal B12 becomes a X12: if the original TH DR is 12, the Gun suffers a permanent breakdown that cannot be repaired. The Intensive Fire shot at a range of 2 hexes is a TH9/–1 (+2 Intensive Fire, –1 Acquired Target, –1 FFNAM, –1 FFMO), and the TH DR is 5, resulting in a hit. The IFT DR at 12/+0 is 4, resulting in a 3MC. The squad’s MC DR is 6, which breaks the squad. Flip the First Fire counter over to the Final Fire side, flip the American squad over to its broken side and place a DM counter on it, and flip the –1 Acquired Target counter over to its –2 side. Intensive Fire shots never leave Residual FP. The German 75L managed to stop one American squad, but now it cannot fire again in this MPh (or in the following DFPh). The American squad in wU4 could move to wR5 with nothing to fear other than a couple of rather feeble 2/+1 FPF shots from the Gun’s crew, and then it will be in position to hit the crew with PBF Advancing Fire followed by advancing into wR6 for CC and/or to capture the Gun. Even if the 75L had broken 65
Ordnance and the To Hit Process
Figure 4.5: Second shot of the 75L Gun in wR6 at the American squad that just moved to wT7.
the squad with its first shot, the second squad would still likely make it to wR5, given the TH DRM penalties that result from changing the CA and possibly having to use Intensive Fire if the first shot did not retain ROF. Guns are powerful weapons, but they are vulnerable if they are not protected by nearby friendly infantry. When a Gun uses Intensive Fire, it is desperately firing shells at a faster than normal pace, with a corresponding decrease in accuracy and an increased chance of suffering a breakdown. But the mechanics of the Intensive Fire rule don’t seem to make much sense at first glance. For example, a Gun fires in the Prep Fire Phase, does not retain ROF, and then declares Intensive Fire to take one more shot. If the Gun is firing faster in order to have time to take an extra shot, why doesn’t the Gun have to declare this at the start of the Prep Fire Phase, before it knows the results of its normal fire? And why don’t the Intensive Fire penalties apply to all of the shots in that fire phase, instead of only to the last one? These questions become even more interesting when you realize that this is exactly how Intensive Fire worked in original Squad Leader system (rule 70 in Cross of Iron): a Gun had to declare Intensive Fire at the start of the fire phase, and the penalties applied to every shot it took in that fire phase. Squad Leader’s Intensive Fire rule is very logical in theory, but it had major problems in practice. Applying the breakdown and To Hit penalties to every shot in the fire phase meant that sometimes the overall chance of scoring a hit was actually reduced when using Intensive Fire, and the overall chance of breaking the Gun was extremely high. Squad Leader (SL) players were apparently reluctant to ever use Intensive Fire. The ASL version of Intensive Fire solves these problems. By applying the penalties only to the Gun’s last shot, the rule insures that Intensive Fire always gives a Gun an increased overall chance of hitting a target, but with less accuracy and more chance of breakdown than a Gun that takes the same number of shots by maintaining ROF. And because the breakdown penalty only applies to a single shot, players are much more likely to use Intensive Fire in ASL than they were in SL. Allowing a Gun to wait until its ROF is lost before declaring Intensive Fire also keeps an attacker facing a defending Gun from knowing the defender’s intentions ahead of time. This is a common theme in all of the Defensive First Fire rules: the attacker must move without knowing for sure how the defender will respond. Declaring Intensive Fire after a Gun has taken all of its normal shots is pretty unrealistic from the point of view of the Gun itself... but it is very realistic from the point of view of an attacker who is manoeuvring a tank or squad in sight of that Gun. There are three situations in which a Gun may use Intensive Fire: 66
4.1. Ordnance: SWs
• When a Gun loses ROF in the Prep Fire Phase and is marked with a Prep Fire counter, it may take one more shot as Intensive Fire during that Prep Fire Phase. • When a Gun loses ROF during the opponent’s MPh and is marked with a First Fire counter, it may take one more shot as Intensive Fire (at any moving target) during that MPh. • If a Gun starts the DFPh already marked with a First Fire counter, it may take one Intensive Fire shot during that DFPh, but only if it fires at an adjacent target. This is the only instance in which a Gun may use Intensive Fire during the DFPh. Note that Intensive Fire is always voluntary: a Gun is never forced to take an Intensive Fire shot. There is no consensus among players as to whether taking an Intensive Fire shot is a good idea. Some players will use Intensive Fire freely, while others will hardly ever use it. It depends upon the situation in the game, your personal playing style, and how much risk of breaking your Gun you are willing to accept. The German 75L AT has four types of ammunition available. On the front of the counter, the ‘75L’ does not have a line above it or below it, so it has an unlimited supply of the standard HE and AP rounds. On the back of the counter, the 75L has two special ammunition depletion numbers: one at the top for APCR (with separate numbers for 1942, ’43, and ’44), and one for Smoke right above the X6. Whenever you have some doubt as to what a complicated ammunition depletion code means, check the historical notes for that Gun (example: the ‘*HE7 J4E’ on the American 57L AT Gun). AP and APCR are really only useful against tanks, so they will not be discussed until the next part of this tutorial series. Smoke, however, can be fired using the Area Target Type. There are three target types that can be used when firing Ordnance using the To Hit process: Infantry Target Type (ITT), Area Target Type (ATT), and Vehicle Target Type (VTT). VTT is only used when firing at vehicles such as tanks, so it also will not be discussed until the next part of this tutorial series. The To Hit Chart in ASLSK #2 does not contain a VTT section. ITT is by far the most commonly used target type... all of the shots taken by the German 75L AT in the previous examples have been ITT shots. (Note that some SW Ordnance, such as the BAZ 44, have their own custom To Hit tables included on their counters. These weapons never use any of the three standard target types.) When you fire using the ITT, you are aiming at a non-vehicular unit/stack. When you fire using the ATT, you are aiming at the target hex itself, spreading out your shots to cover the entire hex. Hits are easier to achieve with the ATT, because the target hex TEM is not applied to the TH DR... but the hits will do less damage, because the FP used for the IFT DR is cut in half, and the target hex TEM is added to the IFT DR. In addition, a weapon using ATT will automatically lose ROF, regardless of the colored dr, unless it is a mortar. ATT must be used if the firing weapon is a mortar, and it must be used by any weapon that fires Smoke or WP. It may also be used when firing HE, but may not be used with any other type of ammunition. Under the ASLSK rules, the ATT will probably be little used except by mortars and when firing Smoke/WP: the two situations in which its use is mandatory. Having a better chance of scoring a hit is rarely worth having your FP cut in half and TEM added to the IFT DR. One notable advantage of using the ATT is that it allows you to fire at an empty hex, either to place Smoke/WP in that hex, or to place/flip a 5/8” Acquired Target counter there. This Acquired Target counter can then be used to increase the chances of successfully firing into that hex in some later turn, or it can be switched to a 1/2” Acquired Target counter if you fire using the ITT at a unit that enters that hex (see rule 6.11). Here’s an example of how the ATT is used when firing Ordnance Smoke. Place the following units on board w: wC5: American 6-6-6 wC8: German 4-6-7, 9–2 wD7: German 4-6-7 wF8: German 2-2-8, 75L AT (facing wE8-wF7) There are two hexes of Open Ground separating the German attackers from the American position. They risk being cut to shreds if they try to cross that Open Ground with the intent of engaging the Americans in CC. Smoke grenades won’t help much, even if the Germans succeed in placing any with their Smoke Exponents of 1. 67
Ordnance and the To Hit Process
Figure 4.6: Example of Area Target Type (ATT).
Figure 4.7: German Prep Fire Phase.
The 75L, however, has a Smoke depletion number of s7, so it will try to fire Smoke into the American position during the Prep Fire Phase. The range is 5 hexes, which gives a TH# of 7 on the ATT. There is a –2 DRM for firing Smoke at a range of less than 13 hexes (hitting a target with Smoke is relatively easy), and the +2 TEM does not apply to ATT TH DRs, so the shot is TH7/–2. This guarantees that, if the 75L has any Smoke rounds available, a hit will be scored and the Smoke placed. The s7 depletion number works like this: • If the original TH DR is less than 7, the Gun fires Smoke and may try for Smoke again on a future shot. • If the original TH DR equals 7, the Gun fires Smoke, but it may not fire any more Smoke for the remainder of the game... it used up all of its remaining Smoke rounds in this attack. • If the original TH DR is more than 7, the Gun had no Smoke rounds available, so the shot did not actually occur (that is, the Gun is free to select another type of ammunition and redo the shot with it). Note, however, that if the original TH DR was 12, the Gun does suffer a malfunction in addition to being noted as having no remaining Smoke rounds. The TH DR is 4 (colored dr was 2), resulting in a hit. ROF is lost because the ATT was used. Place a +3 Ordnance Smoke counter on wC5 and a Prep Fire counter on wF8. The original TH DR was less than 7, so the 75L may try to use Smoke again on a future shot. No Acquired Target counter may be placed when firing Smoke/WP (even if the Smoke shot fails to hit). Ordnance Smoke differs from Smoke grenades in two ways: It is much thicker (+3 instead of +2), and it lasts much longer. Smoke grenades create a smoke screen that lasts only until the end of the MPh in which they were used, but Ordnance Smoke, if fired in the Prep Fire Phase, will last two full turns: Current Turn, start of your Prep Fire Phase: Fire Ordnance Smoke and, if successful, place a +3 Smoke counter. 1st Subsequent Turn, start of your Prep Fire Phase: Flip the +3 Smoke counter over to a +2 Dispersed counter. 2nd Subsequent Turn, start of your Prep Fire Phase: Remove the +2 Dispersed counter. Note that Smoke/WP is normally only fired in the Prep Fire Phase. If Smoke/WP is fired in the DFPh, it is placed dispersed side up, so it will be much less effective and it will disappear quickly. With the +3 Smoke counter in place on wC5, the best defensive fire shot the American squad can get against German units using normal movement will be 12/+3, if they hold their fire until a German unit moves adjacent (6 FP doubled by PBF, +4 for firing out of a Smoke hex, –1 FFNAM, Smoke Hindrance cancels FFMO), which will only result in a PTC on a DR of 7. This shot would not leave any Residual FP (6 Residual FP shifted left four columns on the IFT for the attack’s +4 Smoke Hindrance is off of the chart). Without the +3 Smoke counter, the best American shot would be 12/–2 (–1 FFNAM, –1 FFMO) which would result in a 2MC on a DR of 7, and 6 Residual FP. Blanketing the American defenders with Ordnance Smoke 68
4.2. Infantry Howitzers
Figure 4.8: German Movement Phase.
effectively added a total +5 DRM (from –2 to +3) to the attack they would have without Smoke being present! Note that any unit that fires out of a Smoke hex has to add +1 to the total Smoke Hindrance. Smoke grenades are nice... when you can get them. But having a Gun that can fire Smoke? Priceless! Let’s see how this might play out: The 4-6-7 in wD7 moves to wC6, where the American squad makes its 12/+3 First Fire Attack. The DR is 9 resulting in no effect and no Residual FP. The 4-6-7, 9–2 stack now moves to wC6. The American squad’s Subsequent First Fire attack, 6/+3, rolls a DR 7 for no effect. In the AFPh, the combined German stack attacks with 8/+3 (4 FP doubled to 8 by PBF, –2 leader, +2 TEM, +3 Smoke). The DR is 7 for no effect. The Germans then advance into the American hex for CC. They get a –2 drm on their Ambush roll from the 9–2 leader, and succeed in ambushing the Americans. The German CC attack is 9-6, for 3-2 odds, with a –1 DRM for Ambush and another –2 DRM for leadership. The DR is 5, which eliminates the American squad. The Smoke counter has no effect on CC or Ambush, but by blinding the American defenders, it allowed the Germans to get into a position to use CC to win easily. White Phosphorous, which some Guns have instead of, or in addition to, Smoke, is used just like Smoke. It is less dense — a +2 when placed and a +1 when dispersed — but it is nastier: placing WP on an enemy unit forces that unit to suffer a NMC.
4.2
Infantry Howitzers
INF Guns were used in the front lines to provide direct fire support to the foot soldiers. They are identical to AT Guns in terms of how they function in the game. The only practical difference between the two types is that INF Guns are usually short barrel, low velocity Guns which limits their effectiveness when firing AP rounds. The primary use for INF Guns is firing Smoke and HE... they were not designed for dueling enemy tanks.
4.3
Artillery
ART Guns were designed for long range, indirect fire missions against an unseen enemy, where their firing would be directed by an artillery observer via radio or field telephone. Because their role was not to engage the enemy directly, these Guns will not appear in many scenarios. When they are present in a scenario, ART Guns are used in much the same way as AT and INF Guns. The major differences are: 69
Ordnance and the To Hit Process
• ART Guns are normally much larger than AT or INF Guns, so most of them cannot be moved by manhandling under the ASLSK rules because they usually are not Quick Set Up (QSU) Guns. • ART Guns will often not have any AP rounds available, as noted by a black line above their caliber number. They were not intended to engage enemy tanks with direct fire. • ART Guns are too large to set up in a building hex. (Only small target Guns, and AT/INF Guns that are not large targets, may set up in, or be moved into, a building hex.) The notable exception to these ART rules is the Russian 76L ART: a multi-purpose Gun that served equally well in both the ART and AT roles. Thus the 76L ART does have QSU ability, which is unusual for an ART Gun, and scenarios that use it will often grant it the ability to set up in a building hex via a Scenario Special Rule (SSR), making it nearly identical to a regular AT Gun.
4.4
Anti-Aircraft Guns
With the ASLSK rules, AA Guns will never have aircraft to shoot at, but AA Guns can be used quite effectively against ground targets. In fact, the most famous AT Gun of the war — the German ‘88’ — was actually an AA Gun! AA Guns have a mounting that allows them to spin around rapidly, which is a necessity for a weapon that must track fast-moving aircraft. This is indicated by a large white circle on their counter. This 360 degree mount means that AA Guns only suffer a +1 DRM for each CA change of one hexside, and their ROF is not lowered when they do change their CA. The downside to the 360 degree mount is that it makes AA Guns physically much bigger than AT/INF Guns of similar caliber. This means that AA Guns will have a larger target size, which makes them easier to hit, and they will not have QSU ability, so they cannot be moved by manhandling. Small caliber AA Guns that are capable of rapid fire also have the ability to attack using their Infantry Firepower Equivalent (IFE). When a Gun uses IFE, it rolls directly on the IFT using its IFE FP, which is printed in parentheses next to the Gun’s caliber, and ignores the To Hit process completely. In effect, it is firing like a large MG. A Gun’s ROF is reduced by one when IFE is used, but it gains the ability to use Subsequent First Fire and FPF. Note that CA change DRMs also apply to IFE shots; this rule was accidentally omitted in the ASLSK #2 rulebook, but it is present in the ASLSK #3 rulebook. Trying to decide between using the To Hit process or using IFE can often be a difficult decision. My personal rule of thumb is: if the target is in high TEM terrain, and/or if there is a lot of Hindrance, then I use the To Hit process, because it provides the highest ROF, allows the use of Acquired Target counters, and, if I get a hit, it’s a straight roll on the IFT at full FP. Otherwise, if there is little in the way of TEM or Hindrance, or the target is moving in the open, I use IFE to avoid the necessity of having to roll a hit for the shot to have any effect.
4.5
Mortars
Mortars are short barreled, high trajectory weapons that have a number of unique features. Mortars operate very differently than normal Guns. Small caliber mortars appear as SWs (Light Mortars), while large mortars (76mm and up) appear as Guns. All mortars function identically in the game, except as noted previously in the Light Mortar section. Mortars are indirect fire weapons: instead of firing shells directly at their target in a flat trajectory, they fire shells in a high arc. This characteristic is the main reason that mortars differ so much from the other types of Guns. In theory, this high arcing trajectory would also allow mortars to fire over LOS obstacles... but this is not possible in the ASLSK rules. Mortars cannot hit a target unless they have a LOS to that target, so they work exactly like all of the other Guns in that respect. 70
4.5. Mortars
Figure 4.9: Mortar example set up.
Mortars can never fire from a building hex (another rule that was omitted from ASLSK #2 but is in ASLSK #3). So, while there are no specific restrictions against placing a mortar in a building, or moving a mortar into a building, there is no reason to ever do so unless you are simply moving through the building. Unlike most Guns, mortars do have a range printed on their counters, in brackets in the lower righthand corner. Mortars have relatively short ranges when compared to other Guns, and their high arcing trajectory means they have a minimum range as well as a maximum range. The American 81* MTR, for example, can fire at any target that is at least 3 hexes, but no more than 75 hexes, distant. The mortar tube cannot be elevated enough to fire at a range of 1 or 2 hexes (it would have to fire almost straight up!). Mortars never have AP rounds, and they must always use the ATT when firing. The ATT accurately depicts the nature of mortar fire: instead of firing directly at an enemy unit with precise aiming, mortars simply lob many shells into a general area. However, unlike other Guns, they can retain ROF when using the ATT... even if they are firing Smoke/WP. 76mm-82mm mortars do not have their ROF reduced when they change CA (although they still have the CA change DRM applied to their TH DR). These mortars, even though they are on large Gun counters, were still small enough to be easily turned. Some mortars list ‘IR’ as an ammunition type. This stands for ‘Illuminating Round.’ This ammunition is not used in ASLSK; in full ASL, these rounds can illuminate an area of the map when fired during night battles. Because they must use the ATT to fire, mortars can only place the large 5/8” Area Acquired Target counters (rule 6.11). Note that SW mortars can also place these Area Acquired Target counters. But, because mortars can never convert these 5/8” Acquired Target counters into 1/2” Acquired Target counters by firing on the ITT, they can never retain acquisition on a unit that moves into another hex. When indirect fire weapons attack a woods hex, the shells come down through the tops of the trees, and they can occasionally be detonated in the air by a tree branch or trunk. These ‘Air Bursts’ are particularly deadly to infantry targets, as they spread shrapnel over a wide area and can hit personnel that are otherwise well protected against direct fire. Whenever a unit in a woods hex is attacked by a mortar, the normal +1 TEM is ignored and the –1 Air Burst TEM is used instead. This –1 TEM, combined with a mortar’s high ROF, makes even the smallest mortars deadly when used against units in woods. Place the following units on board w: wAA4: American 6-6-6 wBB2: American 6-6-6 wBB5: German 4-6-7, 50* MTR It is the German Prep Fire Phase. The 50* MTR fires at wBB2. The shot is a TH7/+0 and the DR is 3 (colored dr is 1), resulting in a hit and ROF. A 50mm HE hit uses the 6 FP column on the IFT, which is then cut in half due to the use of ATT, so the hit is a 2/–1 (–1 Air Bursts TEM), and the DR is 9, which results in no effect. Place a 5/8” –1 Acquired Target counter on wBB2. 71
Ordnance and the To Hit Process
The 50* MTR fires again, and the shot is TH7/–1 (–1 Acquired Target) and the DR is 5 (colored dr is 3), resulting in a hit and ROF. The hit is a 2/–1, and the DR is 6, which results in a NMC. The American squad’s MC DR is 8, which breaks them. Flip the 6-6-6 to its broken side, place a DM counter on it, and flip the Acquired Target counter to its –2 side. The 50* MTR fires again, but this time at wAA4, so the Acquired Target counter on wBB2 is removed. The shot is TH7/+0 and the DR is 6 (colored dr is 3), resulting in a hit and ROF. The hit is a 2/+2 (+2 wooden building TEM), and the DR is 5, resulting in no effect. Place a 5/8” –1 Acquired Target counter on wAA4. The 50* MTR could continue to fire until it loses ROF, but this is enough to show its effectiveness against the different targets. When firing at the building in wAA4, a hit of 2/+2 means that the German player would need a DR of 3 just to cause a NMC, but when firing at the woods in wBB2, a hit of 2/–1 means a DR of 6 will cause a NMC.
4.6
Guns as Targets
Guns that do not set up on a paved road hex are automatically emplaced (that is, they are protected by sandbags, etc., rule 6.3). Emplaced Guns have a +2 TEM, but this Emplacement TEM cannot be combined with any other TEM (except Air Bursts, see ASLSK #3) or gunshield DRM. If the Gun is moved to a new hex, the Emplacement TEM is lost and cannot be regained. Some examples of emplaced Guns: • A Gun emplaced in Open Ground has a TEM of +2. • A Gun emplaced in a woods hex has a TEM of +2, but if it is fired upon by a mortar the TEM drops to +1 because of the –1 from the Air Bursts. • A Gun emplaced in a stone building has a TEM of +3, because the Gun’s owner will obviously choose to use the building TEM rather than the Emplacement TEM. AT and INF Guns have gunshields (rule 6.6) that can also provide a +2 TEM (+1 TEM if attacked by a mortar), but only if the attacker is within the Gun’s CA. This gunshield TEM cannot be combined with any other TEM. Gunshields rarely come into play, because Emplacement provides the same level of protection regardless of the direction the attack comes from. Gunshields are most likely to come into play when a Gun is attacked by Ordnance: if terrain or Emplacement TEM is applied to the attacker’s To Hit DR, the +2 gunshield TEM can then be applied to the IFT DR if a hit is scored. If, however, the gunshield TEM is instead applied to the attacker’s To Hit DR then it cannot be applied to any resulting IFT DR. Emplacement TEM and gunshield TEM can only protect a crew that is manning that Gun. They provide no protection to any other units that may be in the Gun’s hex, including any non-crew unit that might be manning that Gun. Each Gun has a target size which is either small, normal, or large. Small Guns have a white circle behind their manhandling number, while large Guns have their manhandling number printed in red. When a Gun is attacked by Ordnance, a small Gun receives a +1 DRM (it’s hard to hit) while a large Gun receives a –1 DRM (it’s easy to hit). Note that the TH DRM list in ASLSK #2 has these values reversed; the ASLSK #3 TH DRM list is correct. When resolving an Ordnance hit on a Gun, a CH or a subsequent IFT result of KIA destroys both the Gun and its manning unit. An IFT result of K results in a malfunctioned Gun and Casualty Reduction to the manning unit. If the IFT result is not a KIA or K (not a direct hit on the Gun), the Gun is undamaged and the gunshield TEM (if applicable) can then be used to modify the IFT DR before finding the result that applies to the manning infantry. Direct hits are always judged before adding any applicable gunshield TEM to the IFT DR. An emplaced Gun and its crew can set up using Hidden Initial Placement (HIP, rule 6.4). To do this, the opposing player leaves the room while the Gun’s owner places his counters on the map. After he has set up his counters, he writes down the location and facing of each HIP Gun, and then removes each HIP Gun and its crew 72
4.7. Red/Black To Hit Numbers
Figure 4.10: Hidden Initial Placement setup and first German shot at the American squad in wDD6
from the map. When the opposing player returns, he has no idea where the hidden Gun(s) might be located. If a HIP Gun was not set up in Open Ground or on a road, he may never see the Gun until it fires. The use of HIP adds a realistic element of uncertainty to a scenario, but the technique is of somewhat limited usefulness when fighting infantry, since the Gun(s) are unlikely to remain hidden very long, and the first surprise shot taken against an infantry target may not be decisive. The most important use of HIP is with AT Guns that expect to be dueling enemy tanks. Whether or not the tanks will survive the AT Guns often depends upon how well the Guns’ owner made use of HIP. Tank vs AT Gun battles will be covered in detail in a later chapter. Place the following unit on board w: wEE7: American 6-6-6 It is the American MPh. The American squad, seeing no enemy units nearby, announces normal movement and expends 1 MF to enter wDD6. The German player interrupts the American move at this point and places a 2-2-8 and 81* MTR in wBB2, with the 81* MTR facing wBB3-wCC3. The mortar and crew had been set up there using HIP, so the German player reveals his written note of their location and facing so that the American player can verify that they have been placed on the map correctly. The 81* MTR takes a First Fire shot at the moving American squad. The shot is a TH7/–1 (–1 FFNAM, the orchard cancels FFMO), and the DR is 8 (colored dr is 3), resulting in a hit and ROF. The hit is 8/+0 (no TEM), and the DR is 11, resulting in no effect. Place a 5/8” –1 Acquired Target counter on wDD6. The American squad continues to move, expending 1 MF to enter wCC6. The –1 Acquired Target counter cannot follow the moving squad; 5/8” Area Acquired Target counters always remain in the hex in which they were placed (only 1/2” Acquired Target counters can move along with a target). The 81* MTR can now fire another First Fire shot, which would again be a TH7/–1. If it took this shot, the Acquired Target counter in wDD6 would be immediately removed, and then a 5/8” –1 Acquired Target counter would be placed in wCC6 after resolving that shot.
4.7
Red/Black To Hit Numbers
The ASLSK To Hit Charts include both red numbers and black numbers. The use of red numbers indicates less accurate shots. There are a number of different reasons why a Gun might use the red numbers, including inferior gunsights, poor quality ammunition, poorly trained gun crews, etc., although with the ATT section I think all the numbers are red simply because firing on the ATT never involves precision aiming at a particular enemy unit. 73
Ordnance and the To Hit Process
4.7.1
Firing at Range 0
Firing at Range 0 (at a target in the same hex) is not possible in ASLSK #2. The only time that opposing units can occupy the same hex during a fire phase is if they are all broken, or if they are under a Melee counter. And in both of those cases, those units are not allowed to fire at one another. With the introduction of tanks in ASLSK #3, firing at range 0 will become possible.
4.8
Manhandling a Gun
QSU Guns can be moved during a scenario by manhandling (rule 6.5). Manhandling a Gun is pretty much a desperation tactic: it is slow, dangerous, uncertain of success, and cancels HIP and Emplaced status. It occurs so rarely in full ASL that I was surprised to see it included in the ASLSK rules.
74
Chapter 5
Tanks This chapter assumes that the reader has read, and understood, all of the previous chapters. Rules and concepts discussed in the earlier chapters will be used here with little or no explanation. This chapter will cover ASLSK #3, which adds tanks to the ASLSK system and completes the basic ASLSK ruleset. Tanks add a whole additional layer of complexity to the basic ASL game system, and the vehicle rules differ from the Infantry rules in many fundamental ways. ASLSK #3 includes two types of vehicles: tanks and Armored Cars. These two types of vehicles can be collectively referred to as AFVs (Armored Fighting Vehicles).
5.1
Vehicle Counters
Vehicle counters are absolutely packed with information. These counters may seem cluttered at first glance, but this packed design actually benefits playability: ASLSK players have almost all of the information they need during a game right on the counter itself, which is handier than having to look up tank data on a separate card or chart. Each vehicle counter includes a detailed overhead view line drawing of the vehicle, with the vehicle’s name/model printed alongside the image. Some vehicle names may have a lowercase letter in parenthesis added at the end which denotes the country of origin for that vehicle. For example, the ‘(a)’ on the Russian Sherman III counter shows that, even though this is a Russian tank, it was actually manufactured in America. The caliber of the AFV’s Main Armament (MA) appears in the lower left corner of the counter, and the ROF number (if any) appears above it. This MA information is read exactly the same way as it is on Gun counters. The only exception to this is those rare cases when the AFV’s MA is not a Gun. The British Light Tank Mk VIB counter, for example, shows ‘*CMG’ as its MA; this means that the tank’s coaxial machine gun (CMG) is treated as its MA, and the asterisk tells you that there is additional usage information about this weapon on the back of the counter. If the note on the back of the counter is not clear, you then check the ‘Vehicle and Ordnance Historical Notes’ booklet where it will be explained in greater detail. It is, in fact, always a good idea to review the historical notes for all of the vehicles involved in a scenario prior to playing it, to make sure that both players are aware of any special usage rules that might apply to those vehicles. Sharp-eyed ASLSK players may notice that Sherman tanks equipped with 75mm Guns have their ROF number printed on a white background. This has no special meaning when using the ASLSK rules, but, for those who might be curious, in full ASL the white ROF background signifies that these tanks have a very fast and accurate turret traverse coupled with a relatively quick-firing Gun, which gives them certain advantages with respect to ASL’s Multiple Hits rule and Gun Duels rule. Breakdown numbers for AFV MA are handled exactly the same as for regular Guns: a B12 is assumed unless a B# appears on the AFV counter itself. But the two Russian IS-2 tank models have a special kind of B#... a B11 with a circle around the 11. The circled B# indicates that these tanks carried an unusually low number of rounds for their MA. These tanks could potentially run out of ammunition during a battle. 75
Tanks
AFVs with a Breakdown number (circled B#) suffer MA malfunction normally, on an original TH DR of 12, but if the original TH DR is equal to or greater than the circled B# (and is not a 12) the AFV is then marked with a Low Ammo counter. The Low Ammo counter makes the original B# into a X# that will permanently disable the MA, and creates a new B# of one less than the original circled B#. To summarize how this works, if a Russian IS-2 rolls: • Original TH DR 12 — MA malfunctions (can be repaired) • Original TH DR 11 — place Low Ammo counter on the tank
If an IS-2 with a Low Ammo counter rolls:
• Original TH DR 11 or 12 — MA permanently disabled (out of ammo) • Original TH DR 10 — MA malfunctions (can be repaired)
A vehicle’s machine gun armament is displayed in the lower right corner of its counter. This is a series of two or three Firepower (FP) numbers separated by slashes. When all three numbers are present, they are read from left to right as: • Bow machine gun (BMG) — mounted in the front of the hull. • Coaxial machine gun (CMG) — mounted in the turret alongside the MA. • Anti-aircraft machine gun (AAMG) — mounted on top of the turret.
Or, in other words: BMG/CMG/AAMG
If the AFV does not have an AAMG, then only two numbers are used: BMG/CMG If a dash is present instead of a number, then there is no BMG or CMG in that position. The Italian L3/35, for example, shows ‘4/–’ which signifies that it has a 4 FP BMG and no CMG. A few AFVs have rather unusual MG armament. The Russian IS-2m, for example, shows ‘1/4 R2/4’ with a white dot behind the ‘1’. This tank thus has a fixed-mount 1 FP BMG (+1 DRM when firing the BMG at a moving target), a 4 FP CMG, a 2 FP Rear machine gun (RMG) mounted in the back of the turret, and a 4 FP AAMG. The ASLSK #3 rules incorrectly identify the RMG as a ‘Rear coaxial MG’ and neglect to point out that it has a Covered Arc (CA) exactly opposite that of the MA/CMG. AAMGs are considered ‘optional’ equipment on certain AFVs, so their counters come in two versions, some with an AAMG and some without. See the six Russian Sherman III counters: two of these counters include an AAMG, but the other four counters do not. When playing a scenario using such an AFV, you use the version depicted on the scenario card first, and only use the other version if additional counters are needed. Thus, if a scenario calls for three Sherman IIIs without AAMGs, you could not use the counters with an AAMG... but if the scenario calls for three Sherman IIIs with AAMGs, you would then use the two counters with AAMGs and one without an AAMG. Vehicular MGs have a breakdown number of B12, they never cower, and they do not have a ROF rating unless they are also the vehicle’s MA. BMGs and CMGs each have a CA that works the same way as a Gun’s CA, but the AAMG has no CA and thus can always fire in any direction without any CA change DRM penalty. A vehicle’s Movement Point (MP) allowance is printed in the upper right corner of the counter. If this number is printed over a white oval, the vehicle is fully-tracked (a tank), and if it is printed over a white circle, the vehicle is wheeled (an Armored Car). If an asterisk appears next to the MP number, check the back of the counter and/or the historical notes for a special usage note. If the MP number is printed in red, the vehicle suffers from Mechanical Reliability problems. AFVs can either be turreted or non-turreted. A turret allows the MA (and the CMG) to be aimed in any direction without having to change the direction that the vehicle itself is facing. A non-turreted AFV must turn the entire vehicle in order to aim the MA (which will always point to the AFV’s front). There are four possible turret classifications in ASLSK: • Fast Turret Traverse (T) — a thin white circle surrounds the vehicle depiction. • Slow Turret Traverse (ST) — a thin white square surrounds the vehicle depiction. • Restricted Slow Traverse (RST) — a thick white square surrounds the vehicle depiction. 76
5.1. Vehicle Counters
• Non-Turreted (NT) — there is no circle or square surrounding the vehicle depiction.
The one exception to the above list is the Russian KV-2. This tank is depicted as a NT tank, but it does indeed have a turret... which turns so slowly that the tank suffers NT AFV To Hit DRM penalties even when it turns the turret instead of the whole vehicle. Each AFV is rated for the amount of armor protection it has in two areas: the turret, and the hull (the body of the AFV that the turret is mounted on). NT AFV’s also have hull and turret armor ratings, but in this case ‘hull’ simply refers to the lower part of the NT AFV’s body, and ‘turret’ refers to the upper part of the NT AFV’s body. Both hull and turret areas are further subdivided into three facings: front, side, and rear. The two numbers found directly below the MP rating, on the right side of the counter, are the AFV’s Armor Factors (AF). Armor Factors give the effective thickness of the armor in centimeters of vertical armor plate. Thus an AFV with a front hull AF of 11 has the equivalent of 110mm of armor protection on the front hull. In many cases the actual real-world thickness of an AFV’s armor will be less than the value indicated by the AF, because the AF rating takes into account such things as sloping the armor to increase its effective thickness. The ASL/ASLSK armor system uses a limited set of AF values: 0, 1, 2, 3, 4, 6, 8, 11, 14, 18, and 26 No other AF values are allowed. An AF of 0 actually represents armor up to 1cm in thickness, and an AF of 1 represents armor that is 1cm to 1.5cm thick. The two AF numbers printed on the AFV’s counter are for the vehicle’s hull. The top AF is the value for the front of the hull, and the bottom AF is the value for the side and rear of the hull. The AFs for the turret are derived directly from the hull AFs: • If the hull AF has a square around it, the turret AF is one step stronger. • If the hull AF is unmarked, the turret AF is identical to the hull AF. • If the hull AF has a circle around it, the turret AF is one step weaker.
For example: a German Pz VIB’s hull has a front AF of 26 and a side/rear AF of 8. The turret’s AFs are 18 front (because the 26 is circled) and 11 side/rear (because the 8 has a square around it). This armor rating system is incredibly elegant and simple in requiring only two numbers to describe the armor protection of an AFV. And it is surprisingly accurate: there are only a handful of WWII AFVs that don’t quite fit this system (their hull and turret armor differ by more than one step on the ASL armor scale). The convention that a circle = bad/worse and a square = good/better is used consistently throughout ASL/ASLSK. The only exception to this is when a circle or square appears around a squad’s class designation. For example, there are two American Elite class squads: a 7-4-7 (marked with an ‘E’) and a 6-6-7 (marked with an ‘E’ with a square around it). The presence of a square surrounding the ‘E’ on a 6-6-7 squad does not indicate that it is a better squad than a 7-4-7... it merely indicates that it is a different type of Elite. AFVs can have varying levels of ground pressure, which affects their chances of becoming bogged. This is indicated on the counter with the unit ID letter in the upper left corner: • Unit ID in a square = low ground pressure (good) • Unit ID unmarked = normal ground pressure • Unit ID in a circle = high ground pressure (bad)
And finally, the two AF numbers also indicate the target size of the AFV. Target size affects how easy it is to hit the AFV, with small targets being harder to hit and large targets being easier to hit: • • • • •
Very small target = white background behind both AFs Small target = white background behind top AF Normal target = no color Large target = top AF printed in red Very large target = both AFs printed in red
On the back of the vehicle counter, the vehicle depiction appears again on a plain white background. This is the vehicle’s ‘wrecked’ side; if the vehicle is eliminated in combat, it turns into a wreck by flipping over to its white side. 77
Tanks
A wide variety of additional information can appear on the back of a vehicle counter. This information is provided so that the players may have ready access to it during the game, but it is applicable only to an unwrecked vehicle. When a vehicle is eliminated and turns into a wreck, all information for that vehicle — on both sides of the counter — is thereafter ignored. Many vehicles have ammunition depletion numbers for the MA, which are read in exactly the same way as ammunition depletion numbers for Guns. Some American and American-built AFVs have a depletion number for ‘C’ ammunition which is not used in ASLSK (in full ASL these AFVs can fire Canister rounds which have a deadly shotgun-like effect against Infantry, but with only a very short effective range). In addition to ammunition depletion numbers and special usage notes, the other information that can appear on the back of a vehicle counter includes: sD# Smoke Discharger usage number sM# Smoke Mortar usage number sN# Nahverteidigungswaffe usage number No IF vehicle cannot use Intensive Fire (IF) ML:9 Tiger crew Morale 9 The remaining four items that can appear are used only when playing full ASL and do not apply to the ASLSK rules: G vehicle may be equipped with a Gyrostabilizer Sz vehicle may be equipped with Schürzen ® vehicle is not equipped with a radio CS # crew survival number (red = increased chance of a burning wreck)
5.2
Vehicle Status Counters
There are numerous aspects of a vehicle’s status that are variable in nature, so a variety of additional counters are used to keep track of them. The most important of these are the generic white turret counters that can be used with any turreted vehicle. These are used to indicate direction of the vehicle’s Turret Covered Arc (TCA) and the crew’s exposure status. One side of the turret counter depicts an open hatch occupied by the AFV’s commander; this is the Crew Exposed (CE) side. The other side shows a closed hatch and is the Buttoned Up (BU) side. When a turreted vehicle counter does not have a turret counter on it, the vehicle is BU and its turret is facing in the same direction as the vehicle itself. A turret counter must be placed whenever the crew opens a hatch to become CE, or the turret turns to face in a different direction than the vehicle. Whenever the vehicle becomes BU with the turret facing to the front, the turret counter is removed. NT AFVs do not have a TCA to track, but they can become CE, so CE counters without a turret are also provided. Malfunction counters are available for each type of weapon that an AFV can carry: BMG, CMG, AAMG, and MA. When an AFV weapon malfunctions, place the appropriate Malfunction counter on the vehicle. If the weapon is permanently disabled, flip the Malfunction counter over to its Disabled side. Other vehicle status counters provided include Motion/Immobilized, Bog/Mired, Shock/UK, stun/+1, and STUN/Recall. These counters will be discussed later in this chapter.
5.3
Vehicle Counter Management
The design of the ASL vehicle counters packs a tremendous amount of information onto each counter, but this information is not always easily accessible to the players: many vehicles can cart around large stacks of status and acquisition counters, making it impossible to read the vehicle counter from a distance, and difficult to pick up the vehicle counter to look at it more closely. 78
5.3. Vehicle Counter Management
Figure 5.1: Stacked vehicle and information counters (l) vs spread out information counters.)
But one key difference between a stack of vehicular status counters and a stack of Infantry counters is that the relative positioning of the vehicular counters within the stack has no particular significance. The only positioning requirement is that the vehicle counter itself, and the turret counter (if present), must be kept pointing in their proper facing direction. This means that, in many situations, you can simply place these vehicular status counters in a hex next to the vehicle they apply to so that the vehicle counter itself remains in full view of the players. Even a turret counter can be removed from on top of the vehicle: you can place the turret on the adjacent hexspine (the hexspine that it would point to if it was still on top of the vehicle counter), so that it continues to show the direction the turret is facing without covering up the vehicle counter. Spreading out your vehicular status markers like this can really make the game easier to play, especially in scenarios with a lot of vehicles, because you can take in the entire tactical situation at a glance. Note, however, that if you do this you must position the status counters so that there is absolutely no question as to which vehicle they belong to. In situations where the nearby hexes are cluttered with Infantry and/or other vehicles — or if your opponent objects — then you will have to place all of a vehicle’s status counters on top of that vehicle. To see how this can work, place the following counters on board v in hex vX6: • • • • •
American M4A2(L) tank facing towards vW7-vX7 BU turret counter facing towards vW6-vW7 CMG malfunction counter Motion counter -2 Acquired Target counter (from an enemy Gun)
You can see that it might be a challenge to remember exactly what is in that stack... and then imagine a big armor scenario with numerous stacks just like it scattered across the map! Now try placing those counters like this: • • • • •
vX6: American M4A2(L) tank facing towards vW7-vX7 hexspine between vW6-vW7: BU turret counter facing towards vV6 vX5: CMG malfunction counter vY6: Motion counter vY7: –2 Acquired Target counter (from an enemy Gun)
As long as there are no Infantry in those hexes, and no other vehicles adjacent to those hexes, it will be perfectly clear that those status counters are for that particular tank. With this kind of counter layout, it is instantly clear what tank is present and what its complete status is. A final tip for managing counter clutter is to only use the minimum number of Motion counters that are necessary. Motion counters are used to mark vehicles that remain in Motion at the end of their MPh. If you have vehicles that are adjacent to each other and moving as a group, either in a column along a road or in a line out in the field, just place a single Motion counter next to the lead vehicle and let it apply to the entire group. This technique is again dependent upon your opponent’s agreement; if he objects, you will then have to do this ‘by the book’ and place a Motion counter on each individual vehicle in the group. 79
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Figure 5.2: The Vehicle Covered Arc of the vehicle in vF5 is highlighted
5.4
Basic AFV Movement
AFV movement is quite a bit different than Infantry movement, so vehicles are assigned Movement Points (MP) rather than Movement Factors (MF). For example, when crossing a Crest Line into higher terrain, a unit that uses MF must pay double the normal MF cost of entering that hex, while a unit that uses MP must pay an additional 4 MP over the normal MP cost of entering that hex (or 2 MP additional if moving along a road). The use of the MF/MP terminology always makes it clear whether a specific movement rule applies to Infantry or to vehicles. AFVs have a Covered Arc (CA) in the direction that they are facing, just like Guns do. This is called the Vehicle Covered Arc (VCA). The VCA defines the hexes into which an AFV can move, and into which a BMG can fire; if the AFV is NT, the VCA also then defines the hexes into which the MA can fire. Whenever a turreted AFV does not have a turret counter on it, its TCA and VCA are identical.
Movement Example #1 Place the following unit on board v: vF5: American M4A2(L) facing vE5-vE6, BU This tank’s VCA includes the hex rows vE5-vA3, vE6-vA8, and all hexes in between these two rows. If the tank wishes to move, the only hexes it can enter would be vE5 and vE6; it would first have to turn to change its VCA, at a cost of 1 MP per hexspine, before it could enter any other adjacent hex. Assume that it is the American MPh, and that the tank wishes to move. There is no Motion counter on the tank, so it is currently stopped. A stopped vehicle must spend 1 MP to start before it can spend any MP to actually move. Similarly, a moving vehicle must spend 1 MP to come to a halt (stop), although some combat results and some movement events can force a vehicle to stop without the expenditure of a Stop MP. The expenditure of MP to start or stop does not actually represent the vehicle’s engine being turned on or off, but it instead accounts for a motionless vehicle’s inability to instantly accelerate to top speed, and a rapidly moving vehicle’s inability to instantly come to a dead stop. In a real battle situation an AFV would likely keep its engine running at all times, so as to be able to start moving at a moment’s notice. 80
5.4. Basic AFV Movement
Figure 5.3: The Vehicle Covered Arc of the vehicle in vI2 is highlighted, the Turret Covered Arc is indicated in red.
The M4A2(L) begins its move by spending 1 MP to start. It has a total of 14 MP, so there are 13 MP remaining. It then spends 1 MP to turn its VCA to face vE5-vF4 (12 MP remaining) and spends 1 MP to enter vF4 (11 MP remaining). The tank now spends 1 MP to enter the Orchard in vF3 (10 MP remaining), and 1 MP to turn its VCA to vF2-vG3 (9 MP remaining). In conjunction with that last MP expenditure, the player announces that the tank will turn its turret to face vG3-vG4 and it will also become CE, so a turret counter is placed on top of the M4A2(L), facing towards vG3-vG4, with the CE side up. A vehicle’s crew exposure status may be voluntarily changed only once during the MPh, in conjunction with any other MP expenditure. So a vehicle that begins its MPh BU may become CE at some point during its move, and a vehicle that begins its MPh CE may become BU at some point. In addition, a vehicle may also change its crew exposure status during the APh, regardless of whether or not it changed CE/BU status during the MPh. A turreted vehicle’s TCA may be changed at will in conjunction with any MP expenditure. There is no limit on how many times the TCA may be changed during a vehicle’s MPh, nor is there any restriction on how many hexspines it can turn each time it does change. The M4A2(L) now spends 1 MP to turn its VCA to vG3-vG4 (8 MP remaining). This VCA change also changes the TCA to vF4-vG4: if the player does not announce a specific TCA change in addition to the VCA change, the turret will remain stationary with respect to the vehicle’s hull and the TCA will thus change by the same number of hexspines as the VCA. The CE tank can now move along the road at the road movement rate of 1/2 MP per hex (if it was BU, it would have to pay 1 MP per road hex). The tank now expends 1.5 MP to move vG3-vH2-vI2 (6.5 MP remaining). As it enters vI2, it also changes its TCA to vH2-vI3. The tank now expends 1 MP to enter vJ1 (5.5 MP remaining). This move costs 1 MP because, even though vJ1 is a road hex, there is no road crossing the hexside between vI2 and vJ1, so the tank must pay the Open Ground MP cost. If the tank had actually followed the road through vI1, the cost to move to vJ1 would have been 3 MP: 1 MP to turn left, 1/2 MP to enter vI1, 1 MP to turn right, 1/2 MP to enter vJ1. Taking the cross-country shortcut was much faster. The tank now spends 4.5 MP to move vK2-vL2-vM3-vN3-vO4 (1 MP remaining) and it changes its TCA to vP3-vP4 as it enters vO4. The turret counter is not removed, even though the TCA is now the same as the VCA, because the tank is still CE. At this point, with 1 MP remaining, the M4A2(L) has a decision to make: should it spend this last 81
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Figure 5.4: The tank moved from vF5 to vO4 with 1 MP remaining.
MP to move one more hex, or should it pay 1 MP to come to a full stop where it is? If it chooses to stop, it remains where it is and its MPh is completed. If it continues moving, then it could spend its last MP to enter either vP3 or vP4, at which point it would be marked with a Motion counter to remind the players that this tank has not stopped, and then its MPh would be over. Whenever an AFV expends any MP during a MPh, it must spend all of its MPs. A tank with 14 MP, for example, cannot just spend 1 MP to start, 1 MP to move one hex, 1 MP to stop and then declare that its MPh is over... it still has 11 unused MP unaccounted for, and they must be spent on something. This is one of the biggest differences between AFV movement and Infantry movement. AFV movement works this way in order to account for the different vulnerabilities of AFVs and Infantry. A squad becomes less vulnerable to enemy fire when it stops moving: the troops ‘go to ground’ to take advantage of any available cover. Thus when a squad stops moving before using its full MF allowance, it becomes much harder to hit and is no longer vulnerable to any additional enemy Defensive First Fire. But when an AFV stops moving, it becomes more vulnerable to enemy fire: it can’t go to ground or otherwise take cover, and a vehicular target is much easier to hit when it is stationary than it is when it is moving. It would be unrealistic to allow a moving AFV to limit its vulnerability to Defensive First Fire by ‘moving slowly’ (not spending all of its MP). There are two ways in which an AFV can use up excess MP: • Whenever a moving AFV is stopped, it can spend any number of MP as Delay points. • When a moving AFV enters a new hex, it may pay more MP than is required.
Movement Example #2 Place the following units on board v: vP7: German 2-2-8 crew vP7: German 50L AT Gun facing vP6-vQ7 vT6: American M4A2(L) facing vS6-vS7, BU The American tank wants to move into vS6 so that it will be in position to attack the Germans in vP7. There are three basic methods that it may use to execute this move. (A) The M4A2(L) expends 1 MP to start, 1 MP to enter vS6, 1 MP to stop, and finally 11 Delay points in vS6. 82
5.4. Basic AFV Movement
Figure 5.5: Setup for movement example #2
(B) The M4A2(L) expends 1 MP to start, 12 MP to enter vS6, and 1 MP to stop. (C) The M4A2(L) expends 11 Delay points in vT6, 1 MP to start, 1 MP to enter vS6, and 1 MP to stop. Method (C) is somewhat safer than the first two methods, because the tank only expends 2 MP in the LOS of the AT Gun, limiting it to no more than two Defensive First Fire shots. Methods (A) and (B) both expend 13 MP in the LOS of the AT Gun, which would allow the Gun up to 13 Defensive First Fire shots (assuming that the Gun could actually retain its ROF that many times). Just prior to the previous Movement Example, I wrote: ‘Whenever a moving AFV is stopped...’ Did this wording sound a little strange to you? After all, if a vehicle stops, it is no longer a moving vehicle... right? Well, this brings us to what is probably the most difficult-to-understand part of vehicular movement in ASL: the three movement ‘states’ that a vehicle can have, and the confusing terminology that is used to describe them. A vehicle in ASL can have various combinations of the following three states: • Motion vehicle • Stopped or non-stopped vehicle • Moving Target
It’s perfectly natural to think that these are just three different ways of describing the same thing, but these are actually describing three different things. I cannot emphasize enough how important it is for you to learn and understand these three movement states and how they interact with one another. If you don’t understand them properly, you will become hopelessly confused when trying to figure out how vehicles move and fight in ASL. The following vehicular movement status summary, written by Ole Boe, a noted ASL rules expert, is the best and most concise summary of these movement states that I have found: Vehicular Movement Status moving : A vehicle that is currently executing its MPh. Motion : A vehicle that is not moving and not stopped. non-stopped : A vehicle that is moving and not stopped. Moving Target : A vehicle that is/has been in Motion and/or entered a new hex this Player Turn. Ole’s summary is not just for beginners... I keep a printed copy with my player aids for full ASL as well (the full ASL version has one small addition to the ‘Moving Target’ line that doesn’t apply to ASLSK). The phrase ‘Moving Target’ is used interchangeably with the phrase ‘Moving Vehicle’, but even though they have the same meaning, ‘Moving Target’ is preferable as it is less likely to be confused with the term ‘moving’ that simply refers to a vehicle that is executing its MPh. 83
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Figure 5.6: Setup for movement example #3.
Figure 5.7: The tank moved from vO7 to vM8 using 5 MP (start, change VCA, move 2 hexes and stop). The remaining 9MP are spent as Delay Points.
For example, to ask: ‘Is the moving vehicle a Moving Vehicle?’ just seems silly, but if we rephrase that question as: ‘Is the moving vehicle a Moving Target?’ it makes a little more sense. And the question is a valid one, because a vehicle that is moving (executing its MPh) is not always a Moving Target. Let’s examine how these three movement states work in more detail. A moving vehicle is a vehicle that is currently executing its MPh: a vehicle that is expending MPs to enter new hexes, change its VCA, start and/or stop, etc. Only one vehicle at a time can be a moving vehicle. A moving vehicle that ends its MPh without stopping becomes a Motion vehicle, and it is marked with a Motion counter. A vehicle that is in Motion remains in Motion until a combat result forces it to stop, or until it begins to execute its next MPh (when it once again becomes a moving vehicle instead of a Motion vehicle). Thus moving and Motion are mutually exclusive: a vehicle can be one or the other, but never both at once. A vehicle that is moving can be either stopped or non-stopped, and could possibly change back and forth between those two several times in a single MPh. That is, a moving vehicle could expend some MPs, then stop and expend some Delay points, then start again and expend more MPs, then stop again and expend more Delay points, etc., up to the limit of its available MPs. Stopped/non-stopped status really only applies to moving vehicles, because vehicles that are in Motion are always non-stopped. Vehicles that are not moving and not in Motion are always stopped. A vehicle is a Moving Target if it is in Motion; it is also a Moving Target if it had been in Motion, or if it entered a new hex, earlier in the current Player Turn. Once a vehicle becomes a Moving Target, it remains a Moving Target until the end of the current Player Turn. Thus it is entirely possible to have a vehicle that is not moving, and is not in Motion, that is nevertheless still a Moving Target. Players must keep track of these confusing vehicle movement states because of their effect on combat. If you look through the TH DR Modifiers list, you will see several references to Motion, Moving Vehicle (meaning Moving Target), stopped, and non-stopped. But before we get to actual combat using vehicles, let’s look at some more movement examples to demonstrate exactly how these movement states work.
Movement Example #3 Place the following units on board v: vK6: German 2-2-8 crew vK6: German 50L AT Gun facing vL5-vL6 vO7: American M4A2(L) facing vN6-vO6, BU It is the beginning of the American MPh. The American tank is not moving, it is not in Motion, it is stopped, and it is not a Moving Target. 84
5.4. Basic AFV Movement
Figure 5.8: Setup for movement example #4.
Figure 5.9: The American tank starts in Motion in vO7, changes its VCA to vN6-vN7, moves to vL8, changes VCA again to vK8-vL7 enters vK8 and stops.
Note that if the American player declines to do any activities with this tank during this MPh it will not expend any MPs at all and will remain stationary throughout the MPh. The American player now announces that the tank will start moving, and it expends 1 MP to start (13 MP remaining). It is now a moving vehicle, or, if you prefer, ‘the’ moving vehicle (because you can never have more than one moving vehicle at any given time). In addition, it is not in Motion, it is non-stopped, and it is not a Moving Target. Why is it still not a Moving Target, even though it has begun to expend MPs? Because, so far in this Player Turn, it has not yet been in Motion or entered a new hex, which are the only two things that can give it Moving Target status. And, since the tank cannot be in Motion until after its MPh is complete (remember that moving and Motion are mutually exclusive), the only way for this tank to gain Moving Target status in this MPh is for it to enter a new hex. The M4A2(L) is in a curious state where it is no longer stopped, but not yet a Moving Target. The tank now spends 1 MP to change its VCA to vN6-vN7 (12 MP remaining), but it still is not a Moving Target. It has now spent 2 MP in the German AT Gun’s LOS, which means that the Gun could have fired at it twice, and the tank would not have received the defensive benefit of being a Moving Target for either shot. The tank now spends 1 MP to enter vN7 (11 MP remaining), which moves it out of the Gun’s LOS (the Gun on the hill cannot see over building vM7 to any lower level hex). The tank also finally gains Moving Target status, so it is now: moving, not in Motion, non-stopped, and a Moving Target. Another MP is spent to enter hex vM8, and then the tank spends 1 MP to stop. The remaining 9 MP are spent as Delay points, which concludes the tank’s MPh. The tank is now: not moving, not in Motion, stopped, but still a Moving Target. It will remain a Moving Target until the end of the American Player Turn. A vehicle that moves as a Moving Target and then stops retains Moving Target status only until the end of the current Player Turn. The tank would therefore have Moving Target status during the German DFPh, but in the following German Player Turn it would not be a Moving Target during the German Prep Fire Phase. To understand why the tank remains a Moving Target even after it ends its MPh stopped, remember that almost all of the actions that occur during a turn would actually be happening simultaneously in real life. Thus, a tank that comes to a stop during its MPh, and then much later in the turn is fired on in the DFPh, is a Moving Target because, in a real battle, this firing would be occurring as the tank was moving and coming to a stop. Or, to put it another way: choosing to wait until your DFPh to fire at a moving tank that stops does not allow you to treat it as if it spent the entire turn motionless, which would certainly not be realistic.
Movement Example #4 Place the following units on board v: 85
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Figure 5.10: Setup for movement example #5.
vK6: German 2-2-8 crew vK6: German 50L AT Gun facing vL5-vL6 vO7: American M4A2(L) facing vN6-vO6, BU, in Motion It is the beginning of the American MPh. The American tank is not moving, it is in Motion, it is non-stopped, and it is a Moving Target. This tank has been a Moving Target right from the start of the Player Turn, because it began the Player Turn with a Motion counter on it. The tank begins its MPh by spending 1 MP to change its VCA to vN6-vN7 (13 MP remaining). The Motion counter is removed, and the tank is now moving, not in Motion, non-stopped, and a Moving Target. The Tank now spends 4 MP to enter vN7 (paying 3 MP more than necessary, 9 MP remaining), moves to vL8 (7 MP remaining), changes its VCA to vK8-vL7 (6 MP remaining), spends 5 MP to enter vK8 (1 MP remaining), and then stops (all MP expended). After completing its MPh, the tank is not moving, not in Motion, stopped, but still a Moving Target. And one final movement example:
Movement Example #5 Place the following units on board v: vK6: German 2-2-8 crew vK6: German 50L AT Gun facing vL5-vL6 vO7: American M4A2(L) facing vN6-vO6, BU It is the beginning of the American MPh. The American tank is not moving, it is not in Motion, it is stopped, and it is not a Moving Target. The tank spends 12 Delay points, and then spends 1 MP to start and 1 MP to change its VCA to vN6-vN7 (all MP expended). Place a Motion counter on the tank. The tank is not moving, it is in Motion, it is non-stopped, and it is a Moving Target. But it was never a Moving Target during its MPh! The German AT Gun could have taken up to 14 Defensive First Fire shots at the tank, but none of them would have been against a Moving Target. The tank became a Moving Target only when the Motion counter was placed on it, after the tank’s MPh was completed. At this point, if you are getting frustrated with the whole confusing business of: ‘moving vehicles are not in Motion’ and ‘vehicles in Motion are not moving’, etc.... well, welcome to the club. It’s unfortunate, but the ASL vehicle movement rules use a lot of unnecessarily confusing terminology. The game plays fine once you get used to this terminology, but keep Ole’s movement status summary handy... just in case! 86
5.4. Basic AFV Movement
Figure 5.11: Setup for combat example #1.
5.4.1
AFV Combat: Stationary
When ordnance is fired at an Infantry target and scores a hit, the shot is resolved with a DR on the IFT. But firing ordnance at an AFV introduces a new method of resolving a hit: the To Kill process. Firing ordnance at an AFV is a two-step procedure. First you select the type of ammunition that you wish to fire, figure a TH#, and make a TH DR to see if your shot hits the target. If a hit occurs, you then figure a To Kill number (TK#) from your ammunition type and the target’s applicable AF value, and make a TK DR to see if your shot has any effect on the target. The IFT is usually not used at all when firing ordnance at an AFV, except to resolve any collateral attack on an AFV’s exposed crew (Rule 7.12). If the AFV is BU, then no collateral attack can occur. There’s a tremendous amount of material to cover just to demonstrate the most basic elements of combat with AFVs, so this first Combat Example is going to be quite lengthy.
Combat Example #1 Place the following units on board v: vK6: German 2-2-8 crew vK6: German 50L AT Gun ‘B’ facing vL5-vL6 vP7: German 4-6-7 squad vR5: American M4A2(L) facing vQ5-vQ6, CE, TCA of vQ5-vQ6 vR5: German –1 Acquired Target counter ‘B’ (from a previous shot) It is the beginning of the German Prep Fire Phase. The German player decides to fire his AT Gun at the American tank. The Gun has three types of ammunition available: HE, AP, and APCR. The type of ammunition to be used must be selected before the TH DR is made. When you fire ordnance at a vehicle, you will normally use the Vehicle Target Type (VTT) section of the To Hit Chart. The VTT works in much the same way as the ATT and the ITT, with one important difference: when you fire using the ATT or the ITT, your shot will affect all of the units in the target hex (except that a shot using the ITT cannot affect a BU AFV); but when you fire using the VTT, your shot will only affect the one specific vehicle that you are firing at. The range here is 7 hexes, which gives a basic TH# of 9 for a German 50L on the VTT. You’ll notice that, along with the addition of the VTT section to the To Hit Chart, the number of possible To Hit modifiers has increased from 18 (in ASLSK #2) to 25. There really are no shortcuts to learning this long list of TH DRMs; just go through the entire list each time you shoot to see which ones apply to that shot. This will become much easier and faster with repetition, and people who play on a regular basis can often actually memorize the list and do all of the TH DRMs for 87
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common situations in their heads. This list looks daunting, and it does take a while to understand everything that affects a TH DR... but once you get the hang of it the system is actually pretty simple to use. For this first look at a shot against a tank, I’ll run through all 25 cases (‘NA’ means ‘not applicable’). Firer Based TH DRMs: 1. NA 2. NA 3. NA 4. NA 5. NA 6. NA 7. NA 8. NA 9. NA 10. NA 11. NA 12. NA 13. NA 14. NA 15. NA 16. NA Target Based TH DRMs: 17. NA 18. NA (Grain Hindrance does not apply because the Gun is on a higher level than the Grain) 19. NA 20. –1 21. NA 22. –1 (large target) 23. NA 24. NA 25. NA Thus only two cases on the list apply to this shot, and both of them are obvious just from looking at the map (there’s a –1 Acquired Target counter, and the tank’s counter shows that it is a large target). This shot is then a TH9/–2, so the Gun will either score a hit or malfunction... it cannot possibly fire and miss! (An original TH DR of 11 or less is a hit; an original TH DR of 12 is a malfunction). When the VTT is used, a Critical Hit (CH) occurs only on an original TH DR of 2. The shot will hit the front of the tank, so the AF value used will be 11 for a hull hit, and 8 for a turret hit (a circled ‘11’ means that the turret front armor is one step less than the hull front armor). Assuming that the shot actually hits the target AFV, a turret hit occurs if the colored dr of the TH DR is less than the white dr; if the colored dr is equal to or greater than the white dr, then a hull hit occurs. AP (Armor Piercing) The German 50L has a basic TK# of 13 at range 7. This basic TK# would be doubled to 26 if a CH occurs. The final TK# is found by subtracting the target’s AF from the basic TK#. Here, a hull hit would have a final TK# of 2 (TK# 13 –11 AF), and a turret hit would have a final TK# of 5 (TK# 13 –8 AF). Once the final TK# is known, a TK DR is made and the result found on the Direct Fire column of the AFV Destruction Table. Assuming that the final TK# was 5 for a turret hit, the possible results of the TK DR are as follows: 88
5.4. Basic AFV Movement
TK DR 4 or less Elim (flip AFV over to wrecked side) TK DR 5 Shock TK DR 6 Possible Shock (crew NMC) TK DR 7 or more no effect The tank’s exposed crew would also be attacked with a 2/+2 (2 FP from the 50mm AP, Rule 6.2; +2 DRM from the partial protection of the tank, Rule 7.7) collateral attack (Rule 7.12) on the IFT using the TK DR, but this will have no effect: a TK DR of 4 or less would be needed for the collateral attack to affect the crew, but such a DR would simply kill the tank outright in this situation. Collateral attacks are not resolved if the AFV is killed or shocked by the primary attack. A Shock result forces the AFV to immediately BU (if CE) and stop (if moving or in Motion). It is marked with a Shock counter, and must attempt to recover in the RPh as described in Rule 7.10. It can do nothing at all until it recovers, and any acquisition it might have gained against another target is lost. A Possible Shock result requires the AFV crew to take a NMC using the Morale value of that nation’s best unbroken Elite Infantry; the AFV is shocked if this NMC is failed (which is the only adverse result that this NMC can have). Shock is one of the most interesting results of AFV combat, and when it occurs it adds a lot of uncertainty to the battle. A shocked tank is either dead or completely unharmed... but neither player knows for sure! Do you keep shooting at a shocked enemy tank to try to ensure a kill? Or do you give up your acquisition and switch to another target, and hope that the shocked tank doesn’t later recover and rejoin the battle? If the shot had hit the hull, resulting in a final TK# of 2, the possible results of the TK DR would be as follows: TK DR 2 Immobilized, collateral attack 1MC TK DR 3 Possible Shock (crew NMC), collateral attack NMC if not shocked TK DR 4 collateral attack PTC TK DR 5 or more no effect The M4A2(L)’s front hull armor is thick enough that the 50L cannot get an Elim result against it at this range with a normal hit (the TK DR cannot be less than 2). But with no chance to kill the tank, and only a slight chance to shock it, there are several chances for the collateral attack (2/+2 on the IFT) to possibly affect the exposed crew. Note also that there is nothing special about an original TK DR of 2... a TK DR is one of the few instances in ASL/ASLSK that rolling an original DR 2 doesn’t trigger some special result. APCR (Armor Piercing Composite Rigid) Regular AP rounds would sometimes shatter on impact, doing little or no damage to the target AFV. This led to the development of the APCR round, which had a shatter-proof core made of tungsten. APCR rounds were much more effective than regular AP rounds, but they were never available in large quantities. Shots with APCR are resolved in exactly the same way as shots with AP... they will just have a higher basic TK#, but a lower collateral attack value (1 FP). If the German 50L had successfully fired using APCR, the basic TK# of 17 would have given a final TK# of 9 for a turret hit and 6 for a hull hit. Possible results for an APCR turret hit: TK DR 8 or less Elim (flip AFV over to wrecked side) TK DR 9 Shock 89
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TK DR 10 Possible Shock (crew NMC) TK DR 11 or more no effect Possible results for an APCR hull hit: TK DR 5 or less Elim (flip AFV over to wrecked side) TK DR 6 Immobilized TK DR 7 Possible Shock (crew NMC) TK DR 8 or more no effect HE (High Explosive) Normally it is quite difficult to kill an AFV using HE, but the American tank here is vulnerable to HE because of its exposed crew. (Leaving a tank CE this close to enemy forces is often a bad idea, but I’ve done so in this example because it allows me to demonstrate a number of different rules.) The 50L’s HE round has a basic TK# of 6, as found on the HE and Flame To Kill Table. This TK# is too low to defeat the American tank’s armor, and even a CH (TK# of 12) would only have a chance of a kill against the weaker turret armor. But the collateral attack from the HE round will be a 6/+2 against the exposed crew. Possible results for a non-CH HE hit: original TK DR 2 collateral attack 2MC original TK DR 3 or 4 collateral attack 1MC original TK DR 5 collateral attack NMC original TK DR 6 collateral attack PTC original TK DR 7 or more no effect In reviewing the types of ammunition that the German 50L AT Gun could use in this situation, APCR definitely gives it the best chance of killing the American tank. But APCR is a depletable ammunition, so there’s no guarantee the Gun will actually be able to use it. HE has no chance of killing the American tank, barring a CH on the turret, but its collateral attack could force the AFV to BU or even stun it. If an AFV crew suffers a Pin result, it must BU immediately (but no Pin counter is placed). If an AFV crew fails a MC that was not caused by a Possible Shock result, the AFV is marked with a stun counter. A stunned AFV must immediately BU and stop, and may not move or attack for the remainder of that Player Turn. At the end of the Player Turn, the stun counter is flipped over to its +1 side, which adds a +1 DRM to all of that AFV’s future TH, IFT, CC, and MC DRs. Note that there are ‘stun’ counters, and ‘STUN’ counters, which are two different conditions. You can think of a stun counter as representing a wounded AFV commander, while a STUN counter could represent a dead AFV commander. A STUN counter is placed on an AFV if its exposed crew suffers a K or KIA result, or if the crew rolls an original DR 12 on a MC that was not caused by a Possible Shock result, or if a crew that has already been stunned once is stunned a second time. A STUN counter has the same effect as a stun counter, except that the AFV is recalled and it must exit the map via a friendly board edge as soon as possible once it regains the ability to move (Rule 7.10). Thus a stun result allows an AFV to continue fighting, but a STUN result forces an AFV to withdraw from the battle. The German Gun, of course, could continue to fire at the American tank until it loses ROF, and then it could choose to use Intensive Fire to take one more shot. 90
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The German 4-6-7 squad in building vP7 can also fire at the American tank, because the crew is CE. This attack would be a 4/+2 on the IFT, with the +2 DRM again being due to the partial protection that the tank offers its exposed crew. The squad would need to roll a DR 5 or less for its attack to have any effect. The squad could also try to fire a Panzerfaust (PF) at the tank, but this would have little chance of success. First, the range is 3 hexes, so this action would have to be taking place in 1945 for a PF to even be able to hit a target that far away. Next, the squad would have to see if they have a PF ready to fire, which would require a PF availability dr of 4 or less (–1 drm for 1945). The basic TH# for a PF at range 3 is 4, so the shot would be either TH4/+1 (+2 avoid backblast, –1 large target) or a TH4/–1 if they choose to not avoid the backblast. They are unlikely to score a hit if they avoid the backblast, and if they accept the backblast they have a good chance of harming themselves (Rule 4.4.3). However, should they fire a PF and hit the tank, well... there’s no point wasting time calculating a TK# for a PF hit; just make a DR to check for a dud (original DR 12). If it’s not a dud, the tank is killed. PFs are so incredibly powerful that only one Allied tank in ASLSK #3 even has a chance of surviving a PF hit: the Russian IS-2m, and it only has a chance to survive if the PF hits its front hull (26 AF)! Note that in the ASLSK rules, a PF is the only weapon that suffers a dud on an original TK DR of 12, but in full ASL, an original TK DR of 12 is a dud for all weapons. Let’s assume that the German units fired at the American tank with no effect, and that no German units moved in the MPh, which will allow us to explore the American attack options in the DFPh. The American M4A2(L) can fire its MA and all three of its MGs, and the MA can possibly fire multiple times if it retains ROF. This AFV is equipped with an AAMG, which can fire in any direction without penalty (it does not have a CA). However, an AAMG can only be fired (and repaired) if the AFV is CE. If the tank wants to fire MGs at the 4-6-7 squad in vP7, the AAMG is currently the only MG that can fire at it. An attack by the AAMG alone would be a 4/+2 on the IFT, and the MA, BMG, and CMG could then be used against the German AT Gun in vK6. The CA change DRMs that apply when a Gun fires outside its CA, listed in #8 on the TH DR Modifiers list, also apply to the IFT DR if a BMG fires at a target outside the VCA, or a CMG fires at a target outside the TCA. If the tank wanted to fire both the AAMG and the CMG at the 4-6-7, the TCA would have to change to vQ6-vR6. The resulting shot would be a 8/+3 (+2 TEM, +1 T TCA change), and the BMG could still be used against the AT Gun. If the tank then fired the MA at the 4-6-7, the +1 T TCA change DRM would apply to that shot as well (the CMG and the MA would actually be firing simultaneously at the 4-6-7, so the TCA change would affect both attacks), or the MA could fire at the AT Gun, which again would have a +1 T TCA change DRM for turning the turret back to its original facing. You might think that, if you turn the turret to fire the CMG at the squad, and then turn the turret back to fire the MA at the Gun, that the MA’s shot would have a +2 TCA change DRM because of the two turret turns (+1 each)... but it doesn’t work that way. CA change DRMs are never cumulative when firing at different targets. In other words, when you fire at a target and then change CA to fire at a different target, only the CA change DRM involved in turning from the first target to the second target applies; any CA change DRM that applied to the attack on the first target is ignored for the attack on the second target. If the tank wanted to fire the BMG and the CMG at the 4-6-7, it would have to change its VCA to vQ6-vR6. This shot would be a 6/+5 (+2 TEM, +3 NT VCA change). The AAMG could then be used against the AT Gun, but could not make a separate attack on the 4-6-7, because Mandatory FG applies to an AFV’s MGs. The tank could also fire all three MGs at the 4-6-7, but this 10 FP attack would actually only be an 8/+5 because the IFT does not have a ‘10’ column. Thus nothing is gained by firing the BMG in 91
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conjunction with the other two MGs, so the tank would be better off just turning the turret to fire the CMG & AAMG at the 4-6-7 (8/+3) and using the 2 FP BMG to fire at the AT Gun. Let’s assume that the tank decided to fire the AAMG at the 4-6-7 (4/+2) and the BMG & CMG at the AT Gun (6/+2) and that these two attacks had no effect. No TCA or VCA changes were necessary for these attacks. The tank can now select a target for its MA. (Note that the tank could have fired its four weapons in any order that it wished; there is no requirement that the MGs fire before the MA.) The M4A2(L) can fire HE, AP, Smoke, and WP, but in this demonstration it will only fire HE against the German Infantry targets. If the tank fires at the AT Gun at a range of 7 hexes, the basic TH# using the ITT is 7. The TH DRMs would be +2 TEM (emplaced Gun) and +1 small target, making the shot a TH7/+3. The Gun does not get the +1 Height Advantage TEM because it already has a positive TEM from being emplaced, and it also cannot use the +2 gunshield TEM for the same reason (although if the tank scores a hit that is not a Direct Hit, the gunshield +2 DRM would then apply to the IFT roll). A hit on the Gun is resolved as a 12/+0 IFT attack. If this attack does not result in a K or KIA (which represent a Direct Hit on the Gun itself ) you then add +2 to the IFT DR (the gunshield +2 TEM) to find the result that is applied to the crew. In other words, if the 12/+0 does not result in a Direct Hit, you then treat it as a 12/+2 because of the gunshield. If there was another squad in the AT Gun’s hex, the tank’s HE shot using the ITT could hit it as well. Against this additional squad the shot would be a TH7/+1 (+1 Height Advantage TEM). If the tank then rolled a TH DR of 5, the shot would miss the Gun and its crew (5 + 3 = 8) but it would hit the additional squad (5 + 1 = 6) which would then suffer a 12/+0 attack on the IFT. A TH DR of 4 or less would hit both the Gun/crew and the additional squad. If the tank wishes to fire its MA at the 4-6-7, it must change its TCA to vQ6-vR6. The shot at range 3 using the ITT is a TH8/+3 (+1 T TCA change, +2 TEM). Had the tank chosen to change its VCA instead of its TCA, then the shot would be a TH8/+5 (+3 NT VCA change, +2 TEM). And finally, note that an AFV does not have to be in Motion in order to change its VCA when firing, nor does such a VCA change cause an AFV to gain Motion status. A battle between a tank and a Gun, as depicted in the previous example, will tend to favor the Gun unless the tank’s armor is too thick for the Gun to penetrate. The Gun will usually get the first shot as the tank moves into position to attack. It is easier to score a hit on a tank than to score a hit on a Gun, and the Gun will often have a higher ROF than the tank. In addition, even if the Gun’s crew does break, there’s always a chance that they might rally and get the Gun back into action... but a knocked-out tank is permanently lost. Take a look at case #13 on the TH DR Modifiers list: if an AFV is BU it has a +1 DRM added to its TH DR. This did not come into play in the above Combat Example, but it is one of the most commonly used DRMs. Players will often face a difficult choice in deciding whether to be CE to avoid this +1 DRM, or to be BU to keep the AFV crew safe from IFT attacks and HE. And for those who might be considering moving to full ASL at some point, note that this choice becomes even more critical in ASL... as CE AFV are prime targets for ASL snipers, who can attack without warning and knock a tank out of the battle with a single rifle shot! Whenever a hit on a AFV will result in a TK DR, you must determine which target facing the shot actually hit: front, side, or rear. An AFV’s strongest armor is always in the front, so avoiding a side or rear shot is often a top priority for a player with AFVs. Unlike a weapon’s CA, which is rather limited, an AFV’s front target facing is quite generous; a firing unit must be way off to the side to qualify for a side shot. To see how this works, set up an American tank as in the previous Combat Example (in vR5, VCA of vQ5-vQ6) and refer to the target facing diagram on page 11 of the ASLSK #3 rules. • • • • 92
a shot from vP2 would hit the tank’s front a shot from vQ3 would hit the tank’s side a shot from vO10 would hit the tank’s front a shot from vP9 would hit the tank’s side
5.4. Basic AFV Movement
Figure 5.12: Schematic overview of target facing.
• a shot from vS4 would hit the tank’s side • a shot from vT3 would hit the tank’s rear
5.4.2
AFV Combat: Movement
The first Combat Example, despite its length, was pretty straightforward: nobody moved. But in battles where AFVs are present, movement is likely to play a key role. When the attacker has tanks, the defender must find ways to limit their mobility advantage.
Combat Example #2: ‘The Art of Tank Hunting’ Place the following units on board v: vP7: broken American 6-6-6 squad (no DM) vY3: German Pz VG facing vX2-vX3, BU It is the start of the German MPh. The German player wants to move the Pz VG (Panther), but, upon seeing the asterisk next to the tank’s MP value, checks the back of the counter and then the ‘Vehicle and Ordnance Historical Notes’ booklet, and learns that the Panther must make a stall DR each time it expends a Start MP. A stall result can represent one of two things: the engine stopped unexpectedly and has to be restarted, or a transmission problem has prevented the tank from shifting into gear. The tank spends 1 MP to start (14 MP remaining) then rolls a DR 12... it stalls! The German player makes another DR, a 5, so the tank has to spend 1 MP to stop (13 MP remaining) and then 4 Delay points (9 MP remaining). The tank’s driver — no doubt cussing loudly in German — tries again. The tank spends 1 MP to start (8 MP remaining) and the stall DR is a 10... success! The tank now drives down the road, planning on moving adjacent to the broken American squad to put a DM counter on it and force it to rout away. 93
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Figure 5.13: Setup for combat example #2.
Figure 5.14: The HIP American crew and 57L AT appear on the board.
• 1 MP is spent to enter vX3 (7 MP remaining)...
• 1 MP is spent to enter vW4 (6 MP remaining)... • 1 MP is spent to enter vV4 (5 MP remaining)...
• 1 MP is spent to enter vU5 (4 MP remaining)... • 1 MP is spent to enter vT5 (3 MP remaining)...
At which point the American player triumphantly yells: ‘I have a shot!’ The tank’s movement is paused here so that the American player can take a Defensive First Fire shot. An American crew is now placed on the map in vT7, along with an American 57L AT facing vT6vU7. After placing these units, the American player gives the German player the piece of paper on which he had recorded the location and facing of his HIP AT Gun & crew, so that the German player can verify that they have been placed correctly. The American player decides to fire AP. The 57L has a basic TH# of 10 at range 2 when using the VTT. The TH DRMs are: –1 large target, and +2 Moving Target (Moving Vehicle) with more than 3 MP spent in the Gun’s LOS (case 24). Case #25, –1 for 2-hex range, does not apply because the target is not stopped. The shot is thus a TH10/+1, so a TH DR of 9 or less will score a hit. If a hit occurs, the basic TK# for the 57L is 16, and the Panther’s side AF is 6, which gives a final TK# of 10. The possible results of a hit are: TK DR 9 or less Elim (flip AFV over to wrecked side) TK DR 10 Shock if turret hit; Immobilized if hull hit TK DR 11 Possible Shock (crew NMC) TK DR 12 no effect The Panther has very little chance of surviving this attack. What little survival chance it does have comes from it being a Moving Target. But if it does somehow survive, then it is the AT Gun that is doomed: before the Gun can fire a second shot, the tank would spend 1 MP to change its VCA to vS6-vT6. With this VCA change, the 57L could now only hit the Panther’s front, and most of its shots would bounce harmlessly off of that thick armor unless a CH occurs. The Gun’s crew, on the other hand, would not last long against the MG and HE fire of the tank. After the VCA change, the Panther would end its MPh by spending 1 MP to stop, and its last MP as a Delay point. 94
5.4. Basic AFV Movement
Figure 5.15: Setup for combat example #3.
In this situation, there were only two road hexes in which the 57L could get a good side shot against the tank: vT5 and vU5. A shot fired at vV4 would have hit the tank’s front armor, and a shot fired at vS6 would have hit the tank’s side armor but with an additional +6 CA change TH DRM (+3 doubled because of Woods). It’s interesting to note that, if the Panther had changed its VCA to vX3-vY4 before moving down the road, the Gun would never have had a side shot at it. This, of course, is completely unrealistic: in real life there’s no way a tank could drive down that road without giving up a side shot to the hidden Gun at some point. This is not a flaw in the game system... stuff like this is bound to occur whenever you constrain movement & firing to an artificial hexagonal grid. But it is a good example of how ASL’s depiction of reality will always fall short of the real thing, even though the game usually does a good job of convincing you that it really is realistic. This Combat Example demonstrates just how vitally important the ability of Guns to set up using HIP is. The American 57L AT Gun is totally out-classed when facing a Panther; it has almost no chance of knocking one out... unless it can use a HIP set up to get a side shot, which turns it into a deadly threat to a Panther. Few things will slow down your opponent’s armored assault more than having a HIP Gun hidden somewhere on the map. In a real game, knowing that a 57L was hiding somewhere, a prudent German player would not have dared to move the Panther at all! He would have first sent Infantry to sweep through the Woods on both sides of the road, looking for that hidden Gun. And the American player, of course, would have set up his own Infantry to try to prevent this. While this Infantry battle raged, the German armor would be stuck in place, unwilling to do more than offer some long range fire support to the German Infantry as long as the location of the Gun remains unknown. But if you then add in victory conditions that require the German armor to move, and a time limit that makes it impossible to win if the armor is too cautious, things could get a little... tense. The meta-game that can develop when one player has AFVs that need to move, and the other player has Guns that can set up HIP, can become incredibly interesting as they try to outguess and outwit one another. But a closer look at the tactics involved is unfortunately outside the scope of this chapter.
Combat Example #3: ‘Tank vs Tank’ Place the following units on board v: vK4: German Pz IVH facing vJ4-vK5, CE, TCA of vK5-vL4 vDD7: American M4A2(L) facing vCC7-vDD6, CE 95
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It is the start of the American MPh. Both tanks have only AP and HE ammunition remaining. There is no LOS between these two tanks, as it is blocked by the Woods in vCC7. Note that because both tanks are on a hill, only LOS obstacles that are also on a hill can block LOS between them. The American M4A2(L) first expends 10 Delay points (4 MP remaining). It then spends 1 MP to start (3 MP remaining), and 1 MP to enter vDD6, changing its TCA to vCC6-vCC7 as it moves (2 MP remaining). A LOS now exists between the two tanks; the range is 19 hexes. A shot from the German Pz IVH would hit the American tank’s front armor, but a shot from the American tank would be a side shot if it hits the German tank’s hull. Thus the German tank is in a vulnerable position, and it needs to change its VCA so that the hull’s front armor is facing the American tank. AFVs have the unique ability to fire during their MPh (assuming, of course, that they did not fire in their Prep Fire Phase). Firing during movement is called Bounding First Fire, and any vehicle that takes such a shot is marked with a Bounding Fire counter (unless it retains ROF). Obviously, whenever both attacking and defending units can fire during movement, the potential for confusion will be high, so here is a summary of how the Defensive First Fire/Bounding First Fire combination works: • After each MP expenditure, both Defensive First Fire and Bounding First Fire may occur. • Defensive First Fire occurs before Bounding First Fire.
• Defensive First Fire may result in multiple shots if multiple MPs were used in the MP expenditure (assuming ROF and/or Intensive Fire allows multiple shots). • Bounding First Fire is limited to a single shot per MP expenditure, even if multiple MPs were used. • After using Defensive First Fire, a weapon that retains the ability to shoot (due to ROF or Intensive Fire) may use Defensive First Fire again after any future MP expenditure, regardless of how many MPs are actually used. • After using Bounding First Fire, a vehicle that retains the ability to shoot (due to ROF or Intensive Fire) may use Bounding First Fire again, but only after expending at least 1 additional MP. The defender clearly has the advantage here. He gets to shoot first and may possibly get to take more shots, and take them more often. But the attacker faces an even more serious problem: WWII-era tanks could indeed fire while moving, but their chances of actually hitting a target with such a shot are usually pretty slim. Thus a stationary defender is far more likely to score a hit than is a moving attacker. After the American tank spends the 1 MP to move into LOS in vDD6 there are two shot possibilities. First, the German tank has the option to take one Defensive First Fire shot. Then, regardless of whether or not a Defensive First Fire shot occurred, the American tank (if it survived any Defensive First Fire shots) has the option to take one Bounding First Fire shot. Let’s see what chance of success these shots might have. Defensive First Fire: The German 75L has a basic TH# of 8 when using the VTT at a range of 19 hexes. The German tank needs to get his front armor facing the Americans, and he needs to get his TCA turned to face the target. Changing the VCA to vK5-vL4 will accomplish both goals (the turret turns along with the tank, so the TCA will change to vL3-vL4 when the VCA changes). The TH DRMs for this shot are thus: +3 NT VCA change, –1 large target, +4 Moving Target with 1 MP in firer’s LOS (case 24), making the shot a TH8/+6. The shot is unlikely to score a hit, but it would get the hull’s front armor facing in the correct direction and put an Acquired Target counter on the American tank. And since a TH DR of 2 is needed, a hit will also be a CH. The German player could also choose to just change his TCA, which would result in a +1 T TCA change DRM instead of the +3 NT VCA change DRM, making the shot a TH8/+4. This would give the tank a better chance of scoring a hit, but leave it vulnerable to a side hull hit. 96
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Bounding First Fire (BFF): The American 75 has a basic TH# of 7 when using the VTT at a range of 19 hexes. The only applicable TH DRM for this shot is +6 BFF with less than 2 MP in LOS (#14), making the shot a TH7/+6. This shot cannot score a hit (even a CH will miss), and it would not allow the American tank to place an Acquired Target counter, so it would be pointless to actually fire. Note: The ASLSK #3 rules do not actually prohibit a vehicle that is in Motion or using BFF from gaining acquisition when it fires, but designer Ken Dunn has stated that acquisition should not be allowed under these conditions. This will certainly be corrected in some future errata, so you may want to go ahead and disallow acquisition by a vehicle in Motion or using BFF, which is exactly how it works in full ASL as well. There is another penalty that would also apply to this shot. Because the American tank did not come to a stop before firing, once the TH DR is made the lower of the two drs must be doubled. Doubling the lower dr further reduces your chance of scoring a hit, assuming you had any chance of scoring a hit to begin with. This is case 16, Motion Fire, on the TH DR Modifiers list. (Again we encounter potentially confusing terminology... this case should really be titled ‘Motion/NonStopped Firer’ as it is in full ASL.) A lot of players get confused about how to use cases 14 and 16 on the TH DR Modifiers list, so I’ll try to clarify the usage: If you take a BFF shot while stopped, you use case 14; if you take a BFF shot while non-stopped, you use case 16, which tells you to also use case 14. In other words, the ‘add case 14’ text found in case 16 is simply reminding you that case 14 also applies... it’s not telling you to add in case 14 twice! It works the same way if a vehicle fires in the AFPh: If the vehicle is not in Motion, use case 14; if the vehicle is in Motion, use case 16 and case 14. There are two cases on the TH DR Modifiers list that are MP-dependent: case 14 and case 24. The only time that you have to actually count MPs is when a shot takes place during the MPh, and the firing unit and the target have been out of LOS at some point during that MPh. In all other instances, case 14 will always be +4 or +5, and case 24 will always be +2. In this current Combat Example, the two tanks began the American MPh out of LOS, and the American tank has so far only spent 1 MP in LOS, which made case 14 a +6 (T turret) and case 24 a +4 in the TH calculations above. Now, having looked their respective chances of scoring a hit, what should our players do here? The German player gets to fire first, but he will decline to shoot. The American tank is currently no threat to him, and he would prefer to let the American tank spend more MP in LOS to increase his own chances of hitting. The American player of course will not fire, because his shot would have no chance of success. Please note that I am going through these TH calculations in exhaustive detail simply to help you learn how these game mechanisms work. In a real game between experienced players, none of these TH calculations would have been made... both players would be well aware that the American tank can’t hit the broadside of a barn until it stops, and the German tank doesn’t need to be concerned about it until it does stop. In other words, this tutorial is probably making the game sound much more difficult to play than it actually is. The American player now announces that he will attempt to fire his Smoke Mortar (sM8, see rule 7.5). His usage DR is 5, which is successful so he places a +2 Dispersed Smoke counter in vBB6 and expends 1 MP (1 MP remaining). If the Smoke Mortar usage had failed, there would not have been any MP cost. The American player, understanding that the German has the initial advantage in this fight, placed the Smoke to reduce the chance of the German tank scoring the first hit. The Smoke will disappear at the start of the next American Prep Fire Phase. The American tank has now expended 2 MP in LOS, and once again the German player has the option to take a Defensive First Fire shot, after which the American player could take a BFF shot. 97
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Figure 5.16: The American M4A2(L) first expends 10 Delay points, starts and enters vDD6, changing its TCA to vCC6-vCC7 as it moves. It then places Smoke in vBB6 and stops.
Both players decline to fire, however, since the addition of the +2 Hindrance from the Smoke will make the shots even less likely to hit than they were previously. The American tank then spends its last MP to stop, for a total of 3 MP spent in LOS. Now the German player has a concern. With the American tank stopped, case 16 will not apply if it takes a BFF shot... but the German player decides that the +2 Smoke Hindrance will probably prevent a BFF shot from being a serious threat. Let’s see if his judgment is correct. Defensive First Fire: If the German tank fires, its shot will be a TH8/+7 (+3 NT VCA change, +2 Smoke, –1 large target, +3 Moving Target with 3 MP in LOS). There’s no chance of scoring a hit. Bounding First Fire: If the American tank fires, its shot will be a TH7/+7 (+5 BFF with 3 MP in LOS, +2 Smoke). No chance of scoring a hit. The American MPh is now over. In the DFPh, the German tank fires AP with a TH8/+6 shot (+3 NT VCA change, +2 Smoke, –1 large target, +2 Moving Target case 24). The VCA changes to vK5-vL4 and the TCA changes to vL3vL4. The TH DR is 4 (colored dr is 1), so the shot misses but ROF is retained. A –1 Acquired Target counter is placed on the American tank. The German tank now fires again, and this time the shot is a TH8/+2 (+2 Smoke, –1 acquired target, –1 large target, +2 Moving Target case 24). The TH DR is 7 (colored dr is 3) which is a miss. ROF is lost, and the Acquired Target counter is flipped over to its –2 side. This ends the DFPh. This second shot had much more chance of scoring a hit, primarily because it did not have the +3 NT VCA change DRM that applied to the first shot. This illustrates an important point: if you must move into the LOS of an enemy AFV/Gun, try to do so outside of that unit’s CA. If the defending unit doesn’t have to change its CA to fire at you, it’s going to have a good chance of scoring a hit. In the AFPh, the American tank may take one Bounding Fire shot at the Pz IVH because it is not already marked with a Bounding Fire counter. ROF will not apply. The shot is a TH7/+6 (+4 Bounding Fire case 14, +2 Smoke). The shot cannot score a hit, but the American player takes it anyway (making a TH DR only to check for a weapon malfunction) in order to put a –1 Acquired Target counter on the German tank. Note that case 1 applies only to an AFPh shot taken by a vehicle that didn’t move. A vehicle that moves and then fires in the AFPh must use case 14 instead of case 1. The RtPh is skipped (no broken units). The APh is skipped: vehicles cannot move in the APh, and the American player declines to use the APh to BU. And the CCPh is skipped. 98
5.4. Basic AFV Movement
Figure 5.17: The German tank fires AP, changes VCA to vK5-vL4 and TCA to vL3-vL4. It then takes a second shot.
With the end of the American Player Turn, the M4A2(L) ceases to be a Moving Target. The German tank will fire again in the Prep Fire Phase. The shot is a TH8/–1 (+2 Smoke, –2 acquired target, –1 large target), so a TH DR of 9 or less will be a hit. The 75L has a basic TK# of 16 at a range of 19 hexes, so the possible results of a hit are: Turret hit with a final TK# of 8: TK DR 7 or less Elim (flip AFV over to wrecked side) TK DR 8 Shock TK DR 9 Possible Shock (crew NMC) TK DR 10 or more no effect Hull hit with a final TK# of 5: TK DR 4 or less Elim (flip AFV over to wrecked side) TK DR 5 Immobilized TK DR 6 Possible Shock (crew NMC) TK DR 7 or more no effect The American tank, if it survives, will return fire in the DFPh. The shot is a TH7/+1 (+2 Smoke, –1 acquired target), so a TH DR of 6 or less will be a hit. Any subsequent shots will have a –2 acquired target DRM, so they will be a TH7/+0. The 75 has a basic TK# of 13 at a range of 19 hexes, so the possible results of a hit are: Turret hit with a final TK# of 7 (13 - 6): TK DR 6 or less Elim (flip AFV over to wrecked side) TK DR 7 Shock TK DR 8 Possible Shock (crew NMC) TK DR 9 or more no effect Hull hit with a final TK# of 5 (13 - 8): TK DR 4 or less Elim (flip AFV over to wrecked side) TK DR 5 Immobilized TK DR 6 Possible Shock (crew NMC) 99
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TK DR 7 or more no effect This is now a very even matchup. The German tank is slightly more likely to score a hit, and slightly more likely to score a kill with a turret hit. The key difference between these two tanks is that the German high-velocity 75L is a better antitank weapon than the American 75: it is more accurate at long range, and it has better armor penetration (even though the American tank has better armor protection than the German tank). The previous Combat Example developed in a way that was typical of real WWII tank battles: stationary tanks exchanging shots at long range. But battles of maneuver did occur during the war, and you will see them occur quite often in ASL/ASLSK scenarios. A word of warning: the next Combat Example is extremely complex. It’s probably going to feel more like an advanced master class than a beginner’s tutorial... and I did agonize about whether I should even include it. But if you are going to use armor effectively in ASL/ASLSK, you really need to see how the rules all come together in a wild mobile battle situation. However, if you are not yet completely comfortable with the concepts discussed to this point, you may wish to skip over Combat Example #4 for now and continue on with ‘AFV Combat: Miscellaneous.’ You don’t need to go through this combat example in order to start playing the scenarios included in the game.
Combat Example #4: ‘How to Kill a Tiger’ Place the following units on board u: uL7: Russian T-34 M41 ‘E’ facing uM7-uM8, BU, in Motion uM8: Russian T-34 M41 ‘D’ facing uN7-uN8, BU, in Motion uN8: Russian T-34 M41 ‘C’ facing uO8-uO9, BU, in Motion uO3: Russian T-34 M41 ‘B’ facing uO4-uP3, BU uQ2: Russian T-34 M41 ‘A’ facing uQ3-uR2, BU uT6: German Pz VIE facing uS6-uS7, BU uV2: German Pz IVH facing uU2-uV1, BU, Immobilized For the sake of simplicity, all of these vehicles will fire only standard AP rounds in this battle. It is the start of the Russian MPh, and the Russians have a problem... the Pz VIE Tiger tank. The T-34 M41 is totally out-matched when facing a Tiger. With an AP TK# of about 13, the T-34s can’t get an outright kill against the Tiger’s front armor without a CH. But the Tiger, with an AP TK# of about 20, will kill a T-34 with almost every hit it scores! In addition, the T-34s have RST turrets: they must be BU to fire their MA, so all of their shots must use the +1 DRM from case 13. (In the T-34 M41, the tank commander also served as the gunner for the MA/CMG, so when he’s propped up in the open hatch those weapons can’t be fired.) If the Russians choose to simply move into LOS and trade shots with the Tiger, they will almost certainly lose: the five T-34s will likely be turned into wrecks long before a Russian CH occurs. But they can increase their chances of killing the Tiger by the use of aggressive maneuvering. Two lessons from the previous Combat Example will play an important role in this battle: • The Russians will want to move into the Tiger’s LOS while outside of the Tiger’s TCA, to decrease the chance of the Tiger scoring a hit on them. • The Tiger can probably ignore any T-34 until it expends a Stop MP, because case 16 makes it difficult for a non-stopped T-34 to score a hit. The Russian objective here will be to try to get a side or rear shot at the Tiger from point blank range, which will give them their best chance of knocking it out with a single shot. The T-34s will be charging hard. The German objective is to avoid giving up a side or rear shot, and to kill as many of the T-34s as possible. If the Tiger can survive this MPh and eliminate some T-34s, it might have a chance to win this battle. The Germans have to make each of their shots count. 100
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Figure 5.18: Setup for combat example #4.
The MPh begins with T-34 M41 ‘A’ spending 1 MP to start (16 MP remaining). This tank model suffers from Mechanical Reliability problems (indicated by its red MP value), so the Russian player must make a DR whenever this tank starts. If the Mechanical Reliability DR is a 12, the tank is immobilized... which would probably be disastrous for the Russians. But the DR is a 2, so the tank starts safely. Had the Mechanical Reliability DR been an 11, the T-34 M41 would have stalled, as explained in Russian Vehicle Note M in the ‘Vehicle and Ordnance Historical Notes’ booklet. This stall possibility on a Mechanical Reliability DR applies only to certain Russian vehicles, and is (surprisingly) not indicated anywhere on the tank counter itself, so you have to check the historical notes to know about it. Tank ‘A’ then spends 2 MP to move to uQ4 (14 MP remaining), which is in the Tiger’s LOS but outside of its TCA. As the T-34 moves into its LOS, the Tiger has a couple of defensive options available to it: • It could fire its Smoke Discharger (sD7), Rule 7.5
• It could make a Motion Status attempt, Rule 3.3.2.1
These defensive options, if successful, would make it harder for the Russians to hit the Tiger... but they would also make it nearly impossible for the Tiger to score a hit itself. If the game situation is such that the defending tank needs to kill some of the attacking tanks, then these special defensive options should be avoided. If the defending tank simply wants to try to escape, then smoke dispensers and Motion Status attempts might be useful. Here, the German player elects to stand and fight. The German player doesn’t want to allow the T-34 to simply drive up and get a side shot, but he won’t fire until the T-34 has spent at least 4 MP in LOS, so that the TH penalty from case 24 is only +2. Tank ‘A’ now spends 2 MP to move to uS5 (12 MP remaining). It has now spent 4 MP in the Tiger’s LOS. If the German player were to declare a Defensive First Fire shot using the 88L at this point, 101
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the shot would be a TH10/+5 (+2 ST TCA change, +1 BU, +2 Moving Target). A TH DR of 5 or less would be needed for a hit, which is not a great shot, so the Tiger holds its fire. Tank ‘A’ spends 1 MP to enter uT5 (11 MP remaining). A shot from this hex would be a side shot, unless the Tiger elects to shoot first and changes its VCA/TCA to do so. If the Tiger decides not to shoot, a Bounding First Fire shot by the T-34 would be a TH10/+4 (+1 BU, +4 BFF, –1 large target), with the lower dr doubled due to case 16. A TH DR of 6 or less would normally result in a hit, but case 16 will dramatically reduce the actual chances of a hit: TH DR results with lower dr ⇥ 2 1,1 = 3 : hit (critical hit) 1,2 = 4 : hit 1,3 = 5 : hit 1,4 = 6 : hit 1,5 = 7 : miss 2,2 = 6 : hit 2,3 = 7 : miss 2,4 = 8 : miss 3,3 = 9 : miss So four of the possible DRs that would normally result in a hit will now result in a miss due to the doubling of the lower dr. If you were to take the time to count this out, looking at all 36 possible results of rolling two colored dice, you would find that 8 of the 36 possible DRs will result in a hit, giving a 22% chance of a hit. But if the T-34 stops before firing, case 16 will not apply, and a –2 DRM from case 25 (point blank range) will. A stopped T-34 would thus have a TH10/+2, with a 72% chance of scoring a hit! It’s easy to see why the Tiger might be willing to ignore a T-34 until it stops. I unfortunately don’t know of any shortcuts for estimating how much harder it will be to score a hit when the lower dr is doubled. Personally, I just assume that any shot taken with the lower dr doubled is probably going to miss. Tank ‘A’ now spends 1 MP to enter uU6, 1 MP to change its VCA to uT6-uU7, and 1 MP to stop (8 MP remaining). Now the T-34 has stopped and has a rear shot (+1 to the TK# if a hit is scored); the Tiger must respond with Defensive First Fire. If the Tiger fires its 88L MA, it has two options: • Change VCA: TH10/+5 (+4 NT VCA change, +1 BU, +2 Moving Target, –2 case 25 point blank range) • Change TCA only: TH10/+4 (+3 ST TCA change, +1 BU, +2 Moving Target, –2 case 25 point blank range) Changing the VCA is safer, in that it prevents the T-34 from getting a side or rear shot... but turning just the turret gives the Tiger a better chance of scoring a hit and killing the T-34, and it at least gets the Tiger’s impenetrable front turret armor facing the T-34. This aggressive Russian maneuvering has presented the German player with a painful dilemma: he wants to take the best shot he can, because he desperately needs to kill some of the Russian tanks... but if he does take the best shot available, he’ll leave himself at least partially vulnerable to a return shot from the T-34, if it survives. The German player elects to change his TCA only, by two hexspines to uT5-uU6, and takes the TH10/+4 shot. The TH DR is 6 (colored dr is 1), so a front turret hit is scored on the T-34, and ROF is maintained. The TK# is 13 (21 - 8) which is a guaranteed kill. Tank ‘A’ is flipped over to its wrecked 102
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Figure 5.19: Russian tank ‘A’ starts and moves to uQ4 and then to uS5. The Tiger does not fire. The T-34 then moves to uT5 and on to uU6, changes VCA to uT6-uU7 and stops. It now has a rear shot on the Tiger. Unfortunately the Tiger changes TCA and manages to score a front turret hit, wrecking the T-34.
side, and a –1 Acquired Target counter is placed in uU6. The Acquired Target counter might seem to be useless, since the Tiger obviously has no need to fire at a wrecked T-34, but should another T-34 attempt to move into or through uU6, the Tiger could use the –1 Acquired Target counter to fire at it (which would transfer the Acquired Target counter from the wreck to the new target). The Tiger can no longer fire its Smoke Discharger (the sD7 must be fired before any other weapon is fired), but it could still make a subsequent Motion Status attempt because it retained ROF and thus is not yet marked with a First Fire counter. Tank ‘C’ will move next. Since this tank is already in Motion, no Mechanical Reliability DR is required. Tank ‘C’ spends 2 MP to move to uP9, 1 MP to change VCA to uP8-uQ9, 4 MP to move to uT7, and 1 MP to stop (9 MP remaining). By stopping in uT7 instead of uU7, the Russian player forces the Tiger to make a two hexspine TCA change in order to shoot at him. The Tiger again takes a Defensive First Fire shot as soon as the T-34 stops, changing TCA to uT7uU7. This shot is again a TH10/+4, and the TH DR is 8 (colored dr is 3), so the shot misses and ROF is lost. A First Fire counter is placed on the Tiger, and the –1 Acquired Target counter is placed on Tank ‘C’. Tank ‘C’ now takes its Bounding First Fire shot, which is a TH 10/+2 (+1 BU, +4 BFF, –1 large target, –2 point blank range). The TH DR is 10, which is a miss. A Bounding Fire counter is placed on Tank ‘C’. Tank ‘C’ now spends 1 Delay point (8 MP remaining). The Tiger could now take an Intensive Fire shot, but declines to do so because there are other T-34s yet to move. But Tank ‘C’ does decide to take an Intensive Fire shot. This shot is a TH10/+4 (+2 Intensive Fire, +1 BU, +4 BFF, –1 large target, –2 point blank range), and the TH DR is 11, which is a miss and the 76L MA malfunctions. Tank ‘C’ is marked with an Intensive Fire counter and a MA Malfunction counter. 103
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Figure 5.20: Russian tank ‘C’ moves to uP9, changes VCA to P8-uQ9, moves to uT7 and stops. The Tiger changes TCA to uT7-uU7 and takes a Defensive First Fire shot that misses. Tank ‘C’ takes a Bounding First Fire shot at the Tiger, but also misses.
Tank ‘C’ now spends 1 MP to start (Mechanical Reliability DR is 6), 2 MP to move to uV6, 2 MP to change VCA to uU6-uU7, 1 MP to stop, and 2 Delay points. This move gets Tank ‘C’ out of the way of the T-34s that have yet to move. The Tiger’s –1 Acquired Target counter follows the T-34 as it moves, because the T-34 did not leave the Tiger’s LOS. Tank ‘D’ now spends: • 2 MP to move to uO9
• 1 MP to change VCA to uO8-uP8 • 2 MP to move to uQ8 • 1 MP to move to uQ7
• 1 MP to change VCA to uR6-uR7 • 3 MP to move to uT5
• 1 MP to change VCA to uT6-uU6 • 1 MP to stop
• (5 MP remaining)
The German player declares an Intensive Fire shot against it as soon as it stops. The Tiger’s TCA changes to uT5-uU6, and the shot is a TH10/+6 (+3 ST TCA change, +2 Intensive Fire, +1 BU, +2 Moving Target, –2 point blank range). The TH DR is 8 which is a miss. The Tiger is marked with an Intensive Fire counter, and the –1 Acquired Target counter is removed from Tank ‘C’ and placed on Tank ‘D’. The First Fire counter that was on the tank is removed, and not flipped over to the Final Fire side like it would be for a Gun’s crew, because there is no ‘manning unit’ for a tank. Fire counters are normally placed on an AFV only for that vehicle’s MA. The non-MA MGs can each only fire once, so it’s usually easy for the players to remember which ones have fired without the 104
5.4. Basic AFV Movement
Figure 5.21: Tank ‘C’ takes an Intensive Fire shot at the Tiger, but misses and malfunctions. It then moves out of the way for the other T-34s to uV6 and changes VCA to uU6-uU7.
need to clutter up the map with additional multiple fire counters. Note, however, that a Defensive First Fire shot taken with a non-MA MG will still prevent that vehicle from making a subsequent Motion Status attempt, even though an actual First Fire counter might not be placed on the vehicle. Tank ‘D’ now takes a Bounding First Fire shot, a TH10/+2 (+1 BU, +4 BFF, –1 large target, –2 point blank range). The TH DR is 3 (colored dr is 2), so a side hull hit is scored on the Tiger. The TK# is 6 (14 - 8), and the TK DR is 11, which has no effect. Tank ‘D’ is marked with a Bounding Fire counter. Tank ‘D’ spends 1 MP to start (Mechanical Reliability DR is 10), 2 MP to enter uU6 (1 MP plus 1 additional MP for the wreck), 1 MP to change its VCA to uT6-uU7, and its final MP to stop. The T-34 now takes an Intensive Fire shot, which is a TH10/+4 (+2 Intensive Fire, +1 BU, +4 BFF, –1 large target, –2 point blank range). The TH DR is 5 (colored dr is 3) which scores a rear hull hit on the Tiger. The TK# is 7 (14 - 8, +1 for rear target facing), and the TK DR is 8, resulting in a possible Shock. Tiger crews were composed of elite combat veterans, so they have a Morale Level of 9 (ML:9 on the back of the counter) instead of the Morale Level 8 used by other German AFVs. The MC DR is 9, so the crew is not Shocked. The hit thus has no effect, and Tank ‘D’ is marked with an Intensive Fire counter. Tank ‘E’ now spends: • 4 MP to move to uP9
• 5 MP to move to uU7
• 2 MP to change VCA to uT6-uU6 • 1 MP to stop
• (5 MP remaining) 105
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Figure 5.22: Tank ‘D’ moves to uT5, changes VCA to uT6-uU6 and stops. The Tiger now takes an Intensive Fire shot at the T-34 but misses. Tank ‘D’ takes a Bounding First Fire shot that results in a side hull hit, but to no effect.
Figure 5.23: Tank ‘D’ starts and moves to uU6, changes VCA to uT6-uU7 and stops. It then takes an Intensive Fire shot that scores a rear hull hit. This results in a possible Shock, but the Tiger crew succeeds the morale check.
106
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Figure 5.24: Tank ‘E’ moves to uU7, changes VCA to uT6-uU6 and stops. The Tiger changes VCA and TCA to uT7-uU7 firing its CMG.
Faced with the possibility of a T-34 getting two shots at the rear of the Tiger’s hull, the German player fires the Tiger’s CMG at Tank ‘E’, changing both the VCA and the TCA to uT7-uU7. The Tiger’s turret counter can now be removed because the VCA and TCA are identical and the tank is BU. The CMG cannot possibly harm the BU T-34, so the IFT DR is meaningless except to see if the CMG malfunctions, which does not occur with a DR of 4. Note that, had this shot been able to damage the target, the combined effect of the two-hexspine VCA change and the two-hexspine TCA change would have added a +7 DRM to the IFT DR. Remove the –1 Acquired Target counter from Tank ‘D’. This is a perfectly legal shot: there is no rule that prevents you from making an attack that cannot possibly harm the target. And although you might think that firing a MG just to get your front armor facing the enemy is a sleaze tactic, it is an accepted part of the game, and even a necessary part. The combination of (A) vehicles with high MP values, and (B) the close range battles that are typical of ASL scenarios played on the geomorphic mapboards, would make it far too easy to just drive past your opponent to get a side or rear shot. Defending AFVs must be able to respond to such manoeuvres, but there must also be a limit as to how many times they can react. Linking such reactions to the firing of a MG, while certainly gamey and unrealistic, is a very simple solution that, most of the time, works quite well. Tank ‘E’ thus finds itself facing the nearly impregnable front armor of the Tiger. But the Russian player has an answer to that. Tank ‘E’ spends 1 MP to start (Mechanical Reliability DR is 7), 2 MP to enter uT6 (1 MP plus 1 additional MP for the Tiger!), 1 MP to enter uS6, changing its TCA to uS7-uT6 as it does so, and its final MP to stop. It once again has a rear shot on the Tiger. The Tiger now fires its last weapon, the BMG, at Tank ‘E’, changing its VCA to uS6-uT5. The IFT DR is 6, so the BMG does not malfunction. Tank ‘E’ is once again facing the Tiger’s front armor... but the Tiger has now absolutely, positively used up all of its possible defensive options for this MPh. 107
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Figure 5.25: Tank ‘E’ starts again and moves to uS6 through uT6, changes VCA to uS7-uT6 and stops. It again has a rear shot at the Tiger. The Tiger fires its BMG, changing VCA to uS6-uT5, so to T-34 again faces the Tiger’s front armor.
Tank ‘E’ has used up all of its MP, so it will only be able to fire once. The Russian player therefore decides to wait, and take this shot during the AFPh. Shooting in the AFPh won’t give the shot any better chance of success, but it will allow Tank ‘E’ to place a –1 Acquired Target counter on the Tiger. Tank ‘B’ can now simply drive over to uT7, stop, and take two point blank shots at the Tiger’s rear armor (Bounding First Fire, followed by Intensive Fire). The German player has no options remaining and can do nothing to prevent this. The Russians have successfully obtained the attack opportunity that they wanted, but if Tank ‘B’ fails to kill the Tiger, the German player may have a good chance of winning this battle: the T-34s will be terribly vulnerable to the Tiger’s shots in the following German Prep Fire Phase. The Immobilized Pz IVH was on the map simply to give the Russians a reason to not drive around the Woods to get behind the Tiger. I wanted to demonstrate how aggressive maneuvering can result in side and rear shots, even when you have to drive right at the target. ASL players refer to this type of swarming attack, where numerous weak tanks try to overwhelm a single strong tank, as a ‘Dance of Death’ attack. I believe that this term was first used by J. R. Tracy, as the title of his article describing the technique that was published in the British ASL newsletter ‘View from the Trenches’ (issue 26/27), although the swarming attack technique itself has been a part of ASL right from the start.
5.4.3
AFV Combat: Miscellaneous
We’ve so far looked at a lot of obvious ways of attacking an AFV... now here’s a way that is not so obvious: firing HE ammunition using the Area Target Type (ATT). This technique is not often used, but it can sometimes actually improve your chances of stopping an enemy AFV. 108
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Figure 5.26: Setup for combat example #5
Combat Example #5: ‘How to Kill a Tiger, Revisited’ Place the following units on board t: tW8: American 2-2-7 crew tW8: 81* MTR facing tX7-tX8 tCC5: German Pz VIE facing tBB5-tCC6, BU Okay, if you ever actually find yourself firing a mortar at a tank, it’s a good indication that you’re having a really bad day. Mortars simply are not known for their tank-killing prowess. But... it would be a mistake to think that a tank cannot be hurt by a mortar! Here, the American 81* MTR will fire HE ammunition using the ATT at a range of 6 hexes. The shot is a TH7/–1 (–1 large target). If a hit is scored, it will be resolved with a DR on the IFT instead of a TK DR. Shots using the ATT are always resolved on the IFT. The IFT DR will be on the 8 FP column, with a +1 DRM because all of the Tiger’s AF are equal to or better than 8. This +1 DRM is found in Note 3 on the AFV Destruction Table, and also in Rule 7.11. Note, however, the typo at the end of Rule 7.11: it should read ‘+1 if all AF are greater than or equal to 8.’ The AFV Destruction Table is somewhat difficult to read, but on this table only the ‘K’ results apply to the Area Target Type column. Thus, if the IFT DR is less than a K result, the Tiger is eliminated; and if the IFT DR is equal to a K result, or one greater than a K result, the Tiger would be either immobilized or shocked. With the ATT, you use the IFT DR to determine the location of the hit (hull or turret) instead of the TH DR. The AFV Destruction Table simply summarizes what’s already in the rules, so, when in doubt about how to read it, just refer back to the appropriate rule (in this case, 7.11). A hit by the 81* MTR on the Tiger would have these results: Normal Hit (8 FP column) original IFT DR 2 or 3 : immobilized or shocked original IFT DR 4 or more : no effect Critical Hit (30 FP column) original IFT DR 2, 3, 4 : eliminated original IFT DR 5 or 6 : immobilized or shocked original IFT DR 7 or more : no effect Mortars must use the ATT in order to attack an AFV, but this technique can also be used by Guns. Whenever you find yourself facing an AFV that can only be defeated by getting a CH with AP ammunition, check to see what your chances would be if you switched to HE and the ATT... you may find that the chances of getting some result on the target might actually be better. The tricky part 109
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Figure 5.27: Setup for terrain example #1
is deciding if giving up the possibility of multiple shots via ROF is a worthwhile trade for a single ATT shot with a slightly better chance of affecting the target.
AFVs & Terrain As you have seen in the earlier chapters in this series, Open Ground is simply deadly to Infantry. But this is not true for an AFV, which will often prefer to remain in Open Ground. An AFV does get a defensive benefit from being in high TEM terrain, just like Infantry does, but there are several negative effects involved when an AFV enters a Woods or building hex: • The movement cost for an AFV to enter such a hex is quite high.
• A Bog Check is required, which could potentially leave the AFV immobilized.
• High TEM terrain severely penalizes shots taken outside of a weapon’s Covered Arc (CA).
In short, mobility is arguably an AFV’s greatest asset... and setting up in, or moving into, high TEM terrain sacrifices much of that mobility. Sacrificing mobility to gain a TEM benefit is a decision that you’ll always want to consider carefully. Another interesting aspect of Open Ground is that an Armored Car pays 3 MP to enter while a tank pays only 1 MP to enter. The reason for this is that the MP value for an Armored Car reflects its movement ability when on a road. On-road, an Armored Car is many times faster than a tank, but, off-road, that same Armored Car may be no faster — and may possibly even be slower — than a fully-tracked tank.
Terrain Example #1 Place the following units on board t: tJ9: Russian T-34 M41 facing tK9-tK10, BU, in Motion tO10: German Pz IVH facing tN9-tN10, BU It is the start of the Russian MPh. The T-34 wants to use the cover of the trees to engage the German tank. There are three ways in which it can do this. (A) The T-34 can expend half of its MP allowance (8.5 MP) to enter tK9, 1 MP to stop, and 7.5 MP in Delay. Entering a Woods hex requires a Bog Check (Rule 7.6). A Bog Check requires a DR on the Bog Check chart, which can be found inside the To Hit Chart folder. This Bog Check DR would have a +3 DRM for entering a Woods hex at half MP. A Bog DR of 9 or more would result in the T-34 bogging: it would immediately stop and be marked with a Bog counter, which ends its MPh. A bogged vehicle cannot move or change its VCA until it removes the Bog status by making a successful Bog Removal DR at the start of its MPh. 110
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(B) The T-34 can expend all of its MP allowance to enter tK9 and stop. A Bog Check DR must still be made but no DRM would apply, so only a DR of 12 would cause a Bog. In this case, the T-34 is moving more slowly and carefully than it did in (A), which greatly reduces its chances of bogging. Note that here the tank’s MP expenditure is counted differently depending upon whether it wishes to stop or not. If it wishes to stop, it pays 16 MP to enter tK9 and 1 MP to stop; if it wishes to remain in Motion, it pays 17 MP to enter tK9. Even though it requires all of a vehicle’s MP to enter a Woods hex without incurring the +3 Bog DRM, you may still use 1 MP to start or stop in conjunction with that move. Had the T-34 not been in Motion at the start of its MPh, it could have paid 1 MP to start, 15 MP to enter tK9, and 1 MP to stop. Also note that if the T-34 did not begin its MPh adjacent to the Woods hex, it would not have the option to spend all of its MP to enter the Woods. If an Armored Car does not begin its MPh adjacent to a Woods hex, it cannot enter that Woods hex at all (except along a road). (C) The T-34 can expend 1 MP to enter tK10 along the road, 1 MP to stop, and 15 MP in Delay. No Bog Check is made. As you can see, a Woods-Road hex is ideal terrain for an AFV: there’s no extra MP cost to enter, there’s no chance of a Bog, and the AFV will receive a +1 TEM benefit against most shots. If the German Pz IVH does fire at the T-34 as it enters tK10, the +1 TEM will apply because the LOS crosses (just barely) the Woods depiction in tK10. However, if the Pz IVH was in tO9 instead of tO10, then a First Fire shot against the moving T-34 in tK10 would not have a +1 TEM, because the LOS runs along the road without crossing any Woods depiction. A road can only negate the +1 TEM when the target is moving along the road during a MPh; if the target is not moving using the road movement rate, or if the shot does not occur during the target’s MPh, then the +1 TEM will always apply regardless of whether the LOS follows the road or not. And finally, (D) the T-34 could choose to ignore the road altogether and enter tK10 using the methods described in (A) and (B), in which case it would have to make a Bog Check DR, but it would also receive a +1 TEM to all shots against it. Driving into a building with a tank works just like driving into the Woods, except that you must be BU, and you do not have the option to reduce your Bog chances by expending all of your MP to enter the building hex. Driving into a building will always involve a Bog Check DR with at least a +3 DRM (wooden building) or a +4 DRM (stone building). Players who are planning on moving to full ASL at some point really should not get into the habit of driving into buildings: in full ASL, a tank driving into a building not only has to run the risk of bogging, but there’s also a chance that it could fall through the floor into a cellar, or that the entire building could collapse into a heap of rubble on top of it!
5.5
AFVs in Close Combat
There will be times when Infantry will find themselves facing an enemy tank without having any useful antitank weapons available. When this occurs, they’ll just have to fight it the old-fashioned way: advance into its hex and attack it with Close Combat. A number of things change in Close Combat whenever a vehicle is present: • All CC attacks are sequential instead of simultaneous, with each side alternating in making one attack at a time. Thus if a unit is eliminated by a CC attack before it gets a chance to make its own attack, it will not be able to attack at all. • The non-vehicular side always attacks first, unless there’s an ambush. • No more than two units (one of which must be a SMC) may combine to attack a vehicle. 111
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Figure 5.28: Setup for close combat example #1
• Vehicles are attacked using a unit’s Close Combat Value (CCV) instead of its FP. • A vehicle attacking in CC may only use its CMG, RMG, AAMG (if CE), MA IFE (if turreted and less than 15mm in caliber), or Nahverteidigungswaffe close defense system.
Close Combat Example #1 Place the following units on board t: tN4: Russian T-34 M41 facing tN3-tO4, BU tO4: German 4-6-7, 8–1 It is the German APh. The German squad and leader want to advance into the T-34’s hex to engage it in Close Combat. The leader can advance into the T-34’s hex at will, but the squad must pass a Pre-AFV Advance/Attack Task Check (PAATC) before they can advance (Rule 3.7). If the squad fails this PAATC, they remain where they are and are pinned (they couldn’t find enough courage to dare to approach the enemy tank). To pass a PAATC, the DR must be equal to or less than the squad’s Morale. The squad will get a –1 DRM to their PAATC thanks to the presence of the 8–1 leader. Their PAATC DR is an 8, which becomes a 7 with the –1 DRM, so the squad and the leader both advance into tN4. Place a CC counter on tN4. In the CCPh, the Germans will attack first. The squad and leader choose to combine to make a single attack on the T-34. Their CCV is 6 (5 for the squad, +1 for the extra SMC) which is their CC Kill Number for this attack (the Close Combat Table’s odds chart is not used when you are attacking an AFV using your CCV), and they will have a –1 CC DRM from the 8–1’s leadership. If their original CC DR is 6 or less, the T-34 will be eliminated, and if it is 7, the T-34 will be immobilized. The German CC DR is 9, which is reduced to 8, which has no effect. The T-34 now gets to attack. It can only use its 4 FP CMG. The odds are figured by comparing the tank’s FP to the defender’s CCV: 4 FP to 6 CCV is 1-2 odds, so the Russian CC Kill Number is 4. The Russian CC DR is 7, which has no effect. (If there was a third German unit in the hex, it would now be able to make its CC attack, after which a second Russian unit could attack, etc.) All surviving units in the hex have now attacked once, so the CCPh is over. The CC counter is replaced with a Melee counter. The German units are held in Melee by the tank, but an AFV is never held in Melee by enemy Infantry. The T-34 can simply start up and drive away (exit the Melee hex) whenever it is eligible to move. In the above example, if the T-34 had been in Motion, the German CC attack would have had a +1 DRM (–1 leadership, +2 vs Motion vehicle), and the Russian FP would have been halved to 2, giving 1-4 odds and a CC Kill Number of 3. If units from both sides remained in the hex after these CC attacks, the CC counter would again be replaced with a Melee counter, but the German units would not be held in Melee by the non-stopped tank and could exit the hex whenever they are eligible to move. 112
5.6. Final Thoughts
The T-34 cannot use its BMG in CC, but a functioning BMG would be sufficient to avoid the –1 DRM for a CC attack vs a vehicle with no manned/usable MG (had the CMG been malfunctioned). As you can see, CC vs AFVs tends to favor the Infantry, particularly if any good leaders are present. Large caliber MAs and thick armor are of no benefit in CC, so AFVs will tend to stay clear of enemy Infantry. AFVs are somewhat hindered in their ability to fight Infantry at close range because their best weapon against Infantry in the same hex — the overrun attack — did not make it into the ASLSK rules. AFVs can drive into or through a hex containing enemy Infantry, but in ASLSK the only way they can attack the Infantry while doing so is by taking Bounding First Fire shots. Infantry, however, does get a chance to attack a vehicle moving into or through its hex. There is a special form of CC known as Reaction Fire (Rule 3.3.4) that Infantry can use as Defensive First Fire, Subsequent First Fire, or Final Protective Fire. The key features of Reaction Fire are: • • • •
5.6
Reaction Fire may only be used against a vehicle moving into or through the unit’s hex. MMC must pass a PAATC. Reaction Fire is resolved as a normal CC attack against a vehicle. The moving vehicle does not get a CC attack of its own, even if it survives the Infantry’s Reaction Fire attack.
Final Thoughts
To say that this is a long chapter is something of an understatement. It contains nearly 20,000 words! With all five tutorial chapters together totalling about 54,000 words, this single chapter represents nearly 40% of the full tutorial. And yet, even with an chapter so lengthy, there are many rules and situations concerning the use of armor in ASLSK that I have completely ignored. You will have to read and study the rulebook to completely master the use of armor in the ASLSK system, but hopefully I’ve demonstrated enough of the rules to make learning the rest easy. This final tutorial chapter has been, by far, the single most difficult writing project that I have ever attempted. It was so difficult that I had to call in some reinforcements. I am grateful to Peter Fisla, Alpha Mastrano, and Todd Pytel for the valuable assistance they provided in reviewing various parts of this chapter, making useful suggestions, finding numerous errors, and even, in one case, providing a remedial math course to remind me how to calculate probabilities correctly! But the responsibility for any errors that remain in this tuorial is mine alone. I will correct and update this tutorial as these errors are pointed out to me. I apologize for the many delays in getting this chapter finished. I worked on it off and on over a period of 10 months, and spent several months prior to that reading about and studying the ASL armor rules to be sure that I understood them enough to be able to write a useful tutorial for them. I resumed playing ASL only about four years ago, after a 10+ year absence, so my confidence level with the armor rules wasn’t very high when I started this project. I can only hope that I haven’t messed up any rules explanations too badly. The illustrations accompanying this tutorial were created using map images from the VASL program (www.vasl.org) along with scans of the countersheets. Scanning the actual printed mapboards would have looked better, but using the VASL maps saved me some time and effort, since they were already at the size and resolution that I needed. I’ve also added similar illustrations to all of the previous tutorial chapters. I’ve received a surprising number of requests from people seeking permission to translate these ASLSK tutorials into another language. While I’m always happy to grant these requests, I think it will be easier for everyone if I just make it official right here: I hereby grant permission for these tutorials to be translated into another language and then to be distributed or reposted for the benefit of players who speak that language. All I ask in return are the common courtesies: don’t claim to be the original author, and don’t sell your translations. Players have also asked about printable versions. Although you can find copies of these tutorial articles in PDF format in the ASLSK file sections on BGG, the ones that are available at the time of this writing are very plain: 113
Tanks
there’s no special text formatting, and my low-resolution 72 dpi illustrations (when included) probably won’t print out very clearly. In the past, some players have talked with me about their interest in preparing a high quality PDF version with extensive text formatting and high-resolution illustrations, and one individual even provided me with some sample pages of how his ideas would look. But I don’t know if anyone will ever go ahead with a project like this or not. It would probably be a good idea for anyone who plans to work on a translation or a high quality PDF of the tutorials to put up a post to that effect, to avoid unnecessary duplication of effort.
114
Chapter 6
Explanation of the Rout Phase Every personnel unit in ASL has a Morale Level rating. This rating is a measure of how much punishment the unit can withstand before ‘breaking.’ When a unit fails a Morale Check (MC) and breaks, its will to survive overcomes its discipline: it ceases to be an effective combat unit and the player loses control of it. A broken unit most commonly represents soldiers who have simply panicked, but other explanations are also possible. For example, the broken troops could just be ‘keeping their heads down’ in the face of heavy incoming fire (the tendency of American soldiers to do this is the reason for their lower Morale Levels when compared to equivalent German and British squads). Or they could have stopped fighting in order to assist wounded squad members, or the soldier commanding the squad could have become a casualty, leading to some confusion until another soldier takes command of the squad, etc. During the Rout Phase (RtPh) broken units may be forced to rout (run away) by the presence of enemy units, or in some cases they may choose to voluntarily rout. Many special rules come into play whenever broken units rout. These rules have proven to be difficult for beginning players to understand, so this chapter will attempt to explain exactly how the Rout Phase is played. One thing to keep in mind, as a player, is that you have little control over your broken units. The Rout rules give you very few choices to make concerning your broken units, which is consistent with the idea that broken units are no longer responding to orders. Instead of telling you what you may do, the Rout rules usually tell you what your broken units must do. I suspect that part of the problem in understanding the Rout rules is due to the sometimes nonsensical moves that they force your broken troops to make. But your imaginary soldiers have a much more limited view of the battlefield situation than you do as a player, and only two things concern them: moving away from the enemy, and getting into cover by moving into woods or a building. If you can put yourself into their shoes and try to see the battlefield from their perspective, the Rout rules will start to make more sense.
6.1
Desperation Morale
When a unit breaks, it is always marked with a Desperation Morale (DM) counter. During the RtPh, only units that are marked with DM can rout. A DM marker does not by itself force a unit to rout, but a unit cannot move in the RtPh without one. (The only exception to this is an unbroken, unpinned leader stacked with a broken unit: that leader may choose to accompany the broken unit when it routs.) This is why a broken unit with DM that is not currently in a woods or building hex will sometimes choose to keep the DM marker at the end of a Rally Phase instead of removing it: it accepts the +4 Rally penalty in order to continue to move towards cover in the next RtPh. Broken units in woods or buildings do not have this option; DM markers are always removed from them at the end of a Rally Phase unless they are adjacent to a Known Enemy Unit. This is an example of your lack of control over broken units... once they end a Rally Phase in cover, they will not move again unless enemy action forces them to. Broken units without a DM marker can regain it in three ways: 115
Explanation of the Rout Phase
• Whenever an enemy unit moves adjacent to a broken unit, the broken unit immediately regains a DM marker. • Whenever a broken unit is hit by enough firepower to possibly cause a Normal Morale Check (NMC) — taking into account Terrain Effects Modifiers (TEM) and possible cowering — it immediately regains a DM marker (regardless of the actual result of that attack). • Whenever a broken unit begins the RtPh in an Open Ground location in the normal range and Line of Sight (LOS) of a Good Order Known Enemy Unit that would be able to Interdict a unit routing through that location, it immediately regains a DM marker. The application of Desperation Morale means that recovering from breaking is usually a two step process: First, the DM needs to be removed so that the unit, while still broken, is no longer running from the enemy and no longer has the +4 DRM penalty to Rally rolls. Then the non-DM broken unit can be rallied. It is possible to do this in a single step and rally a unit still under DM, but this usually requires a good rallying leader, a broken unit with a high broken-side morale, and some luck.
6.2
The Rout Phase
The ATTACKER conducts all of his routs first, one unit at a time. When the ATTACKER has completed all of his routs, the DEFENDER then conducts all of his routs, one unit at a time. Units that are forced to rout, but have no legal rout path, are eliminated for failure to rout. There is a problem with the wording of the rout rules in both the ASLSK #1 and ASLSK #2 rulebooks. These rules imply that a unit that is eliminated for failure to rout is removed at the END of the RtPh. This is probably an error in the rules, since when using the full ASL rules such units are eliminated immediately. If the ATTACKER has a broken unit that must be eliminated for failure to rout, leaving it in place until the end of the RtPh could, in rare instances, cause it to block the rout paths of broken defending units, causing them to be eliminated as well. This will probably be fixed at some point, either in an official errata or in a future edition of an ASLSK rulebook. If both players agree, however, you could use the ASL rule and eliminate units as soon as you determine that they must rout but have no legal rout path. Here then is a detailed description of how routing works, presented in a question & answer format. Examples are given to help you see the rules in action. You will need boards y and z, one German squad counter, and three American squad counters to set up the Examples.
6.2.1
Who May Rout?
Any broken unit currently marked with a DM counter may rout. Routing is always done one unit at a time, even if the broken units were stacked at the beginning of the RtPh. However, an unbroken, unpinned leader that is stacked with a broken unit that is marked with a DM marker may accompany that unit when it routs. This is the only instance in which two units may rout together, and it is also the only instance in which a unit (the leader) may rout without being broken and under DM.
6.2.2
Who Must Rout?
A broken unit is forced to rout in two situations: • If it is adjacent to an unbroken Known Enemy Unit. • If it is in an Open Ground location in the normal range and LOS of a Good Order Known Enemy Unit that would be able to Interdict a unit routing through that location. Examples of units that cannot force a non-adjacent broken unit in Open Ground to rout include leaders without a SW, CX units, pinned units, units in Melee, and any unit whose LOS to the Open Ground location passes 116
6.2. The Rout Phase
through any Hindrance. In ASLSK #2, Guns that would have to change CA to fire at that location, or that are more than 16 hexes away, also cannot force a broken unit to rout. However, all of the units mentioned above will force a broken unit to rout if they are adjacent to it.
6.2.3
How Far Can I Rout (And What Can I Take With Me)?
All routing units have 6 MF except for wounded leaders, who have 3 MF. These movement values can never be increased. When routing, MMCs must abandon any SW whose PP exceeds 3, and may carry only 3 PP total, abandoning any excess. Routing leaders may only carry 1 PP, and may not assist a routing MMC in carrying anything. In other words, routing troops will abandon anything that would slow them down, but will otherwise carry as much as possible... even if you would prefer them to leave it behind so an unbroken unit could pick it up!
6.2.4
Where do Routing Units go?
Units that rout must leave their current hex and move to the nearest (in MF) building or woods hex that is a legal rout destination. If there is more than one hex that is a legal rout destination, and they are all the same distance away, the routing player may choose which one he will use as his rout destination.
6.2.5
What is a Legal Rout Destination?
A woods or building hex is a legal rout destination if it can be reached by the routing unit in the current RtPh. For most routing units, this means the destination hex must be one that can be reached using no more than 6 MF, but for wounded leaders a destination hex can be no more than 3 MF away. There are a number of conditions that can prevent a woods or building hex from being a legal rout destination: • A routing unit will never move closer to a Known Enemy Unit, even if that Known Enemy Unit is broken. In addition, once a routing unit is aware of a Known Enemy Unit, it remains aware of it throughout the RtPh, even if its rout path takes it out of the LOS of the Known Enemy Unit. Any potential rout destination hex that would require the routing unit to move closer to a Known Enemy Unit at any point along the rout path is not legal and must be ignored. Example #1: Place the following on board y: yBB8: Broken German squad yZ5 and yCC8: US squads The potential rout destinations here are yZ7, yZ8, yZ9, and yAA10, all 3 MF away. But yZ7 and yZ8 are not legal rout destinations, because they cannot be reached without moving closer to the Known Enemy Unit in yZ5. Notice that yAA9-yZ8 is not legal, even though yZ8 itself is no closer to the Known Enemy Unit than the broken unit’s starting hex, because in moving from yAA9 to yZ8 you would be moving closer to the Known Enemy Unit (from 4 hexes away to 3 hexes away). Even if no LOS existed between yAA9 and yZ5 the routing unit would still ‘remember’ the Known Enemy Unit in yZ5 from seeing it from yBB8 and would not be allowed to move closer to it by entering yZ8. The German player must select either yZ9 or yAA10 as his rout destination. • A routing unit may not move adjacent to a Known Enemy Unit.
The only exception to this is the very rare situation in which a routing unit is leaving a hex that also contains a Known Enemy Unit, in which case it must move adjacent to the Known Enemy Unit in 117
Explanation of the Rout Phase
Figure 6.1: Setup for example #1
Figure 6.2: Setup for example #2
order to be able to move at all (that is, in moving adjacent to the Known Enemy Unit, it is actually moving away from it by leaving its hex). In all other cases, any potential rout destination hex that would require the routing unit to move adjacent to a Known Enemy Unit is not legal and must be ignored.
Example #2: Place the following on board y: yO4: Broken German squad yN3 and yP5: US squads The German squad cannot rout towards the Known Enemy Unit in yP5, and it cannot rout to yN5 because it is not allowed to move adjacent to the Known Enemy Unit in yN3 by entering yN4. The only legal rout destination for the German squad is yP1. • A building/woods hex may be ignored as a rout destination, at the discretion of the routing player, if it is no further from a Known Enemy Unit than the broken unit’s current hex.
Example #3: Place the following on board y: yX4: Broken German squad yY6: US squad The nearest woods or building is yW6, which can be reached via yW5-yW6 for 3 MF. But yW6 is two hexes away from the American squad, and the broken unit’s current hex is also two hexes away from the American squad. The German player can choose to ignore yW6 and select a different rout destination, because yW6 is no further from the Americans than his current hex. In this situation, the German player may select yW6 as his rout destination, or he may ignore it and select either yU3, yU6, or yV6 as his rout destination, which are all 4 MF away. And finally, if a woods or building hex cannot be entered because of stacking limits, it cannot be selected as a rout destination. 118
6.2. The Rout Phase
Figure 6.3: Setup for example #3
6.2.6
What if I don’t have a Legal Rout Destination?
If there are no woods or building hexes within 6 MF (3 MF for a wounded leader) of a routing unit, or if none of the woods and buildings within range are legal rout destinations due to the reasons listed in the previous section, then the routing unit does not have a rout destination. A routing unit that does not have a rout destination can rout to any hex it wishes, as long as it obeys all of the other routing rules (it cannot move towards a Known Enemy Unit, it cannot move adjacent to a Known Enemy Unit, etc.). It does not have to move towards a distant woods/building hex, nor does it have to use all of its available MF.
Example #4: Place the following on board y: yW6 Broken German squad yU4, yV6, and yZ7: US squads There are no possible rout destinations within 6 MF of the broken German unit. The closest woods/building hexes that it could reach are yX0 and yZ1, both 7 MF away. Because it does not have a rout destination, the broken unit has quite a lot of freedom as to where it can rout. Initially, it can only rout to yX5, as any other move is illegal (moving towards or adjacent to a Known Enemy Unit). It could then end its rout in yX5, or continue on to either yX4 or yY5. From these two hexes there is a large section of the map that it could legally rout to, and it could end its rout at any point it wishes.
6.2.7
What if I discover I cannot reach my Rout Destination?
If a routing unit has a legal rout destination, it must move to that destination hex in that RtPh. The only time this is not true is when the routing unit is using Low Crawl (which will be explained in detail later). However, a routing unit will occasionally discover during its rout that it can no longer legally continue to move towards its rout destination. When this occurs, a new rout destination must be immediately selected, based on the unused MF that the routing unit has remaining. The routing unit must then rout to this new rout destination. 119
Explanation of the Rout Phase
Figure 6.4: Setup for example #4
Figure 6.5: Setup for example #5
If a routing unit discovers that it cannot legally reach its rout destination, and it has no other legal rout destination, it then may continue its rout without a rout destination, as described in the previous section. Example #5: Place the following on board y: yR7: Broken German squad yO6 and yR6: US squads The German squad must rout to yP6. Assume that it will take the shortest rout path, which is yQ8yP7-yP6. Upon entering yP7, the routing unit will suddenly see the American squad in yO6, which immediately becomes a Known Enemy Unit. This new Known Enemy Unit will now prevent the routing unit from entering yP6, because you cannot rout towards a Known Enemy Unit. A new rout destination must immediately be selected, and the building in yO10 is now the nearest woods/building hex. But the routing unit has already used 2 MF to reach yP7, so it only has 4 MF remaining. Routing to yO10 requires 4.5 MF (yP8-yP9-yO10), so the routing unit does not have enough MF remaining to reach this potential rout destination in this RtPh. Because no woods or building can now be reached in this RtPh, the broken squad can use its remaining MF to rout to any hex that does not violate the basic Rout rules. One good option would be yP8-yO9 to get next to building yO10, so that you could rout into yO10 in the next Rout Phase. (This situation was originally posted by David Ramsey on the SZO ASL forum. SZO = Strategy Zone Online; now part of GameSquad: www.gamesquad.com).
6.2.8
What is Interdiction?
Panicked troops in a reckless, disorganized retreat are highly vulnerable to even sporadic fire from anyone who happens to see them running across a field. ASL calls this situation Interdiction. Whenever a routing unit enters an Open Ground hex that is in the LOS and normal range of an enemy unit that is not broken, pinned, CX, or in Melee, it may suffer Interdiction. 120
6.2. The Rout Phase
In the previous Example, the routing unit would be interdicted in yQ8 by the unit in yR6, and again in yP7, which is visible to both enemy units. A routing unit that is interdicted must make a NMC. If it fails this NMC it suffers Casualty Reduction, but any remaining HS may continue to rout. A routing leader wounded by a failed Interdiction NMC may continue to rout if he has not yet spent 3 MF. If the interdicted unit is pinned, it must immediately end its rout in that hex. A routing unit can undergo only one Interdiction NMC per Open Ground hex entered, regardless of how many enemy units might have a LOS to, and be in range of, that Open Ground hex. An interdicting unit can use either its inherent FP and range, or the FP and range of any SW it possesses, so a MMC with a MG will be able to Interdict routing units at a much greater range than a MMC without a MG. Units that wish to Interdict must be able to fire upon that Open Ground hex with at least 1 FP and with no Hindrance modifiers. Leaders without a SW, or a single leader with a MG, cannot Interdict. Weapons that fire using the To Hit process can also be used to Interdict, out to their normal range or 16 hexes, whichever is less, as long as they do not have to change their CA in order to aim at the Open Ground hex. There is no limit to the number of Interdictions a single unit can make. Although Interdiction is technically shooting, since it is based on range and FP, it does not count as an actual shot. No IFT or To Hit rolls are made, and no Residual FP is left in the Interdiction hex. Units can Interdict even if they have exhausted all of their normal firing opportunities, and they suffer no penalty for interdicting (that is, there is no chance of a weapon breaking down, etc.). This is a key point for the routing player to consider! Allowing your routing unit to be interdicted is essentially giving your opponent a free shot: he gets a guaranteed NMC result at absolutely no risk to himself. The way to avoid being interdicted is to use Low Crawl.
6.2.9
What is Low Crawl?
Instead of simply running away and leaving itself vulnerable to Interdiction, a routing unit can instead choose to use Low Crawl. When Low Crawl is used, the routing troops are laying flat on the ground and slowly crawling away from the enemy. Low Crawl is a rout of one hex that requires all of the routing unit’s MF, regardless of the terrain in the hex entered. A routing unit that uses Low Crawl cannot be interdicted. Low Crawl follows the same rules as a normal rout: you must select a legal rout destination, if possible, and move towards it if you have one; and you cannot move towards or adjacent to a Known Enemy Unit. Although Low Crawl is commonly used to avoid Interdiction, it can also be used even when there is no possibility of Interdiction. Low Crawl is an option available to every routing unit except one that is routing out of an enemy-occupied hex.
6.2.10
When should I use Low Crawl?
Whether or not to use Low Crawl is a judgment call that can only be made in the context of the overall situation in the game. Low Crawl is a completely safe rout, but it will often leave your broken unit in a highly vulnerable position. Using a normal rout and risking Interdiction can easily turn out badly, but it can also possibly get your broken unit away from the enemy, which makes an elimination for failure to rout less likely, and a successful rally in the future more likely.
6.2.11
What Is Elimination For Failure To Rout?
Whenever a broken unit is forced to rout, but has no legal rout path at all, even with Low Crawl, the broken unit is automatically eliminated for failure to rout. 121
Explanation of the Rout Phase
Figure 6.6: Setup for example #6
If a routing unit ends its rout adjacent to an unbroken Known Enemy Unit, it is also automatically eliminated for failure to rout.
Example #6: Place the following on board y: yZ3: Broken German squad yW4, yZ8, and yAA3: US squads The only legal rout destination for the German squad is yZ7, exactly 6 MF away. But if the squad routs to yZ7, it will end its rout adjacent to the previously unknown American squad in yZ8 and be eliminated for failure to rout, because it has no MF remaining which could be used to rout away. The only way to keep the broken squad alive is to use Low Crawl to rout to yZ4. Now look at the same situation, but put the squad in yZ8 into yZ7 instead. The broken unit cannot rout at all, because any move it makes will either be towards or adjacent to a Known Enemy Unit. The broken unit is thus eliminated for failure to rout... it has no place to go.
6.2.12
What happens if I Rout Adjacent to a Previously Unknown Enemy Unit?
A routing unit can move adjacent to an enemy unit, if that enemy unit was unknown to it. When this occurs, the routing unit must immediately rout away from this new Known Enemy Unit or be eliminated for failure to rout. This will almost always involve selecting a new rout destination. This highlights some of the difficulty encountered in learning the Rout rules: you’re told repeatedly that you cannot ever move adjacent to an enemy unit... and then you’re suddenly told that you can! It all depends upon whether it is a Known Enemy Unit or not. If your routing troops don’t realize that the enemy unit is there, they will run right up to it... and then immediately turn and run in some other direction. 122
6.2. The Rout Phase
Figure 6.7: Setup for example #7
Example #7: Place the following on board y: yK5: Broken German squad yK7 and yL4: US squads The only legal rout destination for the Germans is yK6. But as soon as the routing unit enters yK6, it finds a (now) Known Enemy Unit adjacent to it in yK7, so it must rout away. From yK6 it must choose either yI5 or yI6 as its new rout destination, and rout there. It will be interdicted in yJ5 by the enemy unit in yK7. This illustrates the frustration you can feel during a RtPh: as a player with a full view of the map, you would like to simply rout to yI4 via yJ4 with no Interdiction because of the orchard. But the Rout rules won’t allow you to do this. Your panicked troops see yK6 as being much closer than yI4, so that’s where they go... only to discover their error too late. This is a situation in which Low Crawl is useless. If the broken unit Low Crawls into yK6, it will end its rout there and be eliminated for failure to rout; and once it routs into yK6 normally, it can no longer use Low Crawl, so it must suffer Interdiction as it runs away from yK6 through yJ5.
6.2.13
Must a Routing Unit always take the Shortest Path to its Rout Destination?
No. As long as a routing unit reaches its rout destination, it is not required to use the shortest path. Example #8: Place the following on board y: yS4: Broken German squad yR4: US squad The routing unit’s rout destination is yU3, which is 3 MF away. But if it routs directly to yU3 it will be interdicted in yT3. To avoid this, it can choose to rout to yS3-yT2-yU3 for 5 MF, avoiding Interdiction because the grainfields are not Open Ground, while still having enough MF to reach its rout destination. If it uses Low Crawl, it must move to yT3. A Low Crawl must always be made towards the unit’s rout destination (if there is one), so a Low Crawl to yS3 is illegal because it does not bring the routing unit closer to its rout destination. 123
Explanation of the Rout Phase
Figure 6.8: Setup for example #8
Figure 6.9: Setup for example #9
Note that if the broken unit here was a wounded leader, the only options would be to either run directly to the building (suffering Interdiction) or use Low Crawl. A wounded leader only has 3 MF, which is not enough to allow him to run through the grainfields to reach the building.
6.2.14
Do I Have To Stop My Rout When I Enter My Rout Destination?
No. Once a routing unit enters its rout destination, it may continue to rout, but only to adjacent woods/building hexes. In other words, once your broken troops successfully reach cover during a RtPh, they will not voluntarily move back out into the open... but they can continue to rout through other woods and building hexes. Example #9: Place the following on board y: yM4: Broken German squad yN4: US squad The routing unit’s rout destination is yL3, which it enters for 2 MF. Because it still has MF remaining, it may continue to rout to yK4 and even yJ3. The routing unit can choose to end its rout in any of these three hexes. The routing unit cannot rout to yL3 and then continue to rout to yK2, even though it has enough MF to reach it, because it would have to enter a non-woods/building hex.
6.2.15
When a Unit in a Multi-Hex Building Routs, may it Leave that Building?
Yes. A broken unit in a multi-hex building may ignore all other hexes of that building when choosing a rout destination. The idea here is that, if one part of a building is no longer safe for the broken squad, running into an adjoining room and slamming the door shut is unlikely to make them much safer. They would be much more likely to abandon that building altogether. The Rout rules give them that option, although they are not required to leave the multi-hex building. Example #10: Place the following on board z: 124
6.3. Summary
Figure 6.10: Setup for example #10
zC7: Broken German squad zB7 and zE9: US squad Normally, the broken squad’s rout destination would have to be zD6 which is 2 MF away. And once the routing squad enters zD6 it would have to stop, because there are no other adjacent woods/building hexes that it could continue to rout to. But, because zD6 is part of the multi-hex building that the routing unit occupies at the start of the RtPh, the routing unit has the option to ignore zD6 and choose another rout destination. In this case, that would be zD4 or zE5, both 4 MF away. Assume that zE5 is selected as the rout destination. If the broken unit routs directly to it via zC6zD5-zE5, it will be interdicted twice. But if it spends 5 MF to rout via zD6-zE6-zE5 it reaches its rout destination safely with no Interdiction. The routing unit is allowed to leave zD6 and enter a nonwoods/building hex in this instance, because its rout destination (zE5) is outside of the building it started the RtPh in.
6.2.16
When I Rout, do I have to leave my Starting Hex?
Yes. You cannot rout ‘in place’. If you choose to rout, or if you are forced to rout, you must leave your hex and go somewhere else.
6.2.17
When can I Rout from an Enemy-Occupied Hex?
Broken units under a Melee counter may not rout, so the only time you can rout from an enemy-occupied hex is when the hex contains only broken units from both sides. A Melee condition exists as long as there is at least one unbroken unit, from either side, in the hex.
6.3
Summary
I used to think that the Rout rules were pretty straightforward. Sure, lots of weird things can happen in the Rout Phase... but really, how hard could it be to write a simple explanation of how the rules work? Heh. 125
Explanation of the Rout Phase
This chapter was much more difficult to write than I ever imagined! To cover all of the different things that can occur in the Rout Phase, and to explain them in a way that might actually make sense to people, was a challenge. Please let me know if you spot any errors, or if you have any suggestions as to how this chapter might be improved and made more useful. I will update the chapter as necessary.
6.4
Full-Throttle ASL
Those of you who are not interested in full ASL can skip this last section. The Rout rules in the Starter Kits and the Rout rules in full ASL are almost identical. As an aid for ASLSK players who are planning to move up to full ASL, and to make this chapter more useful to ASL players (who can have just as much trouble understanding the Rout rules as ASLSK players), I will briefly discuss what changes occur in routing when you play with the full ASL rulebook. The biggest single difference is that ASL includes surrender rules: if a broken unit is adjacent to a Known, Good Order, armed enemy infantry/cavalry unit, and is unable to rout away from it without being interdicted, and without using Low Crawl to avoid that Interdiction, that unit will surrender instead of routing. Under the ASLSK rules, such units will always rout. What this means is that, if the only path away from an adjacent unit is an Open Ground hex that can be interdicted, the broken unit will throw down their weapons and surrender rather than be gunned down when they run away across the open field. I think the reasoning behind this is that Interdiction at point blank range is going to be difficult to survive, and Low Crawl cannot protect you when the enemy is right next to you... you must have some distance between yourself and the enemy before Low Crawl can make you harder to hit. Other things that change under the full ASL rules include: • DM is placed on broken units that are attacked by CC/WP. • Concealed Units are not Known Enemy Units, even if you have a LOS to them. • Under certain conditions, units may voluntarily break at the start of the RtPh in order to be able to rout in that RtPh. • A routing unit is not always required to move to its rout destination. For example, if the only way to reach its rout destination in 6 MF or less would require moving through a known minefield hex, or a hex being fired upon by off-board artillery, the routing unit is allowed to take an alternate, safer path, even if that means it will not reach its rout destination in the current RtPh. Your troops might be panicked, but they are not suicidal! • As long as a routing unit follows the shortest path to its rout destination, it may use shellholes, entrenchments, and pillboxes to avoid Interdiction... even if doing so means that it cannot reach its rout destination in the current RtPh. • A rubbled building is no longer a building. • There is no absolute stacking limit in full ASL, so a woods/building hex cannot be ignored as a rout location simply because of the number of units already in it. But as the number of occupying units increases past a certain point, the MF cost to enter that hex also increases... and if the MF cost increases too much, that could make the hex ineligible to be a rout destination.
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Chapter 7
Explanation of ROF and Defensive Fire (Note: An expanded version of this article, complete with full color examples of play, has been published by MMP in their magazine Operations, Issue 49. Copies of this issue can be purchased directly from MMP at: http://www.multimanpublishing.com/Operations/prodops49.php Please do not re-post or re-use this article without first obtaining permission from MMP.) Because players learning to play ASL Starter Kit #1 continue to have questions about how ROF works, especially during the complicated defensive fire sequence, I’ve decided to put together this detailed look at both ROF and defensive fire. In addition to explaining how these rules work, I’m also going to discuss the rationale behind the rules. If you understand the rationale for the rules, so that when you play the game you can visualize what’s happening on the map, you should then find the rules themselves easier to understand and master. In ASL Starter Kit #1 the only weapons that have ROF are the MGs (LMG, MMG, HMG). Other starter kits will introduce additional SW with ROF, such as the light mortar, and Guns and AFVs also usually have ROF. I will use the HMG in my examples, as it has the highest possible ROF combined with a high FP, making it a very deadly weapon indeed. During an ASL turn, there are three phases in which a unit may fire: the Prep Fire Phase (PFPh), the Advancing Fire Phase (AFPh), and the Defensive Fire Phase (DFPh) which — for the purposes of this discussion — will also include shots taken against moving units during the Attacker’s Movement Phase (MPh). I’ll explain how ROF works in each of these cases, beginning with the simplest and working up to the most complicated. But first, let’s explore what ROF in ASL actually represents. One turn in ASL covers the passage of two minutes of time. A lot can happen in two minutes at this scale, so the rules must, of necessity, have some level of abstraction built into them. ROF is one of those abstractions. Suppose a HMG prep fires at a squad, causing a Morale Check. What really happened in this situation falls between one of two extremes: (A) the HMG fired continuously for two minutes before finally causing enough damage to have an effect, or (B) the HMG scored some lucky hits after maybe only 10 seconds of firing, affecting the target almost immediately. The ROF mechanism allows for both possibilities, or anything in between, without the tedium of actually counting bullets and seconds. If the HMG does not make its ROF, that would be situation (A): it spent the entire phase firing at the target, so it has no time left to try any additional shots. If the HMG makes its ROF, that is situation (B): the target was affected very quickly, so the HMG has plenty of time remaining to engage another target, or to continue to shoot at the original target to try to cause even more damage. Whenever a weapon fires and makes its ROF, that indicates that the weapon is firing accurately and getting effective hits quickly, allowing it the possibility of making several attacks in one turn. But if the weapon does not make its ROF, that indicates that the attack is less effective, so it will spend the rest of the turn shooting at that target and will only resolve a single attack against it. 127
Explanation of ROF and Defensive Fire
ROF really is an inspired game mechanism. HMGs in WWII were particularly effective weapons... but how do you represent that in a game? If you give the HMG a huge FP number, then the weapon is only effective against a single target per turn, which is not historical. If you allow a HMG to fire 10 times per turn while squads can only fire once, that is more historical, but then you might spend 90% of your playing time firing MGs... and players probably would end up hating the game. The ROF rules give the HMGs the potential to fire repeatedly within a single turn — which makes infantry realistically fearful of facing them — but the game still moves along at a reasonable pace because extra shots do not occur in excessive numbers. Now here’s how ROF is actually used in the game.
7.1
Advancing Fire Phase
The simplest case to handle is the attacker’s AFPh. There is no ROF at all. Any unit that did not fire in the Prep Fire Phase can fire once with 1/2 FP, and that’s it. The AFPh is how ASL handles units that fire while moving. Soldiers firing weapons while running are not going to be very accurate with their shots, so ASL penalizes them by cutting their firepower in half and by delaying their attacks until after all defensive fire is complete (so squads that move and break don’t even get a chance to shoot). ROF is not allowed during the AFPh because advancing fire is inherently inaccurate. Note that FT and DC do attack with full FP in the AFPh. In the full ASL rules, there is a way that units can fire in the AFPh with full FP and possible ROF for their weapons, as well as a reason for them to do so. But in the starter kits, there is no way to do this, and no reason to want to do it.
7.2
Prep Fire Phase
The PFPh is also an easy case. If a weapon prep fires and makes its ROF, it does not get a Prep Fire marker (although the squad firing it does if it also attacked)... so the weapon can shoot again, at the same target or a different target. As long as it continues to make its ROF, it can continue to shoot until it either runs out of targets, breaks down, or voluntarily stops. If the weapon stops shooting before it loses its ROF, it will not be marked with a Prep Fire marker. But, because it did fire, it will not be able to move during the Movement Phase, and it will not be able to fire during the AFPh.
7.3
Defensive Fire
Now things get a little complicated. There’s really no way to explain how ROF works with defensive fire without explaining how defensive fire itself works. I think that a key to understanding defensive fire is to realize that a defending squad can fire an almost unlimited number of times... something the rules don’t really make plain. These multiple defensive shots come with increasing restrictions on when they can be taken, and increasing penalties to the firing unit, but there’s no limit on how many can occur. This seems odd at first glance, considering that attacking squads are limited to a single attack each. The reason for allowing multiple defensive shots is to recreate the reality of a WWII battlefield, where if you simply charged an enemy position you risked suffering fearful casualties... even if you greatly outnumbered the defenders. Limiting defending squads to a single shot would make it far too easy for the attacker to charge a defender’s location and overwhelm them in close combat. Here’s a summary of what a defending squad can do during the attacker’s MPh: 128
7.3. Defensive Fire
7.3.1
Shot: First Fire
Restriction: Penalty: Result:
7.3.2
target must be moving, defender must not have a First Fire or Final Fire marker
none place First Fire marker on defender, but not on any weapon that makes its ROF
Shot: Subsequent First Fire
Restriction: target must be moving, there must not be any other known enemy units closer to the defender, and the defender must not have a Final Fire marker Penalty:
Area Fire (1/2 FP), Sustained Fire (B# –2, no ROF)
Result: place Final Fire marker on defender and any MG defender possesses (even if the MG was not previously marked, and even if the MG did not fire with the squad)
7.3.3
Shot: Final Protective Fire
Restriction: Penalty:
target must have moved ADJACENT to defender
MGs must fire, Area Fire + Point Blank Fire, Sustained Fire, IFT DR is also a NMC roll for the defender
Result: Final Fire marker remains on defender and any MG defender possesses, unless the defender fails the NMC and breaks A squad can take one First Fire shot, one Subsequent First Fire shot, and an unlimited number of Final Protective Fire shots, but all of these shots are triggered by the attacker moving a unit. If the attacker doesn’t move, the defender can’t shoot. These shots can also be taken in combination against a single target, if its location and MF expenditure allows it. For instance, if a unit spends 3 MF to move ADJACENT to an unmarked defending squad, the defender can take a First Fire shot, followed by a Subsequent First Fire shot, followed by a Final Protective Fire shot (3 MF = 3 shots) - but if the moving unit was not ADJACENT then only two shots could be taken, since Final Protective Fire is only allowed against ADJACENT targets. If the moving unit was ADJACENT but the defender was marked with a First Fire marker, three shots could still be taken: one Subsequent First Fire shot, and two Final Protective Fire shots. Note that all shots against an ADJACENT target always receive the Point Blank Fire bonus, even if they are not Final Protective Fire. ROF is only applicable to a First Fire shot. If a weapon takes a First Fire shot, and makes its ROF, it is not marked with a First Fire marker (but, just like in Prep Fire, the squad that fired the weapon would get a First Fire marker if it also attacked). The weapon can take additional First Fire shots as long as it makes its ROF and the attacker continues to move units. Note, however, that when a squad takes a Subsequent First Fire shot, it must use any MGs it possesses or forfeit their use for the remainder of that Player Turn (except for Final Protective Fire). Such MGs will fire using Area Fire/Sustained Fire even if they are not marked with a First Fire marker. In other words, the squad cannot fire as Subsequent First Fire while its MG fires as First Fire. Both must fire as Subsequent First Fire, and then both will be receive a Final Fire marker. The same applies to a squad taking a Final Protective Fire shot, except that MGs must be always be used. 129
Explanation of ROF and Defensive Fire
Subsequent First Fire penalizes MGs by forcing them to be marked with a Final Fire marker, regardless of their previous status, regardless of the IFT DR, and regardless of whether they even fired. I’m not sure why the rules do this, but presumably it is to keep MGs from being too effective on defense.
7.3.4
Example
Assume that the defender has one squad with a HMG, and that the attacker has two squads, the first one 4 hexes away from the defending squad, and the second one 5 hexes away. It is the start of the attacker’s MPh. The first attacking squad spends 1 MF to enter a hex 3 hexes away from the defender. At this point the defender interrupts the attacker’s move to announce a First Fire shot with both the squad and the HMG. The result of the shot is that the attacking squad breaks, the defending squad is marked with a First Fire marker, and the HMG makes its ROF (1, 2, or 3 on the red die on the IFT DR) so it is not marked. Now the defender has to decide whether or not to accept the HMG’s ROF. If he chooses to retain ROF, the HMG will not be marked and will remain eligible to take another First Fire shot, but the Residual FP left in the target hex will be calculated using only the squad’s FP. If he chooses to give up the ROF, the HMG will be marked with a First Fire marker and the Residual FP will be calculated using the squad’s and HMG’s combined FP. Whenever a MG retains ROF it leaves no Residual FP at all. The defender chooses to retain ROF. Since the attacking unit only spent 1 MF to enter its hex, it cannot be fired upon again by the defending squad or its HMG in this MPh. Now the attacker moves his second squad, spending 2 MF to enter a hex 4 hexes away from the defender. The defending squad cannot attack using Subsequent First Fire, because there is a known enemy unit that is closer (the first attacking squad, now broken, 3 hexes away). But the HMG, which is not marked, can attack using First Fire and does so. The result of the shot is no effect to the attacker’s unit, and the HMG again makes ROF and is not marked. Because the attacking unit spent 2 MF to enter the hex, the HMG could take a second shot at it, but it must decide immediately whether or not it will do so. If the additional shot is not taken at this time, the opportunity to do so is forfeited. The HMG declines to take the second shot. The attacker continues moving his second squad, spending 1 MF to enter a hex 3 hexes away from the defender. Again the HMG, because it has made its ROF on all of its shots and is not marked, can take a First Fire shot on the attacker’s unit. But the defender decides to instead take a Subsequent First Fire shot with his squad, possible now because there is no known enemy unit that is closer, and also fire the HMG with the squad. The shot is Area Fire for both the squad and the HMG, Sustained Fire for the HMG, no ROF is possible, and both squad and HMG will be marked with a Final Fire marker. Even if the HMG did not participate in the Subsequent First Fire with the squad, it still would be marked with a Final Fire marker. If you wonder why you would not fire the HMG, since it’s going to get a Final Fire marker either way, the answer is to avoid the extra chance of a breakdown from Sustained Fire... thus ensuring that you will have a functioning HMG for at least one Final Protective Fire shot. Once the defending squad and its HMG are both marked with a Final Fire marker, they cannot shoot any more in that MPh unless an attacking unit moves ADJACENT to them, at which point they may take a Final Protective Fire shot. There is no limit to the number of Final Protective Fire shots that they can make... as long as the defending squad keeps passing its NMCs, and the attacker keeps moving units ADJACENT, it can keep shooting. And now we come finally to the Defensive Fire Phase itself. Just like the attacker in the PFPh, the defender in the DFPh can shoot at any of the attacker’s units (even those that were also attacked during the MPh), and any weapons that make ROF can continue to make additional attacks. But some of the defender’s units might have First Fire or Final Fire markers on them, that were placed during the MPh. Units that are marked with a Final Fire marker cannot shoot at all in the DFPh; units marked with a First Fire marker can only shoot at enemy units in an adjacent hex with Area Fire/Sustained Fire. 130
7.3. Defensive Fire
I hope that this will help you understand how ROF and defensive fire works in ASL. Keep in mind that even expert players cannot always agree on how the defensive fire rules are applied in every situation... in researching this article I read through some rules discussions that made my head spin from the complexity of their arguments and counter-arguments! If you find that I have made an error in my analysis, please let me know so that I can make the necessary corrections.
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ASL Starter Kit Abbreviations ® : not equipped with radio . . . . . . . . . . . . . . . . . . 78 AA : Anti-Aircraft gun . . . . . . . . . . . . . . . . . . . . . . . . . 62 AAMG : Anti-Aircraft Machine Gun . . . . . . . . . . . 76 AF : Armor Factor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 AFPh : Advancing Fire Phase . . . . . . . . . . . . . . . . . 13 AFV : Armored Fighting Vehicle . . . . . . . . . . . . . . . 75 AP : Armor Piercing . . . . . . . . . . . . . . . . . . . . . . . . . . 59 APCR : Armor Piercing Composite Rigid . . . . . . 59 APDS : Armor Piercing Discarding Sabot . . . . . 59 APh : Advance Phase . . . . . . . . . . . . . . . . . . . . . . . . . 14 ART : Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 ASL : Advanced Squad Leader . . . . . . . . . . . . . . . . . 7 ASLSK : Advanced Squad Leader Starter Kit . . . . 8 AT : Anti-Tank gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 ATR : Anti-Tank Rifles . . . . . . . . . . . . . . . . . . . . . . . . 59 ATT : Area Target Type . . . . . . . . . . . . . . . . . . . . . . . . 67 B# : Breakdown number . . . . . . . . . . . . . . . . . . . . . . 76 BAR : Browning Assault Rifle . . . . . . . . . . . . . . . . . . . 8 BAZ : Bazooka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 BFF : Bounding First Fire . . . . . . . . . . . . . . . . . . . . . 97 BMG : Bow Machine Gun . . . . . . . . . . . . . . . . . . . . . 76 BU : Buttoned Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 CA : Covered Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 CC : Close Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 CCPh : Close Combat Phase . . . . . . . . . . . . . . . . . . 14 CCV : Close Combat Value . . . . . . . . . . . . . . . . . . . 112 CE : Crew Exposed . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 CH : Critical Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 CMG : Co-axial Machine Gun . . . . . . . . . . . . . . . . . 75 CS # : crew survival number . . . . . . . . . . . . . . . . . . 78 CX : Counter Exhausted . . . . . . . . . . . . . . . . . . . . . . 55 DC : Demolition Charge . . . . . . . . . . . . . . . . . . . . . . DFPh : Defensive Fire Phase . . . . . . . . . . . . . . . . . . DM : Desperation Morale . . . . . . . . . . . . . . . . . . . . . DR : Dice Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . dr : die roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DRM : Dice Roll Modifier . . . . . . . . . . . . . . . . . . . . . drm : die roll modifier . . . . . . . . . . . . . . . . . . . . . . . .
24 13 12 11 16 11 20
ELR : Experience Level Rating . . . . . . . . . . . . . . . . . 9 132
FFMO : First Fire Movement in Open Ground 12 FFNAM : First Fire Non-Assault Movement . . . 11 FG : Fire Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 FP : Firepower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 FPF : Final Protective Fire . . . . . . . . . . . . . . . . . . . . 17 FT : Flamethrower . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 G : Gyrostabilizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 HE : High Explosive . . . . . . . . . . . . . . . . . . . . . . . . . . HEAT : High Explosive Anti-Tank . . . . . . . . . . . . . HIP : Hidden Initial Placement . . . . . . . . . . . . . . . HMG : Heavy Machine Gun . . . . . . . . . . . . . . . . . . HS : Half Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
59 59 72 32 12
IF : Intensive Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IFE : Infantry Firepower Equivalent . . . . . . . . . . . IFT : Infantry Fire Table . . . . . . . . . . . . . . . . . . . . . . INF : Infantry Howitzer . . . . . . . . . . . . . . . . . . . . . . . IPC : Infantry Portage Capacity . . . . . . . . . . . . . . . ITT : Infantry Target Type . . . . . . . . . . . . . . . . . . . . .
78 70 10 62 24 63
K : Kill number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 KIA : Killed in Action . . . . . . . . . . . . . . . . . . . . . . . . . 12 LATW : Light Anti-Tank Weapons . . . . . . . . . . . . . LLTC : Leader Loss Task Check . . . . . . . . . . . . . . . LMG : Light Machine Gun . . . . . . . . . . . . . . . . . . . . LOS : Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . .
60 27 23 10
MA : Main Armament . . . . . . . . . . . . . . . . . . . . . . . . 75 MC : Morale Check . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 MF : Movement Factor . . . . . . . . . . . . . . . . . . . . . . . . . 9 MG : Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 ML : Morale Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 MMC : Multi-Man Counter . . . . . . . . . . . . . . . . . . . 35 MMG : Medium Machine Gun . . . . . . . . . . . . . . . . 32 MP : Movement Point . . . . . . . . . . . . . . . . . . . . . . . . 76 MPh : Movement Phase . . . . . . . . . . . . . . . . . . . . . . 11 MTR : Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 NMC : Normal Morale Check . . . . . . . . . . . . . . . . . 13 NT : Non-Turreted . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 PAATC : Pre-AFV Advance/Attack Task Check 112
ASL Starter Kit Abbreviations
PBF : Point Blank Fire . . . . . . . . . . . . . . . . . . . . . . . . PF : Panzerfaust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PFPh : Prep Fire Phase . . . . . . . . . . . . . . . . . . . . . . . PIAT : Projector, Infantry, Anti Tank . . . . . . . . . . PP : Portage Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . PSK : Panzerschreck . . . . . . . . . . . . . . . . . . . . . . . . . . PTC : Pin Task Check . . . . . . . . . . . . . . . . . . . . . . . . .
12 59 10 59 24 59 11
QRDC : Quick Reference Data Card . . . . . . . . . . . . 9 QSU : Quick Set UP . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 RFP : Residual Fire Power . . . . . . . . . . . . . . . . . . . . RMG : Rear Machine Gun . . . . . . . . . . . . . . . . . . . . . ROF : Rate of Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . RPh : Rally Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . RST : Restricted Turret Traverse . . . . . . . . . . . . . . RtPh : Rout Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . .
36 76 32 10 76 13
SCW : Shaped Charge Weapons . . . . . . . . . . . . . . . 60 sD# : Smoke Discharger usage number . . . . . . . 78 SFF : Subsequent First Fire . . . . . . . . . . . . . . . . . . . 17 SL : Squad Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 sM# : Smoke Mortar usage number . . . . . . . . . . . 78 SMC : Single Man Counter . . . . . . . . . . . . . . . . . . 111 sN# : Nahverteidigungswaffe usage number . . 78 SSR : Scenario Specific Rule . . . . . . . . . . . . . . . . . . 70 ST : Slow Turret Traverse . . . . . . . . . . . . . . . . . . . . . . 76 SW : Support Weapon . . . . . . . . . . . . . . . . . . . . . . . . 23 Sz : Schürzen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 T : Fast Turret Traverse . . . . . . . . . . . . . . . . . . . . . . . TCA : Turret Covered Arc . . . . . . . . . . . . . . . . . . . . . TEM : Terrain Effects Modifier . . . . . . . . . . . . . . . . TH : To Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . TK# : To Kill number . . . . . . . . . . . . . . . . . . . . . . . . .
76 78 10 59 87
VC : Vehicle Covered Arc . . . . . . . . . . . . . . . . . . . . . . 80 VTT : Vehicle Target Type . . . . . . . . . . . . . . . . . . . . . 67 WP : White Phosphorous . . . . . . . . . . . . . . . . . . . . . 59
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 The following is a total example of play (EOP) for your new game! It is a very richly-detailed game that simulates battle in historic settings. Though this is a starter kit game, it still has a steep learning curve (though less than the full–blown ASL version) when compared to other typical board games and the best way to learn it is by playing with someone who is ahead of you on the road to mastery of the game mechanics. Tactics is another thing all together, and it is possible to be good at one and poor at the other. Plus, as in real life, nothing is certain and sometimes the cookie just crumbles even though you “did everything right.” I am happy to include in this latest version a running critique of tactical matters by Andy Daniels (andydaniels). This will provide a great opportunity for new players (and experienced ones too) to review tactics and improve their game. Warning: this at times is quite unvarnished … but what did you expect when you joined the Army? All such commentary will appear in red text and is bracketed thusly:
They say that “A picture is worth a thousand words.” I say that a full EOP is worth about one hundred hours of study! So here it is. First, just familiarize yourself with all the stuff in the box. Then read the short (in ASL terms) rules booklet (skipping section 4.0 Support Weapons for now) but don’t try to comprehend it all. Print and apply the official errata for SK1 from the publisher at: http://www.multimanpublishing.com/Support/ASL ASLSK/tabid/64/Default.aspx Scroll down to “ASL Starter Kit Official Errata” and hit the print icon at the bottom right.
You should also print and use the excellent gameaid tip sheet for this game available at: http://www.boardgamegeek.com/filepage/5398/asl -starter-tip-sheet11-5-pdf (one point of errata for same: in the “Special DR/dr Rolls to Watch For” box, insert “B/” before “X (breakdown)…” in the 6th item so as to read “Rolling ≥ SW B/X (breakdown)…” Then stage for battle to replay scenario S1, Retaking Vierville, by preparing the stuff you need (i.e. find all the required unit counters and place on the scenario card as indicated). One other thing; I like to make a photocopy of the board(s) in play for checking LOS, rather than moving units and using the actual play board. This scenario is limited to infantry units with only their inherent weapons (rifles, sub-machine guns, side arms, fragment and smoke grenades, etc.,) not using support weapons (SW, 4.0) such as heavier machine guns (MGs), flame throwers and demolition charges, and is therefore best suited for starting to learn. Believe me, there is plenty for us to get started without all the other macho stuff. ASLSK1 does not include a dedicated turn counter, so just use a Russian MMC (see 1.2.2 for this abbreviation, front side [good order] for German player turn, and back side [broken] for American player turn) for that purpose on the turn record chart on the scenario card. A word about abbreviations: they permeate everything military, and are found everywhere in ASL and ASLSKs too. You just have to learn the language and do so fast! Section 2.0 Definitions, is a list of abbreviations, but is not complete. The following are not included. Make a note in your rule book:
Then print the “unofficial” errata available from Mr. Savarese’s site at: http://www.savarese.org/simulation/aslsk1errata.p df Then also add items 1, 2 and 3, that I have listed below. Page 1 of 28
1. OB, is used as an abbreviation in Rule 5.1 and is first mentioned in expanded form in the third paragraph (P3, to introduce yet another abbreviation convention I will use) of the first page (Introduction) of the rules. It stands for “Order of Battle,” and is the specific units with which to battle, called for by the scenario card.
Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 2. SMC, Single-Man Counter, is introduced in 1.2.1. 3. MMC, Multi-Man Counter, is introduced in 1.2.2. Here we go. Per the scenario card, the Americans set up first (you’ll need every strength factor 7-4-7 unit for this battle). The Americans start on-board with 3.5 squads and a leader; the others follow on later turns as reinforcements. Review on the QRDC (Quick-Reference Data Card) what the threenumeral strength factor and the upper right corner abbreviation represent on the MMCs and what the two numbers on the SMCs represent (see P1-2 of 1.2.2). The first tactical question is how to deploy your on-board resources. Since the scenario card stipulates that they are all on four contiguous road hexes, and no more than one MMC per hex, the question becomes: on which road hex do you want your half squad, and with which MMC do you want your leader? I don’t know if there is a good answer to this question … probably there is, but I’m here to teach mechanics and not necessarily tactics, so, let’s just put the 3-3-7 half squad in N3 and the 7-4-7s in the remaining three road hexes.
with calling the hex yN3 and just call it N3 (see 1.1).> Then put the 8-1 leader (Ldr) in M5 (middle of the pack, sort of). With the Americans deployed, we are ready for German Turn 1 (GT1). The side whose turn it is to move is the ATTACKER; the other side is the DEFENDER. In this Scenario, the German player is the ATTACKER first. Following the Sequence of Play (which I have color coded to assist in reminding which counters are managed with the phase): GT1 RPh (German Turn 1 Rally Phase, 3.1): There is no possible rallying at this stage since no units are broken yet; and since there are no SWs in this scenario, there will not be any repairing [or malfunctioning/ breakdown or capturing] or transferring of SWs throughout the game either. No DM (Desperation Morale) counters to remove –yet. Special Rally Phase Lesson: SK1 rules section 3.1a states that "ATTACKER...sets up off-board all forces due to enter this player turn," but doesn’t specify how. When required to move units onto the playing area from off-board/non-playing area (as in the arriving German units or later reinforcing units for both sides in this scenario), you must stage your units in off-board/nonplayable hexes at the start of the Rally phase during your player turn. To do so, you may use any other board (or photocopy of one) placed adjacent to the board edges from which units enter, or add additional rows/columns of non-playable hexes (like row W for the north edge of this board on this scenario). The terrain in these added (or imaginary) hexes, e.g. K11, is considered open terrain, and road hexes continue off the board in play (i.e., I11 and I0 (“I” zero) are road hexes). You may only set-up off-board on “full” hexes, as half hexes of the board in play are fully playable. Pre-staging units: German player only (the ATTACKER in this Player turn): In Q11: 8-1,467x3
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 In J-1: 447 In I0: 7-0,447 In H-1: 447
them yet, or vice versa, because the LOS between the center dots of N3 and Q6 crosses the corner of building P5.
GT1 PFPh (Prep Fire Phase, 3.2): Again, not possible yet since there cannot be LOS between off-board and on-board units.
Now the guys from the 919th GR enter from the west, and do so not all bunched-up-together (single stack, bad way to move because you make yourself a “juicy” target):
GT1 MPh (Movement Phase, 3.3): The German player has two groups to enter, one on the east side (1st line troops with a good leader) and one on the west side (2nd line troops with an average leader). Which group should enter first, is up to the player. Think about this: this is occurring on D+1. The battle for control is ongoing and still undecided. The Germans want to stop the Americans from going down the road that passes through Vierville to St. Côme-du-Mont, so they want to control this little village. The Germans know the Americans are approaching from the northeast (Utah beach and Ste. Marie-duMont). The leader of the east-entering German group wants to prevent more enemy from occupying the village and hopes to bottle-up the Americans in town until other German units, the elite, very tough 6th Fallschirmjäger (paratrooper) Regiment, arrive later to pitch battle. Therefore he wants to sneak over to the north side of town and occupy the buildings just south of open terrain that can serve as a “killing field” in order to cut the advance of the enemy . Multi-Man Counters (MMC, both Squads and Half Squads) stacked together with a Leader for movement have their Movement Factor (MF) increased from 4 to 6. This leader is moving these guys quickly (though not doubletiming). 8-1/467x3 (i.e. the Ldr and the three 4-6-7 squads) move as one stack: Q10 [no LOS to L5, so no Defensive First Fire (D1F, 3.3.1) possible]-Q9-Q8-Q7 (expending 4MF, thus far because roads are easy to travel on and have an MF cost of 1MF per hex).Then the entire stack enters the stone building (grey) in Q6 at a cost of 2MF, for a total of 6MFs spent, and stop their move. The Americans have no LOS to
447 alone (has only 4MF since not stacked with a Ldr) enters J0 (half-hexes are fully playable, counting aloud: MF1-2, [2MF cost for woods]) … and the American 337 half squad in N3, yells “Oh $*!, There’re Jerries in the woods over there!”, pointing to J0. The American declares fire. The defensive fire that happens during the MPh is called Defensive First Fire (D1F, see 3.3.1) and affects only moving units (consider that there could theoretically [but not in this scenario] have already been Germans in these woods prior to the arrival of this squad). Read the three paragraphs of that rule again right now. The unit in N3(337) is attacking J0(447): Now the math. The firepower (FP) of the MMC (a half squad in this example) is the first numeral of its strength factor, in this case 3. The second numeral is the normal range to which it can apply its full strength, but this attack is at a range of 5 hexes, which is therefore a Long Range Fire (LRF) shot. Units can fire at Long Range [up to a distance of twice their normal range] but the strength is halved (see the
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 Infantry Fire Table (IFT) FP Modifiers box on the QRDC, third item under Area Fire). So our unit can only apply 1.5 FP. There is, however, no column on the IFT for 1.5 FP, so the attack shifts left-ward to the “1” FP column. Now let’s detail the target unit. They moved normally, that is to say not carefully by declaring “Assault Move” prior to the move (3.3 P5) for a careful single-hex move, thereby giving the DEFENDER a FFNAM (First Fire Non-Assault Movement) -1 diceroll-modifier (DRM). They entered a woods hex, which denies the DEFENDER a FFMO (First Fire Moving in Open) -1 DRM because it’s not open ground and, in fact, confers some protection (see the Terrain Effects Chart [TEC]) by adding +1 TEM [Terrain Effects Modifier] to the DEFENDER’S dice roll (DR) for the attack. To sum up: we have a 1FP attack (3FP/2 for LRF=1.5FP which is insufficient for the 2FP column and is therefore resolved on 1FP) with a -1 FFNAM and a +1 TEM DRM, which cancel each other for net DRM of +0. All of this may be summarized as follows below: Shooters location (Shooting units) -> [an arrow meaning against] Target location (targets included), # of Fire Power (FP)/net DRMs. N3(3-3-7)->J0(4-4-7), 1FP/+0, and the dice rolled: 2,4=6 (By convention, the first number listed is the colored die, though we don’t need that detail yet). Crossing a 6 on the 1 FP column of the IFT yields a result of “-“, or nada. We needed to roll a 5 to possibly Pin them. Now for the administrative work: Mark the American 337 with a violet-on-white “First Fire” counter. A Few additional comments: First, If the American 747 in N4 had had LOS to J0, the two adjacent American units could have combined to form a Fire Group (FG, 3.2 P4) and would have applied 3.5FP (7FP/2 for Long Range from N4), +1.5FP (3FP/2) from N3, =5FP for the FG, which would have been resolved on the 4FP column on the IFT, and with the same final IFT DR (6) would have resulted in a “NMC” result that might have led to breaking the German squad.
Second, the Fire Group attack just described (4FP) would have left a green-on-white 2FP (half of the original attack strength) Residual Fire counter (see 3.3.1 P7-10 and Figure 2 on page 8 for an image of what they look like), but as the actual attack was only 1FP, it was not of sufficient strength to leave any Residual Fire (which attacks other moving units as they pass through the same area during the Movement Phase, and is intended to portray abstractly the simultaneous movement of several units through an area but the direct targeting of only one of them during the MPh of a turn. Third, if the 3-3-7 had rolled doubles on the attack, they would have cowered since no leader was present directing their fire (3.2 P3), resulting in no more than squirting water guns or just yelling at the Germans because there is no FP column less than one on the IFT. Fourth, the original attacking 3-3-7 unit does not have the theoretical option of repeating the D1F attack, known as Subsequent First Fire (SFF, 3.3.1 P3) because the target unit is at greater than normal range, even though the German spent 2MF in that hex (J0) in the American unit’s LOS. However, even if it had been possible by range, the attack FP is halved again for SFF, and in this example would be only 0.75FP and insufficient to attack at all. Fifth, had the original 3-3-7 been attacking with a MG that retained ROF [Rate of Fire, or the ability to continue shooting in the same fire phase] by the colored die of the IFT attack DR being less than or equal (≤) to the boxed ROF number of the MG, then it would now be able to shoot on it a 2nd time because the target German unit spent 2MF in its LOS. Sixth, if other American units have LOS to this German unit, they may now D1F on it too. Finally, there is nothing more these Americans can or wish to do to those Germans in the woods; they
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 proceed with their movement, picking up where they left off… … J1(4MF cumulative, 2MF cost for the woods and 2 MF cost to enter the stone building). There is no LOS between them and any enemy (American) unit due to the obstructions of buildings in between. They end their move. 7-0/447: Move as a stack: I1(MF1), J1(MF2-3, and declare their end of movement. Last 447: H0(MF1-2), … Americans in M5 wonder if they see Germans in those woods but see no reason to shoot at such Long Range while the enemy has the benefit of woods protecting them and having learned from their buddies in N3 on the concept of extremely low probability shots. But if they did shoot and had LOS, it would be a 2FP/-1DRM, definitely better than before. Can you figure why? It would be 7FP/2 for LRF, [7 hexes, the squad’s normal range is 4] =3.5FP. That is not enough for the 4 column, so it falls to the 2 column. The DR modifiers (DRM) are: -1 for FFNAM, +1 TEM for woods and -1 for the leader’s Leadership Modifier in directing fire, whose presence and direction also prevents the squad from cowering in case they roll doubles. Moving on … H1 (3rd MF) and stop. They have 1MF remaining which they could use to go into H2 if they wanted, but they want to enter the building in I2, and do not have the sufficient MFs left (requires 2MF more, and a MMC (squad or half squad) only has 4MF total). They could have declared Double Time (3.3 P6) at the start of their turn to get 2 extra MFs and a nice CX counter to carry on them for a while until they recuperated, but these guys are smart and know that even if they are the only ones out in the street right now, there is an Advance Phase (APh) coming right up that they’ll use to enter the building. This ends the GT1 MPh. If there had been Residual Fire markers or Smoke markers from smoke grenades used by German units during their movement, those markers would be removed now.
GT1 DFPh (Defensive Fire Phase, 3.4): Here, the DEFENDER shoots at hexes to affect all targets in them, for what is termed Final Fire, without the benefit of FFMO or FFNAM DRMs. The Americans have no such opportunity presently, so we continue forward. Remove any violet First/Final Fire markers GT1 AFPh (Advancing Fire phase, 3.5): If you wish, read the short entry in 3.5, but there is no opportunity for any more fire of any kind between enemy units because there is no LOS. More later when we have some. Prep Fire markers are removed at the end of this phase. GT1 RtPh (Rout Phase, 3.6): Here the broken infantry try to seek cover. We have no broken units thus far so there is no Routing to be done. More on this later, but simply put, broken units run away from the enemy to find a safer place to regain their nerve. GT1 APh (Advance Phase, 3.7): Here any of the ATTACKER’S unit that are in Good Order and are not pinned may move one hex, including into enemyoccupied hexes. 447x2 in J1 (not the Ldr)->K2 447 H1->I2 467x1 Q6->P5 GT1 CCPh (Close Combat Phase, 3.8): This is close quarters battle for enemy units in the same hex. If they don’t settle it right away (this CCPh) they remain in Melee, and ignore the world and battle outside until their own battle is finally settled. Pin markers are removed at the end of this phase. This is end of GT1. Flip the turn marker over to indicate that it is now American Turn 1 (AT1) and the American is now the ATTACKER. MAP INVENTORY @ END of GT1: GERMAN: I2: 447 J1: 7-0 K2: 447x2 P5: 467 Q6: 8-1, 467x2
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 AMERICAN: L5: 747 M5: 8-1,747 N3: 337 N4: 747
longer in LOS of Q6 due to building in R7 (3.5MF, 1.5MFs per grain hex when in-season [JuneSeptember]), T9(5MF), S9 (6.5MF), S8 (8MF), end their move.
AT1 RPh: Place your units entering this turn along the north board edge as stipulated in the OB in anticipation of moving them in the MPh. Pre-Staging (American): W10: 8-1,747 W5: 747x2 Otherwise, there is no one to rally yet. No DM markers yet to remove at end of phase. AT1 PFPh: Here is the first chance for some significant fire from the Americans to the Germans. There is LOS between the N4 and N3 units to the P5 unit. LOS also exists from I2 and K2 to N3. There is LOS between I2 and M5, and between L5 and K2. All of a sudden there are enemy everywhere the eye can see. The Americans realize they are encircled with enemy to their NE and SW. Prep Fire (PF) is for laying covering fire “during which” (i.e., in the MPh of the turn) other of your units may be able to move safely if you manage to get those enemy to duck their heads (i.e. break). You exchange the ability of a unit to move in the MPh if they attempt Prep Fire now. So the decision here is, do the Americans stay in the street and shoot at the Germans, or do they head for cover in the buildings (don’t forget the Victory conditions)? They decide to maneuver into the buildings, i.e., the Americans pass on any Prep Fire. AT1 MPh: Question number one: Which units to move first, the guys in town or the guys entering along the north edge? I think the guys entering (that way they’re sure not to be forgotten; yep, that happens). 8-1/747 stacked together declare double time [place CX counter on them], so now have 8MF (4MF as MMC, plus 2 MF for Leader (Ldr) Bonus, plus 2MF for everybody CX’d) enters V10(2MF), … possible line of sight to Q6 but the Germans forego long range fire through four hexes of grain that is inseason (+4 Hindrance DRM, +1 Hindrance per hex between firer and target) … continuing: U10, no
747x2 Assault Move to V5, and end their move. The Germans in Q6 are thinking about shooting at them and finally decide to declare fire (Defensive First Fire), since they have no other visible targets and they have nothing to lose. Q6 (8-1/467x2) -> V5 (747x2), 8FP/+0. It is at range 5 hexes and within normal range for the 4-6-7s. Here’s how it figures: FP is 4FP/unit x 2 units = 8FP. The modifiers are: -1 Ldr, +1 Orchard hindrance of +1/hex between units (T5) = +0 net. However, the American challenges LOS and they determine that the westmost edge of U6 is (though barely) obstructing fire. The units in Q6 are “considered to have fired for all purposes” (3.2 P2) therefore, place a First Fire marker on them! L5 (747) Assault moves to M6. M5(8-1/747) Assault move to N5. P5 declares defensive first fire (D1F) on same. P5(467)->N5(8-1/747), 4FP/+4 (4FP, +3 TEM for stone building, +1orchard hindrance, = net +4DRM. Note: The Note for the Orchard Terrain Type on the Terrain Effects Chart on the QRDC explains that an orchard hex is “Inherent Terrain, fire *even just+ along *the+ hexside still hindered.” “Inherent” here means that the orchard hex, not the green orchard symbols in the hex, is what hinders, even only along the hexside. See “Inherent Terrain” under 2.0 Definitions). Continuing … And the dice are: 1,4=5, +4 DRM=Final DR of 9. Crossing 9 on the IFT with 4FP yields a result of “-“, nada again. Place a First
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 Fire Counter on the German unit, and a 1FP1 Residual Fire counter (green-on-white star burst with 1) on hex N5. If P5 wanted to, they could fire on the same unit again with Subsequent First Fire (SFF, see 1a on the Synopsis of Defensive Fire at top of page 7) since the target unit(s) spent 2MFs entering the hex (building), but pass for now. More on SFF below. Again not sure this is good strategy, but will make for good exercise of rules: the unit in N4 is tossed between heading into M4 to help avert the attack from the southwest, and going into N5 for better protection and nearness to his leader (but would need to first undergo the 1FP residual fire counter attack with a DRM of +32 if using Assault Move (unlikely to cause any damage), or Assault Move to the orchards in O5 in hopes of closing with and eventually destroying the unit in P5, who was distracted by firing on N5 (i.e. is marked with First Fire marker and therefore will now shoot at half strength for Subsequent First Fire (3.3.1 P3 and see Synopsis Table on page 7). They chose the Orchard. N4(747) Assault moves to O5. P5 declares SFF on target. The 4FP of the Germans is halved for SFF (they are already marked with a First Fire marker) to 2FP, but then doubled for Point Blank Fire (PBF) for being adjacent to their target, back to 4FP. The modifiers are 0 (zero). The Germans do not get FFNAM benefit because the Americans moved only one hex carefully by declaring Assault Move, and they don’t get FFMO benefit because an orchard hex is not considered Open ground. On the other hand the Americans get no TEM for being in the orchard because it only provides a Hindrance DRM when between the target and firer. So it’s what we call a clean shot (no DRMs). In summary: 4FP/+0 DRMs. And the dice say: 3,2=5 resulting in a 1MC or a Morale Check with difficulty increased by 1. Take a moment and read 3.2.1 Results, section “NMC” and “#MC.” The American unit is now checked to see if it held up under this fire, and rolls a: 4,2=6, +1 DRM =final 7. 1
Why 1FP instead of 2FP? The orchard hindrance of +1 reduces RFP by one column. See Errata for 3.31. 2 Just the in-hex TEM/(smoke if applicable).
This is equal to its Morale Level (ML) of “7” (third numeral of the Strength Factor; may be different when broken) and means that he just barely succeeded in not breaking by not rolling higher than 7, but is therefore Pinned instead, and can’t move OR ADVANCE in this turn and has its FP cut in half until the end of this turn! The German has pinned a unit that would have certainly advanced upon it later for Close Combat! Rats!!!! Mark the American unit with a red-on-white “Pin” counter (note what it says on it) and turn the First Fire marker on the German unit over to the Final Fire side. Also, SFF leaves Residual Fire so place a 2FP Residual Fire Counter on O5, in case anybody else decides to walk through that orchard right now.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 since they have no sniper rifles with scopes they cannot even begin to touch them (if possible the DRM would be +4, see why?). V5 can also see P5, but the target is beyond normal range so they can’t use their Assault Fire Bonus (see 3.5) and therefore the attack is a 2/+6! They’d have to roll a 0 just to get a PTC result. Is this shot allowed per the rules (last sentence of upper paragraph, 3rd column on page 4): “Any combination of smoke or terrain LOS hindrance DRM greater than or equal to +6 blocks that LOS completely”? Yes. Only +3 of the DRM is from LOS Hindrance, the rest is TEM. What about V5 firing on Q6? LOS is reciprocal: if Q6’s D1F shot earlier was blocked against V5, then V5 can’t see Q6 either. Finally there is N5 and O5. O5 can and will give the good ‘ole American try against P5. Now pay attention. The American 747s have Assault Fire Bonus (3.5) capability by virtue of their underlined Fire Factor (so will the coming Germans!) that reflects an increased ability in Assault attacks (Firing while simultaneously moving forward) because they have goodies like Thompson sub-machine guns. The bonus is that after all modifications to their FP, you add 1 and any fraction is rounded upwards (FRU). Therefore, the O5 unit has 7FP which is halved for being pinned to 3.5FP, which is halved for Advancing Fire to 1.75, which is doubled back to 3.5 for Point-Blank-Fire (PBF, i.e., being adjacent). Now we add 1 for Assault [Fire] Bonus and have 4.5, then round upwards to 5FP! Not bad. That will be resolved on the 4FP column. (If they weren’t Pinned it would have been an 8FP [7/2 for AFPh, x2 for PBF, +1 for Assault Bonus =8]). The DRM is +3 for the stone building (sBldg). And the die roll is 5,1=6, +3= Final DR of 9 for nada, but a good try! Though it’s not in the rules, I like to mark my Advancing Firing units with a Prep Fire (PF) counter, so I don’t use them twice accidentally. Now N5 (8-1/747) ->P5(467): 4FP/+3. Here’s how: 7FP /2 for advancing fire = 3.5. add 1 for assault bonus = 4.5 and FRU to 5. No column for 5 on the IFT so back down to 4 FP. The target is in a sBldg for +3 TEM, and the orchard hex adds +1 for one hex of hindrance between them (hex O5), and finally the Ldr provides -1 for directing fire, for a net of +3 DRM, another long shot. The dice: 4,6=10,
+3DRM=Final DR of 13, and a big NADA! Mark with PF. This ends the AFPh. Remove any Prep Fire markers AT1 RtPh: There are still no broken units yet, so no routing. AT1 APh: S8(CX’d 8-1/747)->R7 V5 (747x2)->U6, M6(747)->N6, N5(747 only)->O6, M4 (337)->L3 (good luck guys!) AT1 CCPh: None yet. Remove Pin marker(s). End of American Turn 1 and Game Turn 1. Flip turn Marker over to front side for German Turn 2 and advance along the Turn Record Chart to indicate that we are now in turn 2. BOARD INVENTORY end of AT1 AMERICAN: L3: 337 N5: 8-1 N6: 747 O5: 747 O6: 747 R7: CX:8-1,747 U6: 747x2 GERMAN: I2: 447 J1: 7-0 K2: 447x2 P5: 467 Q6: 8-1,467x2 GT2 RPh: Place the units that are to enter this turn along the east edge of the board to remind you to move them in at the MPh. Pre-Staging: I11: 9-1, 548x3 Otherwise, still no broken units to rally. GT2 PFPh: To remind you again, if you Prep Fire units (i.e., provide cover fire), then those units don’t move during the MPh. The German is thinking that
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 he wants to get those 919th GR guys across the road to advance upon and eliminate that lonely half squad in one of the victory condition buildings (L3). This could be safely performed if the FG (Fire Group, in case you forgot) in K2 could break them with Prep Fire. So they try. K2(447x2)->L3(337), 8FP/+3 (the DRM is for the sBldg. And the DR=2,1=3, +3=6! Oh, oh … this could be bad. Crossing the Final DR of 6 with the 8FP column yields a “1MC.” If you don’t know what that means, then read again the meaning of “NMC” and “#MC” under 3.2.1 or on the QRDC under the IFT. The 337 rolls for its 1MC and gets: 2,1=3,+1=4!!!! (I swear before God, these are actual die rolls!) So they survive VERY nicely! Had they rolled a 12 (Box Cars), they would have suffered Casualty Reduction, which eliminates a HS (explained under 3.2.1 “K/#.” Mark the firing units with a Prep Counter (1 on top of the stack). The German units on the other end of town aren’t planning on going anywhere (moving) so they fire at any and all available targets. P5(467) has two enemy units adjacent where he can get the benefit of doubled FP for PBF on either one. He definitely wants to hurt or kill one of them before it’s their turn to gang-up on him with a FG. However, the units in Q6 have LOS to the unit in O6, and all three units (in two hexes) could form a FG, since they are adjacent to one another (allowing them to share selected targets with each other for a concerted effort), but they could only use the 8-1 Ldr to direct fire by those present with him in Q6. Should Q6 join with P5 to attack O6, or should he fire to the north (at U6), or across the road at R7? He could also use one unit one way and the other the other way, but could only apply his Leadership modifier in directing the attack of one attack. If they all gang-up for a FG on O6 it will be a 16FP!/+3, that sounds pretty devastating. If Ldr directs both of his squads at R7, he gets an 8FP/+2 (+3 for sBldg, plus -1 for this Leader directing fire). He caught a glimpse of a Leader moving with the squad that is now in R7 and
he knows if he can get him to break, it will be worse for the squad with him, but if the Ldr is muy macho and doesn’t break, it might be tougher to break the squad alone. He also knows there is a whole lot of FP staring at him from across the way in the sBldg (O6) adjacent to the orchard (also an 8FP/+2 attack). He decides to shoot at R7 and leave what’s behind him to the other squad to handle … if they can. Q6(8-1/467x2)->R7 (CX’d:8-1,747), 8FP/+2. The DR= 2,6=8, +2=final 10, which is nada. Mark them with a PF counter. Now P5 chooses the target in the orchard since it provides no TEM (Terrain Effects Modifier) benefit. P5(467)->O5(747), 8FP/+0, and the DR is … 3,5=8, for a “NMC”. Mark the firing squad with a PF marker. The American unit in O5 rolls for their NMC, DR=6,1=7! They pass their MC but just barely missed breaking by passing their MC with the highest number possible, thereby getting Pinned again! (Place a Pin counter and review the last paragraph of page 5). Since it is now the German turn, and the Americans wouldn’t be moving anyway, the pinned squad suffers only by having their FP reduced in half, again. This ends the GT2 PFPh. GT2 MPh: “Then came, arriving from the East, three squads of German paratroopers!” 9-1,548x2(the other comes behind separately) enter on I10(MF1), I9(MF2), J8(MF3-4),K8(MF5-6) and end their move. Upon entering the sBldg in K8, one of the guys in L3 noticed them AND RECOGNIZED them, and yells to his buddies, “Oh crap! There’re Fallschirmjäger behind us!” Then he frantically begins giving hand signals to alert and inform his leader in N5. Last 548 enters I10(MF1),I9(MF2),I8(MF3-4) and ends movement, and is also seen by L3. While L3 is thusly distracted, I2(447) moves I3(MF1), J3(MF2-3) and ends its move. [Before we go on, if you noticed that L3 has LOS to the open yard of I2/I3 prior to the squad actually getting to the road (center dot) where they are no longer
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 visible to L3, and are bothered by the fact that L3 isn’t allowed to fire on them as the Germans are screaming out of the house to cross the street, then you want the full blown ASL game where this kind of fire, termed a Snap Shot, and everything else imaginable, is accounted for. But let’s continue one step at a time.+ The squad in L3 knows it doesn’t have much to work with but shoots with Defensive First Fire (D1F) at the moving Germans anyway. L3(337)->J3(447), 2FP/+2 (2FP because 3FP is not enough for the 4FP column, and +2DRM because of +3 sBldg and -1 for FFNAM). And the DR is 3,1=4, +2=6, a PTC. Place a First Fire counter on L3, and a 1FP residual fire marker on J3. Now the 447 rolls for its PTC and gets … 4,1=5, thereby passing the check and are NOT pinned. The Americans in L3 know that if they shoot again with SFF, it will be even less effective and so they don’t. German player does not wish to move the leader in J1 and ends the MPh. Remove the residual fire marker (green-on-white). No smoke was laid so there is none to remove, yet. GT2 DFPh: Fire group: O5(7FP halved for being Pinned, but doubled back to 7FP for being adjacent (PBF)) and O6 (7FP doubled for PBF to 14FP) join to contribute 21FP (use the 20FP column) against the adjacent P5(467). O5(Pinned 747)+O6(747)->P5(467), 20FP/+3. The DR is … 4,2=6, +3=final 9, resulting in a 1MC. First mark both firing units with a FINAL Fire marker. Then P5 rolls for its 1MC, and gets … 6,6=12! Box Cars! (I swear before God this is really happening!) Adding the additional +1 DRM to make it 13 makes no difference at this point. They had to roll a 6 in order to add the +1 DRM and still end up with a 7 to not break (for a Pin result, but not breaking). Instead they failed miserably! An unbroken unit that
rolls an original 12 for a MC suffers casualty reduction (meaning in this case, that half the squad is killed or wounded and is unable to fight; the remaining fighters are now only a half squad). BUT, … now it’s time to read both 3.2.1 “NMC” first paragraph, and then read 5.1 (both paragraphs). This German squad that broke so miserably that it is now only as effective as a half squad, is also reduced in quality, because it failed its MC by more than the OB-stipulated Experience-Level-Rating (ELR) limit of 3 (see the scenario card). It failed its MC by 6, the difference of 13 (final MC DR with the DRM) and 7 (their ML). So, checking the Nationality Chart on the back cover of the rule book for which kind of half squad is 1st line in quality, we find it is the 247. Therefore, the squad would have been replaced by them for casualty reduction purpose, except that they must also be ELR’d (past tense of the “verb” to ELR, meaning to suffer unit substitution by a lower quality unit) to the next lower quality half squad for having failed their MC by more than their ELR limit/rating of 3. Therefore, the original 467 squad is finally replaced by a broken (flipped) and DM’d (place a blue-on-white DM counter on them) 237 2nd line half squad! Dispense with the PF counter. The first blood has been finally spilled. Continuing: U6(747x2)->Q6, 12FP/+4 (again 12FP not 14, and DRM of +3 sBldg and +1 Orchard Hindrance. The DR is … 4,2=6, +4 = 10, for a result of “PTC.” Mark the firing units with a Final Fire marker. The units in Q6 must now check, Ldr, with ML8, goes first. His DR=5,5=10. He Pins, and therefore cannot give any benefit to the guys with him (i.e. they don’t get the benefit of the leader’s -1 DRM). 1st 467 squad (ML7) rolls: 3,2=5 and passes their PTC. 2nd 467 squad (ML7) rolls: 4,4=8, and fails their PTC, precisely by the amount that the Leader would have helped by had he not been pinned. Arrange the stack so that the Leader and one squad are at the bottom of the stack and have a red Pin counter on them. The other squad is on top of them and the entire stack still has a Prep Fire counter on it.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 Now the guys in R7. Though they probably can see the Germans in K8, they’re too far away to hurt them, so they’ll apply their FP across the street against the German Schwerpunkt (focal point) in Q6. Since they are still recovering from the huffing and puffing they did last turn to get here, they suffer a +1 DRM for being CX’d for just about any reason (see 3.3 P6), including IFT attacks. R7(CX’d 8-1,747)->Q6(Pinned 8-1 and 467, 467). 6FP/+3 (+3sB, +1CX,-1Ldr=+3). And the DR is … 1,1=2 (Snake Eyes!!) plus 3=final DR of 5! (I can’t believe these rolls myself!). Mark R7 with a Final Fire counter. This fire results in a “1MC”. The Ldr (ML8) rolls first, and gets … 4,1=5, +1=6 and does not break, but is still Pinned from the prior attack. Then, the Pinned 467 rolls … 4,2=6, +1 =7 and does not break [barely, and is already Pinned], but remains pinned. Lastly the other 467 rolls … 5,3=8, +1=9 ,failing his MC and breaks [flipped over] and gets a nasty blue-on-white DM counter placed on him [move him in the stack to below the pinned units and you can discard the Prep Fire counter. (This unit failed by only 2 [needed 7 but got 9], which is less than or equal (≤) to the maximum ELR of 3, so he is not going to devolve to lower quality). American units desire no further Defensive Final Fire, so ends the DFPh. Remember what to do now? Yep, remove all violet First/Final Fire counters. GT2 AFPh: The newly arrived Fallschirmjäger in K8 arrive at the windows with their guns blazing away at L3. K8(9-1,548x2)->L3(337). Let’s calculate their FP. Though they have an underlined Fire Factor (5), they are not able to take advantage of the Assault Bonus because the target is beyond normal range. So each 548, has 5FP/2 for AFPh=2.5FP, divided by two again for long range fire (LRF) equals 1.25FP. Two such units raise the FG’s FP to 2.5 for this attack (resolve on the 2FP column). [If the target would have been in normal range, each 548 would
have 5FP/2 for AFPh = 2.5FP, +1 Assault Bonus =3.5FP, and FRU to 4FP! For two such units, 8FP! What a difference.] So our attack is going to be a 2FP/+2 (+3sBld and -1 Ldr direction). And the DR is … 3,1=4, +2=final DR of 6, for a result of a “PTC.” Mark the Firing units with an orange-on-white Prep Fire counter (just for me). The L3 squad rolls … 5,1=6, and is not Pinned. (Given that they (the American 337) are not in a position to be advanced upon by an adjacent enemy unit for CC (where the Americans would not wish to suffer with FP being halved for Pinning), and this is the German turn so the Americans wouldn’t be Moving or Advancing anyway, it makes no difference even if they had been pinned. If you can understand what I just wrote, you have come a long way . Now J3 jumps in with some Advancing Fire of their own. J3(447)->L3(337), 2FP/+3 (you should definitely understand this one by now). And the DR is …4,3=7, +3=10, for an absolute nada, not even close. Mark them with a Prep Fire counter. The squad in I8 knows that if they tried to harm L3 it would be a 1/+4, with an impossibility of even getting a PTC, and don’t even try. End of AFPh. Remove the Prep Fire counters. GT2 RtPh: Finally, we have something to do here. Both sides rout during this phase (if they both have broken units) but the ATTACKER (the German right now) goes first. Basically put, broken units seek cover and safety. They never move towards the enemy and they try to find a building or woods to rally in. It’s better if you take a moment and read section 3.6 and review the Rout Phase example. Accordingly, the broken squad in Q6 would actually make matters worse if they stepped out of the building in any direction, and since there is no enemy adjacent, they can stay in the same building, AND the leader is there anyway. So they are not required to rout, and stay put. The unit in P5, however is adjacent to enemy and is required to rout or be eliminated. They wish to rout to Q6 as there is no LOS to R7 and therefore R7 is not a KEU (Known Enemy Unit). However, to move
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 to Q6 is also to close the gap towards the KEU in U6! P4 is adjacent to the enemy in O5. In effect, P5 is encircled and has no possible legal rout, so is eliminated for failure to rout! If only there were no Americans in O5, then P5 could have either run west through P4 and risked Interdiction, or Low Crawled to P4 and not have risked (been subject to) Interdiction. . This ends the RtPh. GT2 APh: 447(J3)->K4. The two squads in K2 advance separately to K3 and L2 (yep, the road). The guys in L3 see their doom approaching. J1(7-0) decides it’s safe enough to get closer by advancing to K2. The 548 in I8 ->I7 (in the road). K8 (9-1,548x2)->L7. Thus ends the Advance Phase. GT2 CCPh: None yet, but almost. Remove the two Pin markers. End of GT2. Flip the turn marker over for the American turn 2.
W5: 8-0,747x2 The American has no broken units to rally, but the German player does (both sides attempt rally during the Rally Phase3). The German has no self-rallies to attempt, so he proceeds with the unit-rallies. The Ldr in Q6 attempt to rally his broken 467 squad. They have a broken ML of 7 (coincidentally the same as when in good order). They have the benefit of being in good terrain (woods and buildings) that provides a rally bonus of -1, plus the leader has a -1 DRM. However, the unit just finished breaking and is sweating it very badly (i.e. has a DM counter on them conferring a penalty of +4!) Adding up the modifiers: -1, -1, +4 =+2. Since the unit’s ML is 7, they would have to roll a 5 or less to still get a 7 or less (after adding the +2 DRM) and rally. It’ll be tuff but the Ldr tries, and rolls … 1,2=3, +2=5 and rallies those buggers! Flip them to good order (GO) side. The DM counters are removed at the end of the Rally Phase (except for the reasons mentioned in the rules). AT2 PFPh: If the American can break Q6, the approaching units from the north could just run right up and take ‘em.
BOARD INVENTORY End of GT2 GERMAN: I7: 548 K2: 7-0 K3: 447 K4: 447 L2: 447 L7: 9-1,548x2 Q6: 8-1,467,Bk/DM’d:467
U6(747x2)->Q6, 12FP/+4, and the DR is … 2,4=6, +4=10 for a PTC. Mark with Prep Fire counter. The German Ldr rolls first and gets … 5,6=11, and is Pinned again (place counter and move him to the bottom of the stack) and cannot use his leadership modifier to help the others. 1st 467 rolls … 3,1=4 and is not pinned. 2nd 467 rolls … 3,2=5 and is not pinned.
AMERICAN: L3: 337 N5: 8-1 N6: 747 O5: 747 O6: 747 R7: CXd:8-1,747 U6: 747x2
Now R7 tries the same. R7 (CX’d 8-1 and 747)->Q6, 6FP/+3 (the CX penalty and the Ldr benefit cancel, leaving us with the sBldg 3
AT2 RPh: American stages his turn-2-entering units along the North edge. Pre-Staging:
To be absolutely literal to SK rule 3.1, both players would attempt their self rallies first (Attacker first); then both players would attempt their unit rallies (Attacker first). In ASL this is not stipulated and most people just play it the way I will be using here: Attacker attempts rallies (all) then Defender attempts rallies (all). This difference has no impact on the game.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 TEM). The DR is … 5,4=9, +3=12. Totally ineffective, but mark them with a Prep Fire counter. The 337 in L3 knows they must try to break up the 24FP FG that is getting ready to swallow them whole, or retreat from the fire. Time to introduce the most famous ASL sleaze technique: skulking … learn it, love it! Knowing that this is the American turn, the American player knows that the Germans don’t move or advance during this turn, therefore those Germans surrounding him in L3 aren’t coming yet. But the 337’s MPh is next. If he shoots at the squad in K3 (or any of them for that matter) with Prep Fire, his unit is stuck there and will receive fire in the DFPh. If he doesn’t fire on them so that he can move next phase, and instead carefully (Assault) moves back to M4, he can only receive fire from two individual 447s in turn (K4 and L2) of only 4FP and he has a stone building to protect him. Then he can advance back during the APh, so that during the German turn, the Germans must either Prep fire and not move, or sit there in the open street in hopes of moving, either way he may be able to Defensive Fire on one or more of them. This squad elects to skulk by not Prep Firing now and moving out of the LOS of the FG in the MPh. No other American units will Prep Fire now, ending the PFPh. AT2 MPh: First, remove the CX counter off of R7, they have finally recuperated (but can’t Double Time this movement phase and aren’t going anywhere anyway because they Prep Fired and are marked as such [actually, the CX could have been removed when they Prep Fired]). L3(337) assault moves to M4. Since the L2 and K4 German units have no benefit of First Firing now during the movement phase (the Americans denied them the FFNAM -1 DRM by using Assault Move) they’ll wait and shoot in the DFPh with Final Fire. Then, N6 Assault Moves into O6, getting out of the LOS of L7 (and into the LOS of Q6, whose Ldr is presently pinned). The units in Q6 know that if they shoot at him now with First Fire during the MPh, it would have a possible effect on only the moving unit, not the 747 already there. If they wait until the
DFPh, they could fire on both targets simultaneously. On the other hand, they fear more American reinforcements from the North and simply don’t know what to do! They have to decide whether to First Fire now, before the unit ends its movement, and they decide to pass on it. Maybe they’ll fire on it during the DFPh, we’ll see. Then, … O6 (747 originally in there [now you can see why each individual MMC counter is also identified by a unique letter in the lower right hand counter]) surprisingly Assault Moves to P5 and ends its movement! The German player asks for a moment to think. These guys are breathing down his neck, but he is worried about the reinforcements sure to come from the north. He decides that he can’t let this move go unchallenged and directs ONE squad in Q6 to the south side of the building to attack the Americans (with D1F), leaving one squad to hopefully cover the northern approaches. Q6(467x1)->P5(747), 8FP/+3 (4FPx2 for PBF. The Ldr is pinned, so can’t help with the attack, the Americans are not moving in open terrain and used Assault Movement, so no FFMO or FFNAM DRMs for the Germans, so the only DRM is the TEM for the sBldg. And the DR is … 2,3=5, +3=8, for a “NMC.” The Americans check with a DR of … 1,5=6 and pass! Mark one of the two 467s (the lower one) with a violet First Fire marker, and place a green 4FP (half of 8) Residual Fire marker in P5. Now O5(747) Assault moves into P5 also! This was actually happening during the last attack (since the MPh and the D1F across the entire board are all happening simultaneously in real life but are portrayed in separate steps in game terms) however, the Germans were more attentive with their fire against the 747 that came from O6 than these guys coming from the orchard, and this is why the Residual Fire attack (3.3.1 P7-9) that they must now first undergo is half strength (4FP Residual Fire counter). 4FP Resid Attack on 747 entering P5 from the orchard (O5): 4FP/+3, and the DR is … 6,4=10, +3=13 for nada, nada!
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 Now those Germans looking out the south side (marked with First Fire) take the new entering squad (moving) under fire with Subsequent First Fire (SFF, 3.3.1 P3), because they have already D1F and are presently marked with a First Fire marker, and because they have no closer enemy, and they are in their normal range, and … they are nervous! Q6(1st F 467)-> P5 (new 747 from orchard) 4FP/+3 (the FP is: 4FP/2 for SFF = 2FP, doubled for PBF =4FP). And the DR is … 2,2=4, +3=7 for a PTC, BUT WAIT! The German squad rolled doubles while NOT being directed by a Leader, and therefore COWERS (3.2 P3 15th line)! Therefore the attack is resolved one column over to the left (on the 2FP column) and actually results in nada! SFF leaves Residual Fire but in this case it would be less than what is there already, so don’t change anything, other than bringing the residual fire counter to the top of the stack in P5. The 747 that was already there had already been attacked (with 8FP if you remember) and had already ended its move, so cannot be attacked by this residual fire. The German unit that attacked must have its First Fire counter now flipped to the Final Fire side (even if it had just First Fired, because Cowering causes placement of Final Fire counter [or Prep Fire in weapons that otherwise would have retained ROF, like Machine Guns, firing in the PFPh] see last paragraph of page 4). 747 (only) enters on V5(MF1), U5(MF2), Continuing: T5(MF3) the German opens fire with D1F. Q6(unfired 467)->T5(747), 4FP/-1 (The DRM is -1 for FFNAM. The orchard is not open ground so no FFMO DRM for the German, who also is still leaderless due to pinning.) The DR is … 5,3=8, -1=7 for a PTC. The 747 rolls: 2,2=4! Passing his PTC! Now mark the German with a First Fire counter, and place a 2FP Residual Fire counter on T5. Having survived that attack, and never having actually declared the end of its move, the same squad
continues forward to S6(MF4) and ends its move. The same German squad that just attacked it declares a SFF attack on the 747 encroaching upon it. BUT WAIT! The rule for SFF states that the target cannot be “at a range greater than that to the closest enemy unit,” which is at this moment in the adjacent hex P5! Therefore, they CANNOT SFF on them! They also cannot say, “Well then we SFF on P5!” Why? Because the guys in P5 are no longer moving and SFF affects “only moving units” (see “Synopsis of Defensive Fire” at top of page 7). Now comes the remaining 8-0 Ldr and 747 in stack together (having 6MF for Ldr Bonus), and this Ldr knows his stuff! V4(MF1), U4(MF2), Continuing: T4(MF3), and German unit in L2 declares D1F: L2(447)->T4(8-0,747), 2FP/-2 (4FP/2 for LRF = 2FP, and DRMs are -1 FFMO, and -1 FFNAM=-2). The DR= 5,4=9, -2=7, for nada. Place a 1FP Resid counter on T4 and a First Fire marker on L2. Continuing movement: S5(MF4, the 1FP Resid stays in T4), R4(MF5) and finally Q5(MF6) ending movement. The Germans scream … in German, of course! In Q6 there are 3 German units of differing status: Pinned Leader, Final-Fired squad and First-Fired Squad. The Germans want to respond to this last American move. How is this accomplished? Does one squad Final Fire and then the other Final Protective Fire? Remember that FPF is a type of SFF. But what about the Mandatory Fire Group rule? (Read last sentence of 1st full paragraph on page 5.) Given the review thus far, we understand that the German response here must be unified and not serial. There will be one combined attack from Q6 with one DR, with one squad performing SFF, the other FPF and the pinned leader just watching.4
4
st
See last sentence of 1 incomplete paragraph of page 7.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 Q6(1st-F 467+FF467)SFF/FPF->Q5(8-0,747), 8FP/-1. (8FP/2 for SFF, then x2 for PBF=8FP, and the DRM is -1 for FFNAM only.) The DR is … 2,5=7, -1=6 for a 1MC. Put both 467s under the same Final Fire counter. To be a stickler you would put a 4FP Resid counter in Q5 (but since there is NO possibility of anybody stepping in that hex during this MPh, just forget it). Now let’s apply the results for the 1MC. First the Ldr checks and rolls: 6,3=9, +1 =10 (failing only by 2, note that the American ELR is 5!), and breaks. Flip him over and put a blue-on-white DM counter on him. Next the squad checks and rolls: 1,3=4, +1=5 and passes in style! Now the one German squad that was already Final-Fired just performed Final Protective Fire (FPF, 3.3.1 P4) against the moving units in Q5. Essentially, FPF is handled just like SFF, except that since the guys are so desperate, they may make mistakes and injure themselves. This is abstractly portrayed by the Firing unit(s) suffering a NMC with the original IFT DR applied against them, immediately after the attack. Let’s watch how. The original DR of this attack (2,5=7) is applied against the German squad performing FPF as a NMC penalty. Their ML is 7 and the original DR =7, so they survive the morale check, but just barely (by the highest roll possible) so are pinned! Move one squad to bottom of stack with leader under the Pin counter. We’re almost done. Since the American Leader that just broke in Q5 has a higher ML (8) than the squad with him (ML7), the squad has to prove their mettle by surviving a Leader Loss [Pin] Task Check (LLTC). Please read the second-to-last (or more properly, the penultimate) paragraph of page 5. This leader had no negative leadership DRM, so it will be a simple, straight PTC. And the DR is … 5,1=6, and the squad is NOT pinned. [This step is superfluous if the squad had been pinned already, or worse, broken; not so, however, if the leader had been eliminated.] End of MPh. Remove all the green Residual Fire counters (no smoke counters yet to remove). AT2 DFPh: Not many targets for the Germans since the Americans skulked out of their LOS, remember?
As for those two squads in Q6, they cannot Final Fire in this phase because they are already marked with Final Fire markers. If I7 wished to attack M4 and assuming LOS, it would be a 2FP/+4 (make sure you understand why), requiring rolling snake eyes just to get a PTC, and they decide not to waste ammunition. K4(447)->M4(337), 4FP/+3. The DR is … 6,6=12, +3=15. Mark K4 with Final Fire marker. What about L2? They can’t fire on M4 now because in the DFPh, if you’re already marked with a First Fire marker, you can only fire on adjacent units (see 3.4). End of DFPh. Remove all the violet First/Final Fire counters. AT2 AFPh: The Americans in O6, P5 and Q5 are intent in utterly destroying the Germans in Q6, and attempt to do so by forming a killer FG. Remember that the 747s have Assault Fire capability because their Fire Factor (first number of the 3-number Strength Factor) is underlined. Let’s calculate the FG’s FP. O6(747) has 7FP/2 for AFPh =3.5FP, then add +1 for Assault Bonus (AB) =4.5FP, and FRU to 5FP. P5 has two 747s in it. We calculate for one of them and finally double it as follows: P5(747x2) has 7FP/2 for AFPh =3.5FP, x2 for PBF =7FP, +1 for AB =8FP (no fraction to round up), x2 units as such =16FP. Next Q5(747) calculates exactly as one of the two units just calculated in P5, for 8FP. Adding all together we have 5FP+16FP+8FP=29FP! Now the American has to think, and realizes, there is no 29FP column; he’s one short for 30FP, so will have to use the 24FP column, but that’s a waste of 5FP! Fortunately, the extra 5FP are at the end of the FG in hex O6 and can be shot separately as a second attack with a resulting loss of only 1FP, as it would be executed on the 4FP column. So the American first Advancing Fires with a FG of P5(16FP)+Q5(8FP)=24FP. DRM is +3 for sBldg: 24FP/+3. And the DR is … 4,3=7, +3=10 for a 1MC. First the Pinned Ldr checks, DR =3,6=9,+1=10, and breaks (by excess of only 2 [no ELR reduction]). Flip the Ldr counter and place under DM counter at bottom of stack (his Pin status no longer applies). Also remember that since this leader has a higher ML than the units with it, after this fire is resolved, the others will have to undergo a Leader-Loss [Pin]
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 Task Check, (see the penultimate paragraph of page 5), unless they’re already broken (worse than Pinned) by then. And if the leader ends up later being eliminated, then any surviving units will have to undergo a Leader Loss MC (LLMC, see the antepenultimate paragraph of page 5). Continuing the attack resolution: 467#1 (top unpinned one), rolls … 5,2=7,+1=8 and breaks *but no ELR reduction]. Flip and place on the bottom of the stack. 467#2 (pinned) rolls … 6,5=11,+1=12, which breaks (pin no longer applies) and suffers ELR reduction (for failing by more than 3) to a 447 2nd line squad (see the Nationality Chart on back cover of Rules to see the devolution of quality). Therefore, remove the 467 and replace at the bottom of the stack with a broken (flipped) 447 squad. Finally, since the squads are broken (worse than Pinned), there is no point to undergoing the Leader Loss [Pin]Task Check (LLTC), and it is forsaken. Now mark P5 and Q5 with Prep Fire counters (so not to forget that they Advancing Fired). Now O6 attacks with 4FP/+3 (calculated earlier above), and rolls … 2,1=3, +3=6! For a NMC. Place PF. The leader rolls first and gets … 3,6=9, breaking again. According to the rules (see also under “NMC:” under the IFT on the QRDC) an already broken unit that fails a MC, suffers Casualty Reduction. And under “K/#:” under the IFT, we read that “Casualty Reduction eliminates a HS, reduces a squad to a HS, and wounds a SMC. Now we add from 3.2.1 P3, “A wounded SMC must immediately take a wound severity dr; a 1-4 indicates a light wound (Wound counter), and a 5-6 eliminates the SMC” with a mortal wound. The leader rolls and gets, dr=4. Place a wound counter on the broken leader. Next the broken 467 (broken ML7) rolls 3,1=4, passing the NMC and remains broken. The broken 447 (broken ML7) rolls 5,4=9, breaking again and therefore suffers casualty reduction to a HS. Therefore, the 447 2nd line squad is replaced by a broken 237 2nd line half squad.
S6(747) decides to get in on the action. 4FP/+3, just like O6. The DR=5,4=9,+3=12, for no effect. Mark them with a Prep fire counter, then remove all the Prep Fire counters to end the AFPh. Wow! What a phase! AT2 RtPh: Best if you read 3.6 and the Rout Phase Example on page 9 first, if you didn’t before. The American routs first since he is the ATTACKER (this is the American turn). Broken 8-0 Ldr in Q5 with DM counter elects to rout5: R4(MF1, and is NOT subject to interdiction by unit in L2 because beyond normal range), S4(MF2), T3(MF3), U3(MF4-5) and ends rout. As for the German broken units in Q6, they are encircled and if they were to step into any of the open hexes around them (P6, Q7, R6, and R5), they would move closer to known enemy units in their LOS, yet they cannot stay where they are since they are adjacent to enemy units and cannot step into a hex adjacent to an enemy. Therefore, they have NO possible rout, and are all eliminated for Failure to Rout! Finally, the Schwerpunkt falls! Clear the hex of counters.
5
This unit is not required to rout since it is neither adjacent to a “Known unbroken enemy unit,” nor in the same Open Ground location in the Normal range and LOS of a Known Good Order enemy unit that would be able to interdict it.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 RtPh Special Lesson: When does a unit have to rout? The situation: a broken unit in cover (bld or woods) is DM'd by arrival of adjacent enemy also in cover. That enemy is then broken by D1F from elsewhere. In the RtPh we now have adjacent broken/DM combatants in cover and we'll stipulate that there are no unbroken Known Enemy Units (KEU) adjacent to either. This situation is never mentioned directly in the rules for SK or full ASL, but is addressed in the "Comprehensive Rout Example" (CRE) in ASLRB2. The question is: “Must this DEFENDER rout if this ATTACKER is no longer adjacent because he routed away first?” The answer is, “No.” Here's why. The rout rules stipulate "Broken units not in melee under DM must rout away (ATTACKER first - one unit at a time) during that RtPh or be eliminated for failure to rout." But the elimination mentioned is for: A.) Not removing adjacency to a "Known unbroken enemy unit," or for, B.) “Remaining in the "same Open Ground location in the Normal range and LOS of a Known Good Order enemy unit that would be able to interdict.” Therefore, as the CRE demonstrates on page A28 for enemy adjacent in O5 and P5, neither of the adjacent DM'd combatants are required to rout because neither is adjacent to a "Known unbroken enemy unit". Therefore, whether this ATTACKER elects to rout or not, this DEFENDER is under no compulsion to do so, and both units may end the RtPh adjacent to each other.
AT2 APh: M4(337)->L3 (this is Medal of Honor stuff), O6(747)->N6, 747#1(P5)->O6, 747#2(P5)->P6, Q5(747)->Q6, S6(747)->R6, and finally U6(747x2)->T5. AT2 CCPh: None possible and no Pin counters to remove either. This ends AT2 and Game turn 2. Flip the turn marker back to front side and place on “3” for German Turn3.
BOARD INVENTORY end AT2 AMERICAN: L3: 337 N5: 8-1 N6: 747 O6: 747 P6: 747 Q6: 747 R6: 747 R7: 8-1,747 T5: 747x2 U3: bk/DM:8-0 GERMAN: I7: 548 K2: 7-0 K3: 447 K4: 447 L2: 447 L7: 9-1,548x2 GT3 RPh: Place the reinforcing German units entering this turn along the east edge of the board. Pre-staging: I11: 9-1,548x2 Otherwise, there are no German units to rally (unfortunately). So now the American may try. The American has only one unit broken, a SMC, the 8-0 Ldr in U3. He is in a great place to rally (buildings and woods have a -1 Rally Bonus), but trying to rally yourself is tough and always suffers a +1 Self-Rally penalty. This 8-0 Ldr has just arrived from his fretful rout and is still shook up badly (i.e., has a DM counter on him), making it much harder (DRM of +4) to rally. But he tries. With broken ML of 8, and net DRMs of +4, he must roll ≤4 to rally; not likely. He rolls … 2,3=5, +4=9! So close … but no bananas. No other activity for this RPh. At the end of the RPh the DM counters are removed. Ah, that Ldr is feeling better already!
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 GT3 PFPh: Again, don’t forget: if they Prep (provide covering fire) then they don’t move. The squads surrounding L3 are not interested in moving … or are they? Being adjacent to one another AND the enemy, they can bring a FG with 4FP x3 units, x2 for PBF = 24FP, with very good chances that they could eliminate the HS. However, there’s always a chance that the attack might go FUBAR, and that the defending HS may not lose their discipline. So the German is thinking that he could also get a good 16FP shot using only K3 and K4, leaving L2 freedom to Assault move to M3 in case the HS doesn’t get eliminated, so they can advance into M4 to surround the HS and claim a victory condition building at the same time. (I let the die make this decision, 1st approach odd, second even, and it came up even.) K4(447)+K3(447)->L3(337), 16FP/+3, and the DR= 3,3=6, +3=9 but Cowers to 12FP column, for a NMC (the other attack would have resulted in a 1MC given same DR). Mark K3 and K4 with Prep Fire counters. The 337 squad checks for a NMC with a DR of … 4,3=7, again barely passing and becoming pinned! Place Pin marker on them. Units in L7 are looking along the eastside of the village at a six-hex 42FP FG!! They also know that more of their Fallschirmjäger buddies are approaching from the east and may get mowed down by same. They want to break that FG up by attacking right at its center as best they can. L7(9-1/548x2)->P6(747), 8FP/+2 (sBld and Ldr), and the DR is … 4,2=6, +2=8, for a NMC. Mark L7 with Prep. P6 checks with DR=4,4=8, breaking [but no ELR ever for the American 747s because their ML is underlined [see last sentence of 5.1]]!6 Success for the German Commander! Flip and DM the unit in P6. No other Prep Fire from the German. GT3 MPh: I7(548) gets cocky and moves, not Assault Moves, into J6(MF1), … and the American screams “I kill you!” 6
But in ASL (there’s always a “but” in ASL), any unit with underlined Morale that fails an MC so badly that it exceeds its (5) ELR is replaced by two of its half squads.
N6(747)->J6(548) with D1F, 6FP/-2 (-1 for FFMO and -1 for FFNAM), and rolls … 5,3=8,-2=6 for a 1MC. Mark N6 with a First Fire marker. German rolls … 3,2=5+1=6, passing handsomely. Place a 2FP residual fire counter on the hex (6FP/2=3FP but there is no 3 so gets a 2FP). Continuing their move: K6(MF2-3) and end (remember, the Residual Fire counter is in the hex (J6), not on the squad (now in K6). Now L2(447) Assault Moves to M3. The American tries to do something! L3(Pinned 337)->M3(447), 2FP/-1 (for FFMO only), and rolls … 4,4=8,-1=7, for nada, even before adjusting for having cowered. Mark the American with Final (not First) Fire counter (because they cowered). What about Residual FP (RFP), you may ask? Since this 2FP attack cowered, it is resolved on the 1FP column. And since RFP use half the FP used to resolve the attack, we don’t have enough FP to leave any RFP (thanks to cowering). But wait … that attack gets the attention of the troopers in T5, who attempt to help their buddies. T5(747x2)->M3(447), 6FP/-1 (7FPx2units, /2 for LRF =7, goes on 6FP column) The Germans says, “Through the orchard, I think, for a +1 Hindrance you’re shooting!” They check, and indeed the line of fire (LOF) does clip the inside vertex in Q5 [see Inherent Terrain in 2.0]. Therefore there is hindered LOS, and they proceed with the DRMs of -1 for FFMO and +1 for Orchard Hindrance to equal a final DRM=0. The DR is … 2,4=6, for a 1MC. Place First Fire on American, and a 1FP RF counter. German 447 checks for a 1MC and rolls … 3,4=7+1=8!, breaking [only failing by one, so no
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 ELR]. Flip and place DM on them. Amazing! Now for more Germans. This is an easy tactical question, at least for me, once you think about it. Basically, the reinforcements will either battle for N5/N6, the approach against which is over much open ground and possibly against several powerful squads of paratroopers, or run to the far side with less exposure, to battle for L3/M4. To win, all they have to do is deny the Americans the Victory Conditions: there must not be good order (GO) German Units in any of the four structures! So if there is a GO German unit in any one of them, the American fails to meet the criteria and the German wins. OK, now we’re getting nasty and personal! Given these facts, the German reinforcements chose to double-time it over to the far side: 9-1/548x2 declare “Double Time!” (place CX on them, they now have 8MF all together [see the MF/PP Chart (top row) on the QRDC]: I10(MF1), I9(MF2), I8(MF3-4), I7(MF5), J6(MF6), they must now undergo a 2FP Residual Fire attack: 2FP/-2 (-1 each for FFNAM/FFMO), and the DR is … 5,1=6,-2=4 for a 1MC! Oh, oh! Leader 9-1, checks first and rolls … 4,6=10+1=11, and fails/breaks [by 2 so no ELR reduction]! Flip and place DM. This has HUGE consequences, for no matter what else, the leader cannot proceed WITH the squad to its ultimate objective of J4, so they lose the 2MF leader bonus in movement, and are left with that of only a MMC that is double-timing, i.e., 4MF (MMC) +2MF (Double Timing)=6MF, which is exactly what they have spent thus far, and can move no further!! Additionally, after everything else, the squads may face a LLTC too (if they don’t break in the next moment)! Now for the squads’ 1MC check: 548#1 rolls … 4,1=5,+1=6, passing handsomely! 548#2 rolls … 2,2=4+1=5, passing impressively! Way to show your leader, guys!
But now comes the LLTC. Remember that any negative leadership modifier is used against the squad as a positive DRM. In essence, the better the leader that breaks or dies, the harder it is on the guys with him *doesn’t this game have beautiful logic?!+. The squads have a ML of 8. 548#1 rolls … 1,1=2,+1 (for -1Ldr)=3. These guys must get medals after today. 548#2 rolls … 2,6=8,+1=9! They fail and are Pinned! Place a Pin counter on them. I have my stack arranged thusly from the bottom up: broken leader, DM, 548, Pin, 548, CX, and 2FP residual fire marker. The Americans, however, are not done yet with these guys. Now R7 opens with D1F! R7(8-1/747)->J6(contents just described), 2FP/-3. Hope you can figure why by now. <> The American rolls … 5,2=7,3=4, for another 1MC. Place a First Fire counter on them. No residual counter is placed because 1FP, from this fire, is less than the 2FP already there. The leader checks first again (why? What if he dies this time?), and rolls 5,6= 11 (original), +1=12(final). If he had rolled an original 12, he would have been eliminated]. You may remember that a broken unit that breaks again suffers Casualty reduction, and that SMCs do so by wounding (or dying, depending on the die (not dice)-roll (dr)). The leader rolls and gets, dr=4. Place a Wound counter on him directly. This status is summarized on the counter itself, and says 3MF (limiting his movement/routing severely), and ML/LD -1 (reducing BOTH his morale level and leadership by one, in this case to that effectively of an 8-0 leader. The only part not included, is that he suffers a +1 die (not dice)-roll-modifier (drm) for any further wound checks because he is wounded already.] Next the pinned squad rolls … 3,5=8, +1=9 failing [only by 1 so no ELR] and breaks. Flip them, discard the Pin marker, and place them under the broken leader and DM marker. Now the last 548, rolls … 1,4=5,+1=6, passing yet again! This ends the GT3 MPh. Remove the Residual Fire markers.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 Wow! What a turn of events! The GT3 MPh demonstrated some important principles, some of which include: Leadership (especially when helping direct fire, but also its effect when lost), the value of low FP shots if also benefiting from negative DRMs, situational awareness, the attrition caused by repeated attacks upon a unit, and how military planning can evaporate under the cauldron of battle. GT3 DFPh: The American has one shot, from O6 to M3. O6(747)->M3(bkDM447), 6/+1 (for the Orchard Hindrance of O5 hexside). Place Final Fire. DR=5,2=7, +1=8 for a useless PTC. In the DFPh, those units marked with First Fire can only fire at adjacent targets. If only L3 had not cowered, thereby getting a First Fire marker instead, they might have tried again against M3 in this phase. Remove all First/Final Fire markers. GT3 AFPh: The only units that can do anything are K6 and unbroken squad in J6. K6(548)->L3(337), 4FP/+4. <<5FP/2 for AFPh=2.5FP, +1 [Assault Bonus]=3.5, FRU to 4FP. DRMs = +3sBldg, +1 Orchard Hindrance=+4.>> And the DR is … 4,2=6, +4=10, for nada. Mark them with Prep Fire counter. Now J6(CX’d 548)->N6(747), 4FP/+4 (don’t forget +1 for CX’d), and the DR is … 2,5=7, +4=11, for nada. Mark with Prep Fire (PF). End of AFPh. Remove all PF markers. GT3 RtPh: German, as current ATTACKER, goes first. M3->M2, L1, K2 (no closer to L3 in hexes than L1) and equal expenditure of MFs (4) than if routing to L0 (woods). Next, J6 (broken wounded-leader and squad only, not the CX’d 548) to I6 (rather than J7 because out of LOS and line of fire (LOF)). Then the American: P6 (could technically stay put because no adjacent unbroken enemy, but prefers to get out of the LOS and fire of bad guys) to P5. He can now see the Germans in K4. End of RtPh
GT3 APh: K3(447) and K4(447) to L3. Place Red-onWhite “CC” counter on top of stack. GT3 CCPh: Best that you read the pertinent rules section now. See 3.8. First we determine if one side ambushed the other. The only die-roll-modifier (drm) in play here is +1 for the American for Pinned status. The German rolls: 5; the American rolls 6+1(Pinned)=7, a difference of two. The German missed ambushing the American by one, so there is no Ambush. The German may not do two separate attacks, because “no unit attacks or is attacked more than once per CCPh.” The American must decide whether he wants to attack both of the squads, or only one squad this time, and he quickly decides to attack only one squad. CC Special Lesson: Pinned units Attack in CC at half FP for being pinned, but DEFEND at FULL FP. Though this is not clear in the ASLSK1 rules, consider that even broken units defend in CC [at full strength, 3.8 P3], therefore it is inconceivable that pinned units would defend at less FP than broken units! Unfortunately, this is not made any clearer in the rules for ASLSK2 (Guns) or ASLSK3 (Tanks), but is explicitly clear in ASL. The American HS is suffering the effect of being Pinned, which results in Half FP for their attack calculation, but not their defense calculation. Therefore the German Attack-to-American defense FP ratio is 8:3, which is more than a 2-to-1 odds ratio (6FP:3FP), but insufficient for a 3-to-1 odds ratio (9FP:3FP), and will therefore be resolved under 2-to-1 odds ratio with Kill # of 7. The German qualifies for none other of the FP/DR Modifiers listed on the Close Combat Table (CCT) on the QRDC. The American’s attack is focused only against one German squad, so its pinned attack ratio is 1.5FP:4FP, which is better than 1-to-4 odds ratio (1:4) but not sufficient to qualify for 1-to-2 odds ratio (2:4), therefore is resolved under the 1-to-4 column with a Kill # of 3. The German rolls 4,2=6, which is less than their kill #, for a kill. The American rolls 5,2=7, way over their kill # for nada. The
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 American HS is eliminated. Remove the CC and Pin counters. End of CCPh and the GT3. You may have thought, “Seeing what was coming, that HS should have run for their life!” And you would be right. If only they had come from an ASL box instead of an ASLSK box, they would have had that ability! Flip the turn counter over for AT3. We are now exactly halfway through the available turns for resolution of this battle. BOARD INVENTORY end of GT3 GERMAN: I6: bk/DM:548,wnd9-1 J6: CX548 K2: 7-0,bk/DM447 K6: 548 L3: 447x2 L7: 9-1,548x2
over to good side). Now the German attempts self-rally of wounded leader in I6. Remember, his ML is lowered by one (to 8) secondary to his wounded status. His DRMs are DM (+4), Self-rally (+1) and in building (-1) for net DRM=+4. He must roll ≤4 to rally, and rolls … 3,6=9, +4=13 (way over 8) and fails to rally. The squad with him is stuck because there is no good order (GO) leader present with them to attempt unit-rally. Next the 7-0 in K2 attempts to rally the broken/DM 447 (broken ML of 7). DRMs = -1 for building and +4 for DM, =+3. They roll … 3,6=9, +3=12, and fail to rally. End of RPh, so remove all DM counters!
AMERICAN: N5:8-1 N6: 747 O6: 747 P5: bk/DM747 Q6: 747 R6: 747 R7: 8-1,747 T5: 747x2 U3: bk8-0 AT3 RPh: Place the approaching reinforcements along the north board edge to remind the American to move them in the MPh. Pre-Staging: W5: 9-2,747x2,337x2 Since the American is the ATTACKER for this RPh, he may attempt one and only one MMC self-rally in addition to the regular SMC self-rallies. The squad in P5 is DM (+4), attempting self-rally (+1), in a building (-1), for a net DRM of +4. With a broken ML of 8, they’ll have to roll ≤4 to rally, They roll …2,5=7,+4=11 and fail to self-rally. The SMC in U3 now attempts self-rally with following DRMs: self-rally (+1), in building (-1), for net of DRM=0. He rolls … 4,2=6, and rallies (flip him
AT3 PFPh: This is a critical tactical moment for the American. He has to decide whether he wants to consolidate his hold on the central building area, or move those forces to try to recapture the southwesterly victory-condition (VC) buildings. Should the approaching reinforcements (which include the finest leader in this battle) hustle to occupy those VC buildings before those nasty 548s to the south, or help in town? Should he pace himself (having three turns including this one) or snatch and try to hold on? The options are beginning to look like a football (US) play diagram! The American determines that he has too much need for moving to spare any Prep fire. AT3 MPh: O6(747) moves: N5(MF1-2) and pauses for the German to consider. Note that the American did not declare “Assault Movement,” prior to moving so it seems to the German that he will continue moving. If he shoots on him now, he cannot affect the leader in the same hex; in order to do that he would need to wait for the DFPh. If the American is proceeding into the street, that will be a desirable 2DRM (for FFNAM and FFMO) shot. The German decides to wait for the next move. The American then declares that the squad will proceed to spend MF3-4 by attempting smoke placement in the M5 adjacent hex! The American squads have a “3”
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 smoke exponent on their “7” Fire factor (see counter), meaning that if they roll ≤3 with one die, they successfully place smoke. No drm applies in this case (leaders do not affect smoke placement, [why would they?], and the squad is not CX’d). They roll … 2, and are successful! Place a green smoke counter in hex M5 [smoke, like Orchard, is Inherent terrain]. The German is baffled and doesn’t know whether he should fire at the squad in N5 for D1F (placing smoke expends MFs and qualifies for D1F attacks) or wait for coming move sure to be screened by smoke. … He decides to save his fire for expected move. Simultaneously, the squad in R6 attempts to “pop smoke” in Q7 (MF1-2), and roll … 3, successfully placing smoke! Place smoke counter in Q7, and then R6 moves to Q7(MF3-4, smoke costs 1MF more to move into) and ends its move. The German is baffled by all the smoke, and a bit frustrated. Q6(747): P5(MF1-2), O5(MF3), N4(MF4) and stop. K6 thinks it sees movement through the smoke and opens fire. K6(548)-> N4(747), 4FP/+1 (-1 FFNAM, +2 smoke hindrance [no FFMO because of the hindrance modifier+), and rolls … 4,6=10, +1=11 for no effect. Place no residual fire in target hex and mark firers with First Fire marker. T5(747#1) declares double time (place CX on them) and runs: S6(MF1), R5(MF2), Q5 (MF3), P4(MF4), … drawing fire from L3. The American objects “No LOS because of M4.” They check and it seems there is LOS, so attack proceeds. L3(447x2)->P4(CX747), 8FP/-2, (-1 each for FFMO and FFNAM). The DR is … 6,4=10, -2=8 for a NMC. The squad checks and rolls
… 1,1=2! Place a 4FP residual counter on P4 and mark L3 with First Fire. Move continues to O5(MF5), N4(MF6) ending move. Make sure only one 747 (the bottom one) is marked with CX. Now the American must make an EXTREMELY IMPORTANT observation! Note first that N5 is visible from both K6 and, through the smoke, from L3, and is at range of 3 hexes from each. Second, realize that both of those hexes are marked with First Fire counters, limiting them to only SFF which disallows any SFF at targets greater than this range (“not at a range greater than that to the closest enemy unit” [L3 cannot see and has no knowledge of N4]). Those units are essentially “fixed” on N5 until someone else gets at least that close to them. Therefore, T5(747) now moves: S5(MF1), R4(MF2), Q4(MF3), P3(MF4) and stop. Then N6 assault moves to O6. Then R7 orders “Double Time!” Place CX on them. They move R6(MF1) … and the German declares D1F from L7, as he sees his targets disappearing. The American objects “No LOS,” then very importantly requires the German player to identify the specific firing units before checking for LOS. The German thinks he has LOS and declares “the whole stack.” Now they check, and sure enough, LOS is BLOCKED! Place a First Fire marker on L7 for ALL its units. The Americans keep moving: Q6(MF2-3), P5(MF4-5), O6(MF6-7) and ends (with 1MF left over). Make sure the non-CX’d squad already there is placed on top of the CX counter, not under it. Now the leader in U3 moves directly SE to P5(MF16). Then the entire reinforcing platoon arrives en masse along the road: V4, U4, T4, S5, R4, Q4 (having spent 6MF thus far), and P3 (spending the Road Bonus extra MF). The German player is observant and objects, “You are Űberstacking!” (see “Stacking Limits” in 2.0), and the American is required to back up one hex and cannot redeem the extra speed on the road because his ending hex would be overpopulated! Rats! (Alternatively, if the German player was agreeable, and this was a friendly game
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 (not a tournament, which occurs all over the world for ASL) the American could redo this entire last move.) This completes the MPh. Remove all the “green” information counters (i.e. smoke and residual fire counters), and reorient the moved unit counters if you rotated them. AT3 DFPh: The German has no possible attacks (the First Fired units may fire only at adjacent targets (none) and the unit in J6 (CXd) has no targets in LOS (thanks to some more skulking by the American). Remove violet First/Final Fire counters. AT3 AFPh: Q4(9-2/747x2,337x2)-> L3(447x2), 4FP/+1 (20FP/2 for AFPh=10FP, /2 for LRF(Assault Bonus not possible)=5FP, resolve on 4FP. DRM= +3(sBldg)-2(Ldr)=+1). DR= … 6,1=7, +1=8 for no effect. Mark with PF counter. Now P3(747)->L3(447x2), 4FP/+3 (this one can use the Assault Bonus (AB) because target in normal range. 5FP resolved on 4 column). DR= … 2,3=5, +3=8 for no effect (NE). Mark them with PF counter. The squads in N4 and N5 are adjacent and have LOS to K6, BUT … one squad in N4 is CX’d and has a +1 DRM that the others do not have. Unfortunately, a FG suffers any positive DRMs of its member units. Furthermore, “if units in the same hex are going to attack the same unit, they must do so as a FG, they may not make separate attacks.” This requirement is known as “Mandatory FG.” The end result is that N4 must fire at K6 as a FG that is penalized by the +1 for CX of only one of its squads; and if they join with N5 for a larger FG, the entire FG suffers the same penalty. The American will split his attack by hexes. N4(747,CXd747)->K6(548), 8FP/+4 (10FP with AB resolved on 8FP, +3sBldg +1CX’d), DR= 5,2=7, +4=11 for nada. Mark with PF. Now N5(8-1,747)->K6(548), 4FP/+2 (5FP with assault bonus resolved on 4FP), DR= … 4,5=9, +2=11 for NE. Mark with PF. End of AFPh. Remove all PF markers.
Attack DRM Special Lesson For clarity sake, this ASL rule should (in my opinion) have been included in the SK Rules. It is so fundamental to the game that it is included in the preamble section of Chapter A in the ASLRB(2): “A.5: ATTACK DRM: Whenever an attack is made against multiple defending units, if a modifier applies to some but not all of the defending units that attack is made with only one DR by applying the appropriate DRM only to those units – thus getting two or more Final DR from the same original DR. Conversely, whenever an attack is made by multiple attacking units/weapons, if a modifier applies to some, but not all, of the attacking units, it applies to the attack only if detrimental to the attacker. This often advocates the breaking up of a FG into separate attacks [if possible] – not all of which are so penalized.” {Modification added}
AT3 RtPh: There are no routs required or possible. AT3 APh: 747(N4)->M4, CXd747(N4)->N3, P3->O4, Q4(entire stack)->P3, 747 only (N5)->M6, 747(O6)->N5, CXd:8-1/747(O6)->N6, Q7->P6. End APh. AT3 CCPh: None available. No pin counters to remove either. BOARD INVENTORY end of AT3 AMERICAN: M4: 747 M6: 747 N3: CX747 N5: 8-1,747 N6: CX: 8-1,747 O4: 747 P3: 9-2,337x2,747x2 P5: 8-0,bk747 P6: 747 GERMAN: I6: Brk: wnd9-1,548
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 J6: CX548 K2: 7-0,bk447 K6: 548 L3: 447x2 L7: 9-1,548x2 End of AT3 and Game Turn 3. Flip and advance the turn counter. For the coming game turns, no more explanations for attack FP and DRMs will be explained, with possible exception. You should know it pretty well by now. Additionally, information counters will now be only mentioned, and you’ll have to put them yourself on the units or hexes that require them. GT4 RPh: The leader in I6 is wounded (reducing his broken ML from 9 to 8. He is not DM’d (thank God), is in a building (-1), but is attempting self-rally (+1) for net DRM=0. He rolls … 6,3=9 and fails to rally. Since the broken squad in I6 is not with a good order leader, he can technically attempt MMC selfrally (it is the German’s Turn now). The one MMC self-rally attempt during the ATTACKING player’s Rally Phase is limited to an MMC without a good order leader. DRM=0 (+1SR, -1 Bldg) and DR=5,5=10 for no rally. Now the 7-0 in K2 attempts to rally broken 447 (broken ML 7) with DRMs of -1 (building) and rolls … 3,3=6, -1=5 and rallies. Flip them to front side. American: No Self rallies. Unit rally in P5: bk747 with 8-0 Ldr, DR=5,4=9, -1(for building terrain rally bonus [RB]) =8 for no rally. End of RPh and there are no DM counters to remove. GT4 PFPh: The German has many options to consider. The units in L3 are facing a huge FG, or are they? If the American were to use a FG of M4, N3, O4, P3, the entire FG would suffer a +1 DRM because of the one CX’d unit for reasons that are not illuminated in the ASLSK1 rules (as mentioned before), but is clearly stipulated in the errata for the ASL RB(Rule Book) 2nd Edition [ASLRB2] for rule A7.52: “Should any member of the FG incur a
detrimental DRM, it applies to the entire FG (cumulative as per A7.3).” Anyway, even though this isn’t clear in the rule book provided, you would find great frustration when you tried to calculate and resolve such fire, thereby revealing the error of the way. Therefore, the American can still use the huge FG, but will have to add +1 for CX; the German doesn’t know what the American is thinking, however. The German can attempt to break up the FG by harming unit in M4 or O4. He may try with both 447s or with one, and then attack the adjacent unit in M4 with the other. The guys in K2 are preparing to move. Finally, one 447 in L3 attacks O4(747) thinking that the CX’d unit in N3 is already suffering a +1 DRM, so maybe he can spread the damage. 4FP/+0, DR = 3,5=8, for NE. Mark with PF (“One ping [unit] only please.”) Then other 447 in L3 attacks adjacent 747. 8FP/+3, with DR=3,2=5, +3=8 for NMC. Mark with PF (put both 447s under same counter). 747 checks with DR=2,2=4 and keeps their discipline! The German shifts attention to other side of town where he will attempt to break M6 with fire from L7, then lay smoke in L5 with K6 to provide protection from the O4 area, and then move same to L6, hopefully surviving fire from N6 due to ML of 8 and CX status of attackers. Hopefully, hopefully, … L7(9-1/548x2)->M6(747),8FP/+2, DR=4,2=6, +2=8, for NMC. Mark with PF. Squad checks and rolls … 1,1=2! Wow! (In ASL [rule A15.1], this would result in a Heat of Battle check, usually resulting in some improvement of the unit!) The guys in K6 are very disappointed, but proceed with the Übermensch plan. End of PFPh. GT4 MPh: K2(7-0/447) bravely Assault Move to K3. P3 responds with D1F (place First Fire): P3(9-2/747x2,337x2)->K3(7-0/447), 8FP/-3, DR=3,3=6, -3=3 (no cower) for K/2 result! Place 4FP residual. Think of the K as meaning “Kasualty
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 reduction.” Review “K/#” on the QRDC under the IFT.
unbroken unit but accomplishes no further hurt to this already-broken HS.
Now for Random Selection7: There are only two units in the hex so we’ll assign the colored die to the leader and the white die to the squad. We roll both, and whichever is higher suffers casualty reduction. If the highest rolls are a tie, all tying units suffer reduction. And the DR (2 simultaneous dr’s) is … 1,1 (TIE! Believe me!) so both suffer casualty reduction. <> First apply the casualty reductions. The leader has to undergo a wound check and rolls, dr=5 (fatal wound), thereby being eliminated outright. Remove his cardboard carcass from the field of battle. Per the Nationality Chart, the corresponding 2nd line HS for a German 2nd line 447 squad is a 2-3-7. Replace with same (front side up). Now the +2MC (from the K/2 result). The half squad rolls … 6,4=10, +2=12, failing *by 2 more than ELR limit of 3] AND suffering ELR. Replace with 2-3-6 HS and flip to broken side with a DM. With the attack fully resolved, we can observe that the remaining HS now has a morale level of only 6, which is less than the morale level of the Leader that was eliminated (7). Therefore, this HS must now undergo a LLMC8. As the leader eliminated had no “negative leadership modifier,” there will be no positive DRM to this check. LLMC DR=4,2=6 which equals the HS’s current ML and would Pin an
N3(CXd747)->K3(Brk/DM236), 6FP/+0 (Ok, the 1FFMO is negated by CXd +1 DRM to IFT rolls), and rolls … 3,3=6 but cowers to 4FP column, for an NMC. (No resid because it would be less than that already there.) The poor broken 236 squad has a broken ML of 4, and rolls … 6,2=8, breaking again and suffers casualty reduction, which eliminates a HS. Goodbye! Mark firer with Final Fire (for Cowering).
7
This discussion teaches the ASL version of Random Selection. In the SK version (“select randomly”), only one (1) unit may suffer, selected randomly by whatever means you wish. I contend that the difference to game play is statistically so insignificant that the ASL version should have been the SK rule. 8 If the Leader had instead broken and ELR’d down to a 6+1 leader, then this HS would not be subject to the LLMC.
K6 (smoke exponent of 2, see counter) attempts to lay smoke in L5 (MF1-2), dr=2, successfully! Place smoke counter. Anticipating a move out of the building, the American holds fire. Sure enough, the 548 continues with his arrogant move to L6 (?!) (MF3) and ends his move. M4 opens fire. M4(747)-> L6(548), 6FP/+1 (-1 for FFNAM but not FFMO because of the smoke hindrance modifier, and +2 smoke hindrance). DR= 3,5 =8, +1=9, for NE. Mark First Fire and place NO residual fire counter. (Remember how residual fire is reduced per hindrance and CX by the Official Errata for paragraph 3.3[.]1. A 6FP attack would leave a 2FP resid counter, which is then reduced by two columns for the smoke +2 hindrance to zero FP.) Now N6 fires at same target. N6(CXd: 8-1/747)->L6(548), 6FP/-2, (DRMs of -2 for FFMO/FFNAM, -1LDr and +1CX) with DR = 2,3 =5, -2 = 3 for a K/2! Mark with First fire and place 1FP resid9. First the squad suffers its “Kasualty reduction” for the “K” result, and is reduced to a 238 HS. Then the HS undergoes the 2MC and rolls … 5,2=7, +2=9 failing and breaking. Flip and DM. Now the coup de grâce: M6(747)->L6(Brk/DM 238), 12FP/-2!, Death roll = 3,4=7, -2=5 for a 2MC. Mark with First Fire and 9
Don’t forget, CX status also reduces RFP.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 replace resid with a 6FP one. The half squad rolls … 5,2=7, +2 =9 and suffers Casualty reduction which eliminates them. J6(CXd548) first remove the CX, they may not CX this turn (see 3.3 P6, last sentence); then assault move into K6 (MF1-2). O4 opens with D1F. 6FP/+5, DR= 1,1=2, +5=7, but cowers one column to result in a PTC!!! Mark with Final Fire. The squad checks and rolls … 6,4=10, pinning. Place no resid (same as M4’s attack on L6). End of MPh. Remove residual counters and the smoke clears, to reveal a lot of hurt for the Germans. GT4 DFPh: N5(8-1,747)->L3(447x2), 6FP/+2, DR= 5,4=9, +2=11 for NE. Mark with Final Fire. Now M4(1st Fired 747) at adjacent L3(447x2), 6FP/+3, (FP is halved for already First fired and doubled for PBF). DR = 6,4=10, +3=13 for NE. Flip to Final Fire side. End of DFPh; remove all First/Final fire counters. GT4 AFPh: K6(Pinned 548)->O4(747), 2FP/+0 (5FP/2 for AFPh=2.5, /2 for Pinned =1.25, +1(AB) =2.25 and FRU (AB) =3, but resolve on 2 column). DR=4,2=6, for a PTC. Mark with PF counter. 747 squad rolls 2,1=3 for success. End of GT4 AFPh. Remove all PF counters. GT4 RtPh: None for either side. End of RtPh. GT4 APh: German refuses to advance into M4 for CC, hoping he can just hold L3! L7 dares not step out after all they just witnessed. (Your Germans might think otherwise.) End of APh. GT4 CCPh: None. Remove Pin counter. End of GT4. Flip counter for AT4. BOARD INVENTORY end GT4 GERMAN: I6: wnd9-1,bk548 K6: 548
L3: 447x2 L7: 9-1,548x2 AMERICAN: M4: 747 M6: 747 N3: CX747 N5: 8-1,747 N6: CX:8-1,747 O4: 747 P3: 9-2,747x2,337x2 P5: 8-0,bk747 P6: 747 AT4 RPh: American attempts unit rally in P5. DRM=1 for building. DR = 2,6=8, -1=7 and rallies. Flip to good side. Wounded German leader in I6 (broken ML of 8 for wounded) attempts self-rally. DRM=+0 (building vs self-rally). He rolls 3,3=6 and rallies! Flip to good side but keep the wound counter. He now attempts unit rally, but remember that his Leadership is also suffering reduction by one for wounded status (in this case from -1 to 0). The non-DM’d bk squad has broken ML=8. The attempt has DRM of -1 for building, +0 for Leader= -1. He rolls 3,4=7, -1=6, for success! End of RPh. No DMs to remove. AT4 PFPh: P3(9-2,747x2,337x2)->L3(447x2), 16FP/+1 (the HSs are at Long range). DR=5,1=6, +1=7 for a 2MC. Mark with PF. 1st 447 DR= 1,2=3, +2=5 for nice pass! 2nd 447 rolls … 4,6=10, +2=12 (final). They break and ELR to a broken and DM’d 436 conscript squad. M6(747)+N5(747) FG->L3(447,Bk/DM436), 12FP/+3, DR=5,4=9, +3=12 for NE. Mark with PF10. Now M4(747)-> L3(447,BkDM436), 12FP/+3, DR= 2,3=5, +3=8 for 1MC. Place PF. 447 rolls … 1,4=5, +1=6 for pass. Broken 436 (with ML5) rolls and gets … 2,1=3, +1=4, also amazingly passing! Since the German 436 has survived thus far, review the short entry on Conscripts in 5.4 “Inexperienced MMC.” American ends PF. 10
But not the Leader in N5 that did not participate in the attack.
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 AT4 MPh: (Remember, you can rotate the moving unit counters for clarity throughout the phase.) First remove the CX counters from the American CX units; those units may not CX this turn (see 3.3 P6, last sentence)11. N3(747) assault moves to M4. L3 knows what’s coming, but if they fire now, they only affect the just moved unit and gain no beneficial DRMs (FFNAM/FFMO) anyway. They lose it, and fire on them anyway! L3 (447)D1F->M4(m747), 8FP/+3, DR=2,2=4, +3=7 , but cowered and results in a NMC (instead of a 1MC). Place FF. Squad checks and rolls 1,6=7 and Pins. Place a 2FP Resid counter. K6 gets in on the action! K6(548)D1F->M4(m747), 4FP/ +3 (sBldg), DR=6,5=11, +3= 14 for a whopping NE. Place 1F. O4(747) moves: N4(MF1), M4(MF2-3) and stops (achieving squad stacking limits for the hex). L3 is heard to curse in German … and declares Final Protective Fire (FPF) on the just-arrived unit. But first, the Americans must undergo the 2FP Residual Fire Counter attack. 2FP/+2 (+2? Yes, +3 for the sBldg & -1 for FFNAM). DR= 3,2=5, +2=7 for NE. Now the FPF: L3(FF447)FPF->M4(m747) 4FP/+2, and the DR is …2,3=5 (original) +2=7 for a PTC. The American checks with DR= 3,1=4 and is not pinned! Now the original DR of this attack is applied to the defending German unit as a NMC (for FPF) and they are found to have passed (rolled original 5 against ML7). Residual fire is same as there already. Now P5(747 only) moves: O6(MF1-2), N5(MF3-4). Next, P6(747) assault moves to O6. Then P5(8-0) assault moves to O6.
11
This is better done individually.
End of MPh; remove the residual fire counter (no smoke this time), and reorient rotated counters if applicable. AT4 DFPh: L7(9-1,548x2)->N6(8-1,747), 8FP/+2, DR= 5,1=6, +2=8, for a NMC. The American leader rolls 2,4=6 and passes. The squad rolls 1,6=7, -1(Ldr)=6 and passes equally. Mark L7 with Final fire. Squad in I6 passes. End DFPh; remove violet First/Final Fire counters. AT4 AFPh: M4(747 and pinned 747 that moved) -> L3(447,BkDM 436), 12FP/+3. (OK, the FP calculation is such: pinned 747: 7FP/2 (AFPh) =3.5FP, x2 for PBF =7FP, /2 for Pinned =3.5FP, +1 for Assault Bonus =4.5 FP and FRU =5FP. The non-pinned 747 is 7FP/2 for AFPh, x2 for PBF=7FP, +1 (AB)= 8FP and no fraction to round up. 8FP+5FP=13FP, resolved on the 12 FP column.) And the Death Roll is … 4,4=8, +3=11 for NE , and cowered anyway to make matters worse! Those lucky dogs! Place them under the PF counter too. The other eligible Americans hold fire. End of AFPh. Remove all PF counters. AT4 RtPh: American has none. Now the German broken unit in L3 routs K4 (MF1-2) and can continue to adjacent building, so continues running for their life to J3(MF3-4) and I4(MF5-6) and collapses! Note: though Conscripts and Green quality MMC without a leader (i.e., Inexperienced MMCs, 5.3) have only 3MF for moving, they can still run for their lives as well as anyone during a rout! A wounded SMC, however, may not use more than 3MF during the rout phase. AT4 APh: N5(8-1,747) to M6; O6(747 only) to N6. Then, smacking their lips, two 747s of M4 (not the pinned unit) advance to L3, place red CC (Close Combat) counter on the hex. Last, P3 (entire stack) advances to O4. AT4 CCPh: First check for Ambush. Neither the German nor the American has any drm. German rolls 6, and American rolls 3, for a difference ≥ 3, and the Americans ambush the Germans! The Americans are granted a -1 drm for ambush[ing]
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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1 Tutorial Example of Play (tEOP) No.1, by Eddy M. del Rio, BGG user edelrio, updated July 24, 2011 status. The American-to-German attack ratio is 14FP to 4FP, good for a 3:1 odds ratio, with a Kill# of 8. The German will attack only with any surviving units if any (due to being ambushed). The American rolls … 3,5=8, -1=7 and eliminates the German squad. If there had not been an ambush, the German attack would be 4FP to 7FP (attacking only 1 American squad by choice), for a 1:2 odds ratio. End of AT4 CCPh. Remove Pin counter, flip the Turn counter and advance for start of GT5.
is discovered after play has passed that point, the game cannot be backed up to correct the error, even if such error is a violation of a rule. For example …”
Summary of Most Important Changes to this latest version: 1. LLMC/LLTC vulnerability is now clearly shown to be determined after resolution of the attack, etc., with all morale levels of the final state. 2. Off-board hexes are Open Ground; roads extend off-board. 3. Inclusion of Tactical Commentary 4. Corrected RF DRM on pages 6-7.
The German Leaders in I6(wounded) and L7, having witnessed the slaughter, signal each other realizing they cannot stem this heavy tide, and decide to retreat, leaving the broken unit in I4 to a sure similar fate. German player concedes victory to the American player … for now. This example (an actual solo play) failed to demonstrate an instance of Interdiction being applied to a routing unit, or the condition of Melee, neither of which are difficult to understand. They will be demonstrated in the EOP for ASLSK scenario S2, War of the Rats, featuring Russian and German units in an urban setting of Stalingrad, and which will feature several support weapons (SW) including machine guns (not inherent sub-machine gun types, but the heavier dual-manned versions), terrorizing flame throwers, and sneaky demolition charges. The EOP for S2, War of the Rats, is available at http://www.boardgamegeek.com/filepage/44414/a slsk1-tutorial-eop-no-2-s2-war-of-the-rats
Many individuals have provided valuable critique of this document (whether on BGG or via e-mail), to include rules, tactics, typos/spelling and ideas for content. I thank all that provided same and acknowledge them in no particular order: David Winston aka More Rules (dwin), Steve Bowen (Binko), Miikka Sohlman (Hipsu), Frank P (Cranky44), Tor Sverre Lund (Gawain), Erez BenAharon (abeharon), Stephen Thomas (sjwthomas), Mike Restall (Anzac Wookie) and Andy Daniels (andydaniels). Thank you, gentlemen all! Any errors remaining are truly mine alone.
Much of what you’ve learned thus far will largely be assumed (with occasional exceptions) in the next EOP, and explanations will concentrate on the new technical issues of using SWs. Now you’re ready to try playing Retaking Vierville for yourself. Good luck! I leave you with this assurance: the battle will never go the same way twice! Closing thoughts: Though this game is complex, you don’t have to be an astronaut to play it! An ASL rule not included but desperately needed is as follows: “A.2 ERRORS: All results stand once play has progressed past the point of commission. In other words, if an error
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 Here we are, ready to begin the EOP for scenario S2, the second scenario for ASLSK1. This EOP presumes that you have already used my EOP for ASLSK1 scenario S1, have applied the errata identified, and have acquired the knowledge and game mechanics covered by same, and maybe have developed some tactical sense too . In S2, we move to the urban setting of Stalingrad, Russia, a close-up of which can be seen below during the Battle of Stalingrad.
If you wonder about whether there should be weather happening in Stalingrad, like snow (not likely in September) and frigid conditions, or the presence of rubbled buildings and smoke-filled skies, or snipers [à la Enemy at the Gates], these elements are factors in the full-blown ASL! Additionally, one of the principle features of the Stalingrad Battle that led the Germans to call it Rattenkrieg was the feature of movement and combat below ground in the sewers of the city! This nasty level of realism is available only in ASL, but rest assured we will have plenty of depth and breadth in this starter kit version!
ACKNOWLEDMENT I would like to thank Jonathan Adrain (BGG user name jadrain) for offering his critical editorial eyes to the discovery and correction of several errors, typos, discontinuities, etc. Thanks! This scenario introduces the remaining features of ASLSK1: Support weapons (SW), namely machine guns (MG), flame throwers (FT) and demolition charges (DC). (If you haven’t already read section 4.0, do so now.) With this addition we will add the game concepts of possession/ recovery/transfer of SWs, destruction of SWs, Inherent Portage Capacity (IPC) or how much an infantry unit can carry and its effect if they carry more than that limit, Portage Points (PP) or the value of how much the SWs weigh or encumber the infantry unit, Rate of Fire (ROF, see 1.2.4) or the ability of weapons (in our case MGs) to continue firing, and the dreaded malfunction or breakdown of a SW and efforts to repair it if possible, or the discovery that it is permanently fouled! A SW can also be abandoned by a routing or eliminated unit, and then recovered by enemy units! Having learned in the S1 EOP the principles of Defensive First Fire (D1F), Subsequent First Fire (SFF) and Final Protective Fire (FPF), all of which occur during the Movement Phase (MPh), you will now need to apply these to MGs. MMP has figure 2 of page 8 of SK1 rules beautifully illustrated at their web page in an interactive presentation by Mr. Eric Miller. Go to http://www.multimanpublishing.com/DFFDemo /tabid/78/Default.aspx to view it. Also, please download the excellent First Fire with MGs Flow Chart at http://home.comcast.net/~tomrepetti/misc/FFf lowchartv3.1.PDF . (Use this as a player aid.)
OK, let’s go. This scenario introduces another new concept: Scenario Special Rules (SSR, see Page 1 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 the bottom of the scenario card). Predictably, these are minor tweaking of the rules or additions, etc., that enhance the realism and play. The SSR in S2 stipulates that the German elite squads (only) will be better equipped to lay smoke than usual. In a case like this, you should think that the Germans will need that enhancement to accomplish their Victory Conditions (VC). Speaking of VCs, Building Control is nothing more than having been the last side to have an unopposed good-order (see Definitions 2.0) infantry unit in the building [while no enemy units occupy the same building]. In this case, the subject VC buildings are presumed to begin under the control of the Russians, and remain so until control is taken by the Germans. Optional LOS Rule Addendum Map z has some building features never seen before in ASL: some building depictions are entirely off-set from the hex center dot (e.g., F8, J8, K9, AA8 or even all of the 3-hex building BB9) such that some LOS checks may never cross or enter the building depiction at all. [This does not regard multi-structure building hexes like zK1]. This has unfortunately allowed for some ambiguities and unrealistic situations (in game terms) that are contrary to the integrated nature and realism of the ASL/ASLSK system. Though the rules clearly disallow firing from one end of a linear building, through an intervening building hex into the far side of the same building, (e.g., from D2 to D4, E3 to E5, L5 to L7, or R1 to R3), as drawn, this map (and only this map in the entire SL/ASL/ASLSK system thus far) would allow fire from J8 to L8, V2 to X2, AA9 to CC9, or G9 to K9, H8 to F8, and even S9 to CC9! This is all because these building hexes have their building symbols uniquely off-set from the hex center-dot, which is used for LOS determination [see hex CC2 for a common variant that is perfectly acceptable and offers no problem to the game’s LOS simulation+. I find the LOS consequences of such totally fanciful and an uncharacteristic feature, that is at once both contrary to the nature of the world’s finest tactical war-game system, and apparently unique to only this board. Consequently, and with certain opposition from many, I have developed (and
strongly recommend) an option to the LOS rules as nd given in 3.2, 2 paragraph, that allows the game on this map (z) to be played as if on any other ASL/ASLSK map, as follows: Mapboard “z” Optional LOS House Rule In cases when checking LOS/LOF to/from a building hex, the structure of which is off-set from the hex-center-dot [EXC: not including a building hex comprised of more than one detached structures, e.g., zK1], instead of using the hex-center-dot to measure LOS, use the middle of the building symbol at the point where it touches/intersects the intervening hex-side. Adjacent building hexes always have LOS/LOF, despite location of center dots (see Building zBB9) because terrain in the firer’s or target hex never obstructs fire. Obstructed LOS per this rule is reciprocal. Otherwise obvious LOS is not restricted by this rule. Example 1): LOS from W8 to AA8 is checked from W8 center-dot to Z8/AA8 hexside at the middle (where the middle portion of the symbol resides). The LOS is seen to cross building symbol in Z8, so is OBSTRUCTED. Example 2): LOS from S9 to CC9 is checked from S9 center-dot to BB9/CC9 hexside where the roof midline (the middle of the building symbol) touches/intersects the hexside. This demonstrates that LOS is OBSTRUCTED by building symbol in BB9 and AA9, as well as tip of woods in Z9. Example 3): LOS does not exist from L8 into J8, H8 into F8 or AA9 into CC9 because the thread never enters the target hex building symbol and buildings are not inherent terrain. The lack of LOS is reciprocal. Example 4): There is LOS/LOF into BB9 from either AA9 or CC9. Example 5): LOS exists obviously between Z1 and X1, Z1 and X2, or AA8 and CC9.
Don’t try to understand this all right now; when it is in effect it will be revisited. Balance Provisions In my EOP for SK1, I failed to explain what the “BALANCE:” portion of the Scenario Card is used for, though I suspect you haven’t had the need for it yet. If after repeated playing of a particular scenario one discovers a pattern of one-sided national victories, or better yet, when play occurs between players of distinctly
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 different levels of playing ability (i.e., a significant difference in the “ELR” of the players themselves ), the play-balance of the battle may be shifted slightly in favor toward the selected side by implementing the suggested play balance modifications. In this scenario, if it were desired to favor the German force (or player of same), then, according to the playbalance instruction on the scenario card the Russian 9-2 leader would be replaced instead by a 9-1 leader. One point of additional ERRATA: In section 4.0, 2nd paragraph, 2nd line, 1st word: change Infantry to Inherent. It’s already correct in section 2.0 Definitions. OK, time to move out! Russian Set-Up First the Russian player must consider the VCs: if the Russian player can deny the German Building Control of any one of the VC buildings, the Russian wins. So he must decide how much terrain he wants to defend, if he wants to use a delaying tactic as he retreats, where he can get the best use of his MGs, etc. This is not an easy decision and probably has several approaches. An important consideration for Russian set-up is the movement by carrying, or portaging, of the MGs by the infantry. Read paragraph 2 (P2) of 4.0. MMCs (even just half squads (HS)) have an IPC of 3, and a SMC can help by adding their one (1) IPC. Therefore, both together have 4 IPCs, but that is one less than the five Portage Points (5PP) cost of the encumbering Russian medium MG (MMG) with its accoutrements. Comparatively, the German MMG with its accoutrements weighs only 3PP. Consequently, that heavy Russian MMG will slow down the squad and leader portaging it by 1MF (4 IPC together minus 5PP cost = -1MF difference). If it were portaged by only a MMC, then they would be slowed by 2 MF (3 IPC minus 5PP = -2MF).
Now is a good time to remember that Assault Movement by a unit is not possible if it takes all of their MF [as is the case of the squad just described (a MMC moving a 5PP MMG has 2MF) entering a building (cost 2MF); see 3.3 P5]. Of course they can hustle by double-timing (CX), but suffer the draw-backs too (including reduction of their IPC by 1 [3.3 P6]). So the Russian player has to balance the increased FP and range of the MMG with its difficulty of being moved, or retreated with! Possession of a SW is indicated by placement of the SW counter directly on the possessing unit’s counter. Therefore, I will indicate a SW and the possessing unit thusly: SW/unit. An unpossessed SW will simply be listed (e.g. 8-0, 447x2, 236, LMG, FT, etc.). Without further delay, and for lack of any other tactical discussion (usually the best learning occurs with mistakes anyway), the Russian Set-up is as follows: Force West (led by Sgt Evich): E8: 426 F7: 426 F8: 7 -0 (Cpl Bessorov) G7: 426 H6: 426 H8: 8-0 (Sgt Evich) (Assignment: to slow the advance of the superior German forces until reinforcements arrive, and then conduct a fighting withdrawal) Force East (led by Sgt Zygin): J5: LMG/447,426 K5: LMG/447 L5: 447 M5: 8-1 (Sgt Zygin), MMG/447 O5: 447 (Assignment: to fight to the last Comrade for
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 contested buildings in our Leader’s namesake city of the Motherland!) You should note that I have placed all the MGs in the possession of 1st line quality squads (the 447s). The use of SWs usually require more smarts and experience, therefore the Inexperienced squads (i.e. the Russian Conscript 426s, see 5.4) can only use the MGs with the following penalty: the breakdown number (B#) is reduced by one, (from 11 to 10!). If the original IFT DR is ≥ to the B#, the MG has malfunctioned; flip the counter over. In fact, you should note now the difference in quality between the German MGs (which have a B# of 12, as indicated by the absence of a B# on the counter, see last paragraph of 4.1) and the Russian ones. On top of that, any MG being used in SFF (and FPF) has its B# lowered by 2 (last sentence of 4.1, that’s cumulative with the use-by-Inexperienced-MMC penalty)! Also, don’t forget that Inexperienced units have reduced MFs too (3MF instead of 4MF) and suffer a +1 ambush drm. The Russians are hoping for reinforcements by elite squads, but who knows if they will actually ever come. As for the Germans, let’s first note a few particulars regarding their SWs. We have already observed that their MGs are more dependable than the Russian MMG and LMG, but see too that they are more powerful (higher FP and longer range). Then note on the reverse side that the FT and DC have an X# instead of a B#. This indicates that the FTs and DCs are not repairable if they malfunction; if the original IFT DR is ≥ the X#, that device ist kaputt! Further, the FTs and DCs require guys with special training to get the best chance of doing it right, so if it is attempted by non-elite MMC, the X# is lowered by two to indicate same. Also note that Leadership DRMs don’t apply in the use of a FT (see 4.2) or DC (not mentioned in rule); these
are dependent on individual effort, and are indicated as such on the counter by the presence of ∆ (symbolizing that Leadership does not apply). Lastly, note that having that big FT tank of highly volatile liquid strapped on your back, increases your vulnerability by a -1 DRM per FT for any unit attacking an FT-possessing unit (read reverse side of FT counter). The particulars of attacks with SWs will be reviewed as they happen. German Set-Up: After scouting-out the situation, the German Commander believes he has a plan. He observes that the Russian units are dispersed across the entire front but seem to favor the east side both with FP and quality. Further, both flanks seem poorly guarded. He has devised a three-pronged attack: Gruppe A (led by Lt Freitag): A8 (half-hexes are fully playable per last sentence of 1.1): 8-1 (Lt Freitag), 467x2 (Assignment: to outflank the Russian left flank, engage the rear of the enemy, and disrupt the advance of enemy reinforcements if possible) Gruppe B (led by Maj. Pigott): G4: 8-0 (Cpl Gruber) G5: 467 H4: FT/548 I4: 9-2 (Maj Pigott), MMG/467 (Assignment: to assault the buildings across the street, attack the left flank of the main Russian forces, and cut the retreat of and destroy the western Russian forces) Gruppe C (led by Cpt Weiss): L2: LMG/467 M2: LMG/467 N1: 9-1 (Cpt Weiss), LMG/467 N3: DC/548, 548 P3: DC/548 (Assignment: to neutralize the Russian right flank and attempt encirclement of the Russian main force) As in the EOP for S1, all that transpires from here forward is the result of an actual solo
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 playing of the battle! Remember, the first die listed in a DR is the colored die. GT1 RPh: None. GT1 PFPh: H4(FT)->J5(LMG/447, 426), 12FP/+0 [No TEM for FT attacks, and FP is halved at long range of 2 hexes]. Note that FTs cannot form FGs, therefore must attack alone. DR= …4,3=7 for a 1MC. Place PF on FT but remember that the squad hasn’t fired yet. First the 447 checks and rolls 5,3=8, +1=9, breaking [but no ELR]. Then the 426 checks and rolls …5,4=9, +1=10, breaking AND ELRing, but there is no lesser quality Russian squad than the Conscript 426, so no change; just flip the squads and mark with DM. (Note that the LMG is still possessed by the broken 447 right underneath it in the stack.) Not bad for the first squirt out of the FT! Now the 528 in H4 follows suit: H4(528)->J5(Brk/DMd: LMG/447 & 426), 4FP/+3, and DR = 3,1=4, +3=7 which results in a PTC, which is worthless since they are already worse than pinned. Clearly mark with PF. Now I4 attacks K5: I4(9-2, MMG/467)->K5(LMG/447), 8FP/+1, and the DR = 4,4=8, +1=9 for a PTC result. No cowering for the doubles rolled due to leadership of attack. Also, the colored die was a “4” exceeding the ROF of 2 for the MMG, so it’s done with its normal firing. Place PF. The 447 checks and rolls … 4,6=10 and is Pinned. Place Pin. M2(LMG/467)+L2(LMG/467)->M5(8-1, MMG/447), 12FP/+3, DR= 2,3=5, +3=8 for a 1MC. No ROF maintained for the LMGs with ROF=1 and colored die of 2. Place PF (I have one straddling both hexes). The leader checks first and rolls 4,3=7 +1=8 and Pins (highest possible roll on MC without breaking, remember?), so can’t apply his leadership to the squad’s check. Now the 447 checks and rolls … 6,6=12, +1=13, breaking, ELRing and suffering casualty reduction for rolling the original 12! Therefore,
per the Nationality Chart, replace with a halfsquad for the reduction (would be a 237), and demote it to a Conscript for the ELRing, resulting in a broken/DM’d 226! They still possess the MMG. Now N1(9-1, LMG/467)->O5(447), 6FP/+2, and DR= 2,1=3, +2=5 for a 1MC (a great roll but if the dice had been reversed, then the LMG could fire again!). Mark with PF. Squad checks and rolls … 6,2=8, +1=9, breaking but no ELR. Place DM. End of German PFPh. Wow! What incredible results! That FT and the MGs really helped hurt the Russians, even though the MGs did not keep ROF. Remember that “if units in the same hex [exception: FTs] are going to attack the same unit [hex], they must do so as a FG, they may not make separate attacks.” So in the above attacks utilizing MGs, in every case the German could have split his FP to attack different targets/hexes, e.g., L2(467) could have attacked K5, and then L2(LMG) could have attacked L5, but as long as L2 (LMG/467) were going to both attack the same target/hex, they were mandated to do so as a FG (Mandatory FG). GT1 MPh: G5(467) moves: H4(MF1-2), Russian, seeing quickly where this can lead, yells, “I shoot you!” H6(426)+G7(426)+F7(426)->H4(467), 8FP/+2 (Study the ranges of the Russian units, don’t forget FFNAM DRM and realize that the other units in H4 cannot be targeted in D1F because they are not moving). Place First Fire on shooters. The IFT attack roll is … 6,1=7, +2=9 for a PTC. Place 4FP Resid counter in target hex. The squad checks and rolls … 1,4=5, and passes, and continues moving: I5(MF3) and stops. K5 D1Fs at same: First he calculates the FP (halved for being pinned) and finds that it would be resolved on the 2FP column, completely negating any increase by the MG, and the same as if he attacked only with the squad alone. His choice is to fire both at target with wasted FP
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 and risk of malfunctioning the MG, or save the MG for another target. He chooses second option. He does realize that the squad in the street will suffer a -2 DRM, however. He decides not to risk his temperamental MG, and attacks with squad alone. K5(Pinned 447)->I5(467), 2FP/-2, the DR= 2,1=3, -2=1!!!! Resulting in a KIA of the unit! Place First Fire. N3 (the 548 NOT possessing the DC) attempts placing smoke in M4, expending MF1-2. (Note: smoke exponent of 2 is raised by 2 per scenario special rule (SSR) to 4), and rolls 3, successfully placing smoke in M4. K5 declares SFF, but German rightly claims that he has another closer enemy unit (in I4), and therefore can’t SFF at N3. Now the same 548 that just placed smoke moves N4(MF3), N5(MF4). L5 attacks with D1F. L5(447)->N5(548), 4FP/-2, and DR = 6,2=8, -2=6 for an NMC. Place First Fire and Residual counters. The squad checks and rolls … 3,6=9 for failure and break, but no ELR. Place DM. The Russian now wants to SFF on same in hopes of killing them off, but the German rightly corrects him stating that as the moving unit had only spent 1MF in N5, they were therefore subject to only one attack by any particular unit, though subject to single attacks by several units. [3.3.1 P5]. The SFF is not allowed. Now the BAD stuff! Other 548 WITH the DC in N3 moves to N4(MF1), and spends MF2-3 by placing DC in M5! (The forces behind him with MGs did a fine job of providing cover fire!) Then P3(DC/548) moves: P4(MF1), expends MF2-3 to place DC in O5, and stops. Since neither of the DC-placing units had to suffer and survive any defensive fires, both DCs are operably placed (let’s hope they don’t malfunction)! Lastly Gruppe A: A8(467 alone) moves: B8(MF1), and Russian declares D1F.
E8(426)->B8(467), 2FP/-2, and the IFT DR = 6,2=8, -2=6 for a PTC. Place First fire and Resid counter. The squad checks and rolls … 4,1=5 passing. Continuing their move: B9(MF2) [the Russian cannot SFF at greater than normal range], C10(MF3), and braving SFF enters D9(MF4) and stop. E8(1st F 426)->D9(467), 2FP/-2, DR = 6,3=9, -2=7 for Nada! Flip to Final Fire and place residual. Make sure you understand why both of E8’s shots (D1F and SFF) were 2FP and consequently left the same amount of residual fire. Now A8(8-1,467) moves: A9, B9, C10, D10, E10, F9 at 1MF each with no defensive fire opportunity. End of GT1 MPh. Remove all the green smoke and residual counters. The Russians are crapping in their pants and praying for reinforcements! GT1 DFPh: The Russian has none possible. Remove all the violet First/Final Fire markers. GT1 AFPh: (Hold on to your seats and cover your ears!) Operably placed DCs go off now, in the AFPh. They attack with 30FP and the only DRMs are TEM of the hex and CX status of placing unit if any (none here now). Also, if placed by non-elite, the X# is decreased by 2 to 10. The Germans were elite and the DCs were operably placed. The placing hex is a sBldg so the only DRM is +3 for same. Let’s roll on the IFT for both of these 30FP/+3 attacks! Roll for O5 is … 3,2=5, +3=8 for a 3MC! Now the broken/DM 447 (with broken ML7) rolls and gets … 2,2=4, +3=7! Amazingly they have survived, though their ears are ringing! No pin because they are already worse, broken. That DC counter has been exploded and is now removed from the scenario. Now the charge in M5 goes off with a DR of … 2,5=7, +3=10 for a 2MC. First the 8-1 Ldr, rolls 6,6=12, +2=14. An original 12 DR on a MC for an unbroken unit, breaks AND casualty reduces, which for SMC
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 means a wound dr. This Ldr also ELRs because he went over his ELR limit of 3. Before replacing with a broken 8-0, let’s see if he survives. Wound dr= 2. OK, replace with broken/DM’d and wounded 8-0 (but we’ll still call him Sgt Zygin). If, the squad survives, they will finish with a LLTC with a +1 DRM (if you don’t remember, read the penultimate paragraph of page 5). Now the broken 226 HS with broken ML of 4, rolls 3,2=5, +2=7, breaking again and suffering casualty reduction, which eliminates a HS! That hex now has only the following from the bottom up: MMG (un-possessed), broken 80, wound, DM. Learn to place information counters such that the next to be removed is on top. Now other Advancing Fire: P4(548)->O5(Brk/DM 447), 6FP/+3 (Need to explain. The rule for Assault Bonus (for units with underlined Fire Power) says that the addition of 1FP and the rounding up (FRU) happens after all modifications to the squad’s own FP. It is just a peculiarity that if the unit were not adjacent to its target, its Advancing FP with Assault Bonus would be 4FP (5/2=2.5, +1=3.5, round up to 4FP), but if it’s adjacent, it’s not 8FP but rather 6FP: 5FP/2 (AFPh)=2.5, x2 for PBF =5, finally +1 for Assault Bonus =6, and no fraction to round up. And the DR is … 5,4=9, +3 =12 for absolutely nada. Mark with PF (again, because ASL/SK doesn’t have orange-on-white AF counters). Now N4 against same target; and the roll is … 6,6=12, +3=15 for super nada! Place PF. D9(467)->E8(426), 2FP/+3, DR= 3,6=9, +3=12 for nada. Place PF. And F9(8-1,467)->F8(7-0), 4FP/+2, DR= 5,5=10, +2=12 for nada again. Mark with PF (if you can find one). End of GT1 AFPh. Remove all PF counters. Those DCs were not as effective as the Germans wanted and perhaps should have been saved
for later. Their Advancing Fire also left much to be desired. GT1 RtPh: IMPORTANT: German must rout first in the German turn! N5(Brk/DM) must go to N6(MF1, no LOS from L5, therefore no interdiction), then O7(MF2-3) and stop (though they could continue with MF4-5 into P6, P7 or O8). Now Russian rout: Unit in O5 has no choice but to head south into O6 (MF1-2, he cannot see O7 prior to starting his rout) because he cannot knowingly step into a hex adjacent to an enemy (like N5 and P5). Now he’s stuck without a rout path and is therefore eliminated for failure to rout (accomplishing what the DC failed to do). M5(Brk/Wnd/DM 8-0 ONLY, not the MMG) If the leader were not wounded, he would have his IPC of 1, and could take with him a Russian LMG (1PP) or a FT or DC if he possessed them prior to breaking, but when wounded his IPC is zero (0), and the Russian MMG is a heavy pig weighing 5PPs, so it is abandoned! Leader routs: L5(MF1-2), and stops because he just can’t go on in his current condition [has only 3MF in wounded state for movement or routing]. Though rule 3.2.1 Effects, K/#, 2nd paragraph rightly states that “A wounded SMC is reduced to three MF…,” rule 3.6 Rout Phase, 1st paragraph, 12th line states, “All broken units have 6 MF for use in the RtPh” but fails to include the understandable limitation “other than wounded SMC,” also missing in ASLSK2 but corrected by addition in ASLSK3. J5(Bk/DM: LMG/447,426) a MMC can carry up to its IPC (3, normally) while routing. J5 routs taking the LMG with them: K6(MF1), L6(MF2-3) and stops. End of GT1 RtPh. GT1 APh: P4->O5 N1(all)->M2 N4->M5 (Place German MMC on top of the Russian MMG, because it doesn’t possess it yet.)
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 I4(all)->J3 H4->I4 G4->H3 F9(all)->F8 (Place CC counter) D9->E9
O5: 548 O7: BkDM 548
GT1 CCPh: Check for Ambush in F8. The German has a -1 drm for Leadership. There are no other drms. The German dr=5, -1=4. The Russian dr=1. The Russian has Ambush Status. Unfortunately, the Russian cannot single out a CC attack against the German Leader alone, because, “A SMC defends in CC as part of the group it attacks with by adding its FP to the FP of the unit it is stacked on top of.” Therefore the German attack is 5FP to 1FP, sufficient for the 4:1 odds ratio (Kill #9), and the Russian attack is 1FP to 5FP, sufficient only for the 1:6 odds ratio (Kill #2). The Russian get -1 DRM for Ambush status and rolls … 6,5=11, -1=10, for no harm done to German (no surprise). The German has a +1 DRM for CC vs Ambush, but -1 for Leadership, for a net DRM of zero (0). They roll 6,2=8 (less than the Kill #) and eliminate the Russian Leader. End of GT1 CCPh. Remove the CC counter (only Germans in the hex now) and the Pin marker. End of GT1. Flip Turn counter for RT1. Thanks to incredible Prep Fire, the German has taken Control of Buildings F8, O5 and M5. Though he is in building [not hex] O6, he does not have control yet because his unit is not in good order. The Russian hopes that reinforcements will arrive soon! BOARD INVENTORY: GERMAN: E9: 467 F8: 8-1,467 H3: 8-0 I4: FT/548 J3: 9-2,MMG/467 L2: LMG/467 M2: 9-1,(LMG/467)x2 M5: 548, (unpossessed rMMG)
RUSSIAN: E8: 426 F7: 426 G7: 426 H6: 426 H8: 8-0 K5: LMG/447 L5: 447,BkDM & Wnd 8-0 L6: BkDM:LMG/447,426 M5: unpossessed MMG RT1 RPh: The German squad in M5 attempts to recover the Russian MMG; to do so they need only roll less than 6 (see 3.1 (b)) with one die. The dr = 3, recovered: place the MMG on the 548 counter to indicate possession. Now for rallies; Russian first: Since it is now the Russian turn, the Russian may attempt one MMC self-rally attempt of a leaderless broken MMC. L6 holds a broken squad with broken ML (bML) of 7 and a broken HS with bML of 5. He will naturally attempt the squad. The DRM=+4 (DM, self-rally (SR), rally [terrain] bonus (RB)). DR=3,5=8+4=12 for no success. The brk/wnd/DM leader in L5, whose ML is now 7 due to effect of wounding, has net DRM of +4, so he needs to roll a three, but rolls … 6,5=11, +4=15, failing to rally and almost killing himself (missed box-cars by one on the original DR). The lonely German MMC in O7 cannot attempt self-rally until it is the German player turn. End of RT1 RPh. Remove the DM counters from L6 and O7, but not from L5 (adjacent enemy unit in M5). RT1 PFPh: G7(426)+F7(426)+E8(426)->F8(8-1,467), 20FP!/+3, and the DR= 5,6=11, (UGH!) +3=14 for
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 a miserable waste of ammunition! That’s what you get with Conscripts! Mark with PF. H6(426)->I4(FT/548), 2FP/+2 *don’t forget that attacks against an FT-possessing unit benefit from a -1 DRM per FT]. DR= 4,2=6, +2=8 for NE. Mark with PF. End of RT1 PFPh. RT1 MPh: The Russians know about skulking too: L5(447)Assault moves to L6. K5(LMG/447) Assault moves to K6 trying to get out of the LOS of some of the Germans. F8(8-1,467) declare D1F on same (K6). 4FP/+0, [DRMs: +1 Orchard Hindrance and -1 Ldr] DR= 5,1=6, for a NMC. Place First fire and a 1FP residual fire counters [the 2FP residual is reduced by 1 column to 1FP for the orchard +1 hindrance, see Official Errata 1st item for 3.31 (should be 3.3.1)]. Russian 447 in K6 rolls 4,1=5, for a pass. End of RT1 MPh. Remove green counters (resid). RT1 DFPh: F8(1stF 8-1,467)->F7(426), 4FP/+2 (4FP halved for 1stF and doubled for PBF), and DR=3,4=7 +2=9 for No Effect (NE). Flip to Final. E9(467)->E8(426), 8FP/+3, DR = 2,5=7, +3=10 for NE. Mark with Final. I4(548[only, beyond long range for FT])-> K6(LMG/447), LOS is confirmed. 4FP/+0, DR= … 4,5=9 for NE. Mark stack with Final. J3(9-2, MMG/467)->H6(426), 8FP/+1, DR= 6,6=12, +1=13 (WHAT?). Besides being totally ineffective, the original DR of 12 means this MMG has malfunctioned! [It has a B# of 12, remember?] Flip the MMG and place Final. L2(LMG/467)->H6, 6FP/+3, DR= 1,2=3, +3=6 for a 1MC. Place Final Fire on squad ONLY, because the colored die was a “1” which is ≤ to the LMG’s Rate of Fire (ROF) of one. The MG can fire again! First resolve the attack: 426 rolls 2,1=3, +1=4 and passes! Now the LMG may fire again with a 2FP/+3 attack; certainly not a high
probability shot and the German runs the risk of malfunctioning the LMG with a roll of 12. “Go for it, it’s only cardboard!” The LMG attacks and rolls … 1,6=7, +3=10 for NE but retains ROF again. Shall he try again? Sure! DR= 4,4=8, +3=11 for NE, and exhausts the ROF. Note that cowering, as they just did by rolling doubles without a leader, is also cause to place Final Fire. M2(9-1,LMG/467,LMG/467)->K6(LMG/447), 12FP/-1! “What?” yells the Russian player, exclaiming, “You have no LOS!” They check, and they bicker, but finally the Russian agrees that the obstacle is not seen on BOTH sides of the thread [3.2 P2]; so there is LOS. The DR= 1,6=7, -1=6 for a 2MC! And ROF is retained for both LMGs too! Place Final on squads only. The 447 rolls to check and gets … 1,4=5, +2=7, thereby pinning. Place Pin. That sucks! That squad was planning to advance back into the building! Now the pair of LMGs use their ROF to attack same target again with 6FP/-1 [3FPx2LMGs, same Ldr directing fire] and roll 1,2=3!!, -1=2!!, for a 1KIA and ROF! Ok, that obliterated the Russian squad in the Orchard. That attack (a KIA result) was so powerful that it may also have caused SW Destruction of the LMG [see 4.0 P3]. To see, roll a single die and check on the same 6FP column again; a “KIA” result will destroy the SW, and a “K” result leaves it malfunctioned. And the dr=6 for no effect on the LMG. [On the 6FP column, see that a dr=1-2 would have destroyed the SW, and a dr=3 would have malfunctioned it.] Remove the squad and the Pin counter, but leave the operable LMG there. The German LMGs retained ROF again, but have no targets to fire upon. M5(rMMG/548)->L6(447,LMG/bk447, bk426), 8FP/+3. [Note that since the MMG is in use as a captured SW, its ROF is lowered by 1 (from 2 to 1 in this case) and its B# is lowered by 2 (from 11 to 9 in this case)]. The attack DR= 6,5=11, +3=14, for NE except to place DM on all the broken units in L6 (place the DM under the GO 447) [see last paragraph of 3.2.1], exhausting
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 ROF, and malfunctioning the Russian MMG (flip it over)! Place Final Fire. End of RT1 DFPh. Remove all First/Final Fire markers. RT1 AFPh: Only one attack possible: L6(447)->M5(Malf rMMG/548), 2FP/+3, DR=3,6=9, +3=12 for NE. Place PF. End of RT1 AFPh. Remove all PF counters. RT1 RtPh: All broken/DM’d units in L6 decide to take one step further away from the action and rout to L7 [leaving the GO 447 in L6 alone]. Attempting to get away from M5, the wounded leader in L5 struggles into L6 (MF1-2). End of RT1 RtPh. Germans have no routing required. RT1 APh: E8->F8 (place CC) F7->F8 (place under CC counter) G7->F7 H6->G7 L6->L5 End of RT1 APh. RT1 CCPh: First check for ambush. The Russian DRM is +1 for Inexperienced (Green without leaders and all Conscripts). The German DRM is -1 for leadership. The Russian rolls 3,+1=4, and the German rolls 5,-1=4. No ambush. The Russian attack will be 8FP to 5FP, which is sufficient for the 3:2 odds ratio and has Kill # of 6. The German must decide whether to attack one or both Russian squads. With the luck the Germans have been having, he elects to attack both squads of inferior conscripts! The German attack is 5FP to 8FP, which is sufficient for the 1:2 odds ratio and has a Kill # of 4. The only CC DRM is that for the German leader of -1. The German rolls … 3,2=5, -1=4 (the Kill # exactly, resulting in “casualty reduction of one of the attacked units (randomly determined).”
Since they are identical, it doesn’t matter which, you may think. But what if the selection resulted in a tie? Then both would be casualty reduced, so we better check: assign the colored die to one unit, then throw both dice: 4,2. No tie. One unit, (the one represented by the dr=4,) is casualty reduced to a conscript HS 226. Now resolve the Russian attack [at the originally determined strength because CC is simultaneous and the Germans did not gain Ambush status+: Russians roll … 2,6=8, for no effect. End of RT1 CCPh. Flip the CC counter to the Melee side, since both belligerents have surviving units engaged in CC. There are no Pin markers to remove. End of RT1 and Game turn 1. It looks bleak for the Russians but it is way too early to concede defeat. Remember the Victory Conditions! BOARD INVENTORY RUSSIAN: F7: 426 F8: In melee: 426,226 G7: 426 H8: 8-0 K6: rLMG L5: 447 L6: BkDM & Wnd 8-0 L7: BkDM: LMG/447,426 M5: mrMMG GERMAN: E9: 467 F8: In melee: 8-1,467 H3: 8-0 I4: FT/548 J3: 9-2,mMMG/467 L2: LMG/467 M2: 9-1,(LMG/467)x2 M5: mrMMG/548 O5: 548 O7: Bk548 GT2 RPh: German in M5 would like to repair the rMMG, BUT … they don’t have time to figure it out; it would be a project [units may attempt repair of
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 only their own nationality’s stuff, i.e., same color (3.1 b)].
qualifies], for a net DRM of 0. No DM, so all they need is to roll their broken ML or less.> The squad rolls 3,6=9. No rally. Now the Russian attempts rallies.
Rule Reflection: Dropping SW Possession The astute observer may note that transfer of SWs occurs as a step during the Rally Phase, and wonder, “Can’t this German squad drop possession of the Russian MMG now?” Certainly it’s easier to drop possession than it is to repair a SW or transfer a SW to another Good Order unit, but dropping possession occurs during the MPh or the APh (see 4.0). The reason is that possession of a SW, only impacts a unit for portage cost (or in the case of a FT provides vulnerability) that is not operative until at least the MPh.
The wounded/DM’d leader in L6 has net DRM of +4 (+1SR, -1RB, +4DM), and his broken ML (bML) of 8 is reduced to 7 per his wounding, so he needs to roll ≤ 3 to rally. He rolls …1,2=3, +4=7 and rallies!! End of GT2 RPh. Remove the DM. GT2 PFPh: E9(467)->F7(426), 4FP/+3, DR= 2,2=4, +3=7 and COWERS to the 2FP column for NE. Place PF.
The squad in J3 wants to repair their MMG. There is a leader (and a fine one at that) in the same hex, so the question arises, “Can he provide leadership (i.e. a -2 drm) to the repair attempt?” The answer is not addressed in the ASLSK1 (or 2nd and 3rd) rule book that I can find, so I checked in “the bible”: In ASL Rule Book 2nd Edition (ASLRB2), chapter A9, verse 72 (A9.72) it is clear that this action is not Leader-led (∆). [In ASLSK, except for the Ambush dr, Leadership Modifiers only modify DRs not drs.] The German MMG’s malfunctioned side reveals that it has a repair # of 2, so a dr ≤2 (1/3 chance) will repair it. The X# of 6 means you have a 1/6 chance that it is permanently fouled! The Germans roll, dr=6. “Herr Major, das Maschinengewehr ist kaputt!” It is permanently inoperable (in scenario terms), remove it from play. Now for rally attempts: It’s the German’s turn, so he will begin by attempting one MMC self-rally: the lonely squad in O7. Can you figure the DRMs?
J3(9-2,467)->L5(447), 4FP/+1, but the Russian objects “no LOS,” they check, and agree that it is obstructed by corner of K5. Place PF. L2(LMG/467)->L5(447), 6FP/+3, DR=5,5=10, +3=13, cowering, for NE and exhausting the MG’s ROF. Place PF. M5(548)-> L5(447), 8FP/+3, DR= 4,1=5, +3=8 for a NMC. Place PF. The Russian checks and rolls 2,4=6 for a pass! German player declares end of PFPh. GT2 MPh: M5: mrMMG/548, drops possession of the MG (move mrMMG counter to bottom of stack. See 4.0, 3rd sentence.) I4(FT/548) Assault moves to J4 H3(8-0): I4(MF1-2), J4(MF3) and end. M2(LMG/467x1 only, with smoke exponent of 1) attempts to lay smoke in M3 (MF1-2) and dr =1! Place smoke, then moves into M3 (MF3-4, entering smoke costs one additional MF). Russian passes on D1F on same. M2(9-1,LMG/467): N2(MF1), Russian declares D1F from L5. Place First Fire. 4FP/+1 (DRMs: -1 FFNAM and +2 smoke). No 2FP residual fire
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 counter is placed because the +2 smoke hindrance shifts the value to the left 2 columns (off the table, see Official Errata 1st item for 3.31). DR=5,1=6, +1=7 for a PTC. Leader (9-1) rolls 3,6=9 and Passes [remember this is a PTC not a MC]. Now the squad: 1,1=2, -1(Ldr)=1! They continue their move: O3(MF2), O4(MF3), N4(MF4), and M5(MF5-6). Russian declares SFF on the moving stack. L5(1st F447)->M5(9-1, LMG/467), 4FP/+2 (sBld & FFNAM). DR=3,1=4, +2=6 for a NMC! They’re trying hard! The Leader rolls 6,3=9, passing again, but is Pinned and can’t give leadership. Place Pin. The squad checks and rolls 3,3=6 and passes. Place a 2FP residual and flip First to Final side. At this time, the Russian squad in L5 could elect to FPF on the same target if they wanted to with another 4FP/+2 attack due to German’s expenditure of 2MF to enter, and using the original IFT DR as a NMC, but they pass on same. O5(548) moves N5(MF1), [the Russian in L5 would like to declare SFF but can’t because he has a closer enemy unit (in M5)], M6(MF2-3). Now the Russian declares Final Protective Fire (FPF) at same: 4FP/+2 (sBld & FFNAM), DR=4,2=6, +2=8 for NE. Since it was FPF, the original attack DR (here 6) is applied against the defending unit (Russian 447) for a NMC. Their ML is 7, so they pass. Place 2FP resid (just for practice). End of GT2 MPh; remove all smoke and residual counters. GT2 DFPh: F7(426)->E9(467), 4FP/+3, DR= 1,2=3, +3=6 for a NMC. Place Final. German squad checks with DR= 6,2=8, and breaks but no ELR. Place DM and remove the PF. End of GT2 DFPh. Remove all First/Final markers. GT2 AFPh: M6(548)->L5(447), 6FP/+3 [If the FP is confusing
you, review the first attack listed after “Now other Advancing Fire” back in GT1 AFP+. DR= 6,2=8, +3=11 for NE. Place PF. M5(LMG/467)->L5(447), 6FP/+3. A LMG (but not MMG/HMG) that was moved in MPh, is allowed to participate in AFPh. [By the way, ROF is not applicable in AFPh; this omission is corrected by errata in ASLSK2.] DR= 2,1=3, +3=6 for a 1MC. Move the LMG/467 to under the PF counter already there. The 447 checks and rolls 2,6=8, +1=9, breaking but no ELR. Flip and DM. The FF counter is no longer needed. M3(467 without the LMG, can you figure why?1) ->L5(BkDM 477), 2FP/+3, DR= 1,6=7, +3=10 for NE. Place PF. J4(548 and leader [to prevent cowering])-> H8(8-0). LOS? Very close but think so. 2FP/+3. You say, “Wait, what about the Assault Bonus?” That is only applicable within normal range, remember? DR= 1,5=6, +3=9 for NE. Place PF. That ends the GT2 AFPh. Remove all orange PF markers (don’t forget the one in M5 ). GT2 RtPh: German in E9 must rout away. They go D8(MF1), (not suffering Interdiction from F8 (even if LOS were assumed) because units in melee do not interdict), C8(MF2) not suffering Interdiction from F7 (if they have LOS) because they are beyond their normal range, and may now go to either B7 or C7, and choose B7(MF34). Russian unit in L5 must rout away. He has enemy adjacent in M5 and M6, therefore cannot step in L6. K6 would be an option except that it is closer to the Known Enemy Unit(s) (KEU) in F8 (melee units can’t interdict, but they do affect rout paths). At this moment the unit in L5 cannot see J4 or J3 (remember the blocked LOS during the PFPh?). Since K5 is no closer in hexes to L2 or M3 than is L5 (all 3 hexes), they can go there to escape the adjacent enemies, 1
Using the MG will not result in a higher FP column on the IFT. Therefore, do not risk its malfunction.
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 and do so now (MF1-2). Now they discover the adjacent previously unseen/known enemy and must move elsewhere. If they were starting from this hex with no LOS to F8, they would be able to go into K6, but having just come from L5, they remember the KEU in F8, thereby removing K6 as a possible escape hex (“nor may it move towards such a unit after leaving its LOS during that RtPh”). They cannot stay where they are and have no options available. Therefore they are eliminated for failure to rout. Note that if F8 were not considered, they could have stepped from L5 first into K6 (MF1), which is not an open hex and therefore does not qualify to cause interdiction from J4. They could not have afforded any time to recover a weapon while routing (costs 1MF during the MPh). Note also that the rule states that “A routing unit may always rout out of a building in which it begins its RtPh.” Therefore they would not have had to rout back into the same building [though different hex like L7] that they had just routed out of. This is made even clearer in a Rout Phase Summary included in ASLSK2, which puts it thusly: “The routing unit may ignore any building hex that is part of a building they are already in.” Therefore, they would have decided to head for the K9 building. End of GT2 RtPh.
and routing to a hex adjacent to the same enemy as you leave their location, you would have to enter full-blown ASL -- you are now entering the 3rd dimension [hear Twilight Zone music in background]. We already are playing with two coordinates in space (x and y) and time (the 4th dimension), but not height (z). That is to say, in ASL, buildings may have several elevations that squads can occupy, like cellar, ground floor, 1st floor, 2nd floor, roof-top, and some terrain hexes too can have different vertical locations, like being down in a gully versus up on the crest of the bank above the gully, etc. As an example, a unit could be broken on the ground floor of a building, having just received breaking fire down a stairwell from enemy one floor above them. They are adjacent vertically to the enemy and must rout from their current location beneath them. As they step out of the building to do so, they are now in “another hex adjacent to that enemy unit’s location” and are in the process of “leaving that enemy unit’s location.” This allows for the above phrasing, but will not come into play in our Starter Kit 1/2 version, which begs the question of why it was included now? If you can imagine another way for this to be actuated, please let me know.>
GT2 APh: M5(548)->L5, M5(LMG/467)->L5 *leader is pinned so can’t Advance]. M6(548)->L6 (place CC and causing immediate DM of the adjacent broken units in L7), J4(8-0, FT/548)->J5, J3(9-2,467)->I4, M3(LMG/467)->N3, L2(LMG/467)->L3(street). End of GT2 APh. GT2 CCPh: F8 has a Melee underway; no Ambush is possible in a melee, only when advancing which initiates a Close Combat. The Russian attack is 6FP to 5FP for a 1:1 odds ratio (Kill #5). The German must decide again whether to attack
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 just the squad or the half squad. Again he elects to attack the entire force, so his attack is 5FP to 6FP, insufficient for the 1:1 column, so will be under the 1:2 odds ratio (Kill # of 4). DRMs are 1 for German Leader only. The German rolls 4,6=10, -1=9 for NE on the Russians. The Russian rolls 1,1=2!, for elimination of the two attacked infantry units! Now, since the Russian rolled an original 2 on the CC attack roll, there is a possible Field Promotion (5.3). Read the short rule for same and then refer to the Leader Creation Chart on the QRDC. The drms are +1 for ML≤6, and +1 for Russian nationality = net drm of +2. The dr= 6+2=8 for no leader created. Now for L6. The wounded Russian leader will attack and defend as a SMC with 1FP. Checking for ambush: Russian drm=0, German drm=0. Colored die to the Russian and DR=2,4 for no ambush. Now the attacks: Russian 1FP to 5FP for 1:6 odds and Kill #2; the German is 5FP to 1FP for 4:1 odds and Kill #9. Russian rolls 3,6=9 for NE; German rolls 3,5=8 for elimination of the Russian leader. End of GT2 CCPh. Remove Pin counter. Flip turn counter to reverse for Russian turn 2. BOARD INVENTORY GERMAN: B7: BkDM467 I4: 9-2,467 J5: 8-0,FT/548 L3: LMG/467 L5: 548,LMG/467 L6: 548 M5: 9-1 N3: LMG/467 O7: Bk548 RUSSIAN: F7: 426 F8: 426,226 G7: 426 H8: 8-0
K6: LMG L7: BkDM: LMG/447,426 RT2 RPh: Russian rolls for possible reinforcement this turn; only a dr of 1 will do: dr=6, for no reinforcements this turn. Oh boy! Russian attempts one MMC self-rally (SR) in L7 (the MG-toting 447). DRM=+4 for DM (+1SR and -1RB cancelling each other) DR= 1,1=2, +4=6 for success! Also, once again there is a Field Promotion resulting in possible Leader Creation (5.3) for rolling 2 on a MMC Self-Rally. Referring to the chart again, the drms are +1 for Russian and +1 for broken status of base unit, for total +2 again. The dr=2, +2=4 and a 7-0 leader is created from the bunch! Now, since Self-Rallies (step “e” of RPh) occurs prior to Unit Rallies (step “f” of RPh), and since there is now a GO leader in L7, the new leader who just rallied himself and his buddies (the 447), may now attempt to rally the bkDM 426 in his location, just like a leader who rallies himself may then proceed to attempt unit rallies. The DRM is +3 (RB terrain and DM). DR= 3,5=8, +3=11 for no rally. German cannot attempt MMC Self-Rally as it is the Russian turn now. End of RT2 RPh; remove the DM counter from the German unit in B7. The broken Russian 426 in L7 must retain its DM status due to the adjacent enemy unit in L6. RT2 PFPh: L7(LMG/447,7-0)->L6(548), 12FP/+3, DR= 1,4=5, +3=8 for a 1MC and ROF. Place PF on squad. 548 rolls … 5,3=8, +1=9, breaking but no ELR. Flip and DM. Lucky Russian! Should he shoot the LMG again? The attack would be a 4FP/+3, and they would have to roll an original 3 (+3=6 for a NMC and chance to double break) but with a B#11 he has equal chance of jamming the MG. He passes on ROF shot. Now F7 wants to fire on B7, for the express purpose of placing them under DM again in
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 time for their approaching GT3 RPh. The 426 doesn’t have to hurt them, just scare them enough, which is defined in the rules as, “is attacked by enough FP (taking the possibility of cowering into account) to possibly inflict a NMC, is placed under DM.” (see paragraph immediately above 3.2.2). Well, this 426 is firing at the limit of their long range, so FP is halved to 2FP. If we add the DRM for sBld of +3 and examine the IFT, we see that the DR would have to equal snake-eyes for a final DR of 5 to get a NMC. So far it’s possible. But then we have to add the “possibility of cowering” into effect and find that shifting even just one column to the left and cross indexing a final DR of 5 on the 1FP gets us only a PTC, so it is not possible “taking the possibility of cowering into account,” and this before we remember that Conscripts, as Inexperienced units (5.4), cower two columns to the left, not one. What if the Russian added the adjacent unit in G7 to form a FG and beef up the FP a bit? He can’t because G7, even if he had LOS, is beyond Long Range to target. Therefore, the Russian cannot DM the unit in B7. End of RT2 PFPh. RT2 MPh: L7 (7-0): Thinking of the rout of L6, Assault Moves to M7 (MF1-2) H8 (8-0): Assault Moves to G9. German declares D1F on same: Intending to use J5 to attack L7, the German directs L5 (548@LR, LMG/467) to attack G9(8-0), 8FP/+6 (+3sBld and 3 hexes of orchard hindrance); only to discover that LOS is blocked by the corner of H8. The German must still place First Fire (do so now), and must roll to see if the LMG (B#12) jams. DR=6,2=8 for no malfunction. [NOTE: Since only 3 points of the attack DRM came from a LOS hindrance, the other 3 points coming from the TEM of the stone building, the attack is not disallowed under the blocked LOS provision of 3.2, 2nd paragraph, last sentence.] G7 (426): Assault moves to F7. End of RT2 MPh. RT2 DFPh: J5 (8-0, 548)->L7(LMG/PF447, brk/DM426),
4FP/+4, DR=4,1=5, +4=9 for NE. Place Final. End of RT2 DFPh. Remove all First/Final counters. RT2 AFPh: None. End RT2 AFPh. Remove PF in L7. RT2 RtPh: Russian first. L7(BkDM426) to M8(MF1-2) and stop. German: L6(BrDM548) to L5(MF1-2), M5(MF34) and stop. End of RT2 RtPh. RT2 APh: F7(426x1)->G7 F8 (426)->E8 F8 (226)->E9 M7(7-0)->M8 L7 (LMG/447)->L6 End of RT2 APh. RT2 CCPh: None. No pin counters to remove. End of RT2 and Game Turn 2. Flip and move turn counter to begin GT3. BOARD INVENTORY RUSSIAN: E8: 426 E9: 226 F7: 426 G7: 426 G9: 8-0 K6: rLMG L6: LMG/447 M5: mMMG M8: 7-0,BkDM426 GERMAN: B7: Bk467 I4: 9-2,467 J5: 8-0,FT/548 L3: LMG/467 L5: 548,LMG/467 M5: 9-1,BkDM548 N3: LMG/467 O7: Bk548
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 GT3 RPh: MMC Self-Rally attempt (only one) of unit in O7 (higher bML than unit in B7): DRM=0, DR=3,4=7 for success. Flip to good side. This now allows the German to claim building control of VC building O6. M5(brk/DM548 with 9-1Ldr): DRM=+2, DR= 4,3=7, +2=9 for no rally. Now Russian: The unit in M8, since it has a broken ML of 5, is DM’d, and has a leader with Leadership Modifier of +0 and with the -1 building bonus (net DRM=+3), must roll a 2 in order to rally (same chance of rolling box-cars for an elimination). No attempt is made. End of GT3 RPh. Remove the DMs. GT3 PFPh: J5(FT)->L6(LMG/447), 12FP/+1 (FP halved for LR; DRM: hindrance only, no TEM for FT attack), DR= 4,6=10, +1=11 for NE, AND is removed from play (it’s empty) because the original DR was ≥ X#10. L5(548,LMG/467)->L6(LMG/447), 24FP/+3, DR= 5,6=11, +3=14 for NE! Ugh! MG exhausts ROF. Place all under PF. End GT3 PFPh. GT3 MPh: O7(548) Assault Moves to N6 J5(548) attempts smoke in K6; dr=4, place smoke counter; then moves into same (MF3-4). Not having Double-Timed prior to move, the German squad has used all its MF, so cannot attempt to recover the rLMG (costs 1MF and a dr<6). The Russian is considering his options: either D1F on K6 with L6 for a 12FP/+1, possibly hurting the 548, then can only SFF at same with 6FP/+1 (if MG retains ROF) or save for Final Fire at L5 with 6FP/+3, or pass on the D1F and do Final Fire at L5 with 12FP/+3, but possibly hurting TWO squads. He decides to take the
best odds and declares D1F with L6 on moving unit in K62. L6(LMG/447)->K6(548), 12FP/+1(Smk vs FFNAM), DR=1,4=5, +1=6 for a 2MC and retained ROF! Place First Fire on squad. Either the MG contributes to Residual Fire and 2FP resid (two column reduction for the +2 Smk hindrance) is placed and ROF is forfeited, or ROF is retained and 1RF counter is placed based only on the squad’s attack (4RF reduced by two columns just as above to 1RF). Russian chooses second: retain ROF and leave only 1RF. Now the 548 checks and rolls 1,2=3, +1=4 for a handsome pass! The German unit spent 2MF entering that hex so it is subject to another shot by the same unit; either SFF with both squad and MG (6FP/+1) or ROF of the MG only (4FP/+1). Again he plays the odds, remembering that the B# of a MG is reduced by 2 in SFF (and FPF). L6(LMG/1ST F 447)->K6(548), 6FP/+1, DR=6,6=12, +1=13, for NE except malfunctioning of the LMG. Place all under Final Fire counter. N3(LMG/467): N4(MF1), N5(MF2), M6(MF3-4). L6 declares FPF. L6(FF447) FPP->M6(LMG/467), 4FP/+2, DR= 2,4=6, +2=8 for NE. Lastly, for FPF the original attack DR is applied as a NMC to the firing units, in this case with bML7, passing closely. Place 2FP resid. The Russian could repeat the attack on the same unit with the exact same FPF because the German unit spent 2 MFs entering M6, but fears the danger of FPF and holds. L3(LMG/467): walks over: L4(MF1), L5(MF2-3). Russian declares FPF with L6 for 4FP/+2. [Remember, in FPF the FP is halved for SFF and 2
In ASL there is a most famous rule, referenced as “A.2 Errors: All results stand once play has progressed past the point of commission.” J5 548 Prep Fired with a FT, and despite not attacking with inherent FP, cannot then participate in the MPh. If the Defender missed it, shame on them. Shame on me for not having caught this error, but this one is too ingrained to rectify . I claim A.2!
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 doubled for PBF]. DR = 1,3=4, +2=6, for a NMC. Place 2FP resid. German squad checks and rolls … 6,5=11 for a break AND an ELR. Replace with broken/DM 447. The Russian unit passes FPF NMC with original IFT DR of 4. Again, the Russian could repeat the FPF attack on the same unit because the German unit spent 2 MFs entering L5, but feels lucky thus far and holds. The leader in J5 really wants that rLMG in K6, and decides to brave the fire. He moves: K6(MF1-2), suffering 1FP/+1 residual attack (-1 FFNAM and +2 smoke). DR= 2,3=5, +1=6 for NE. Now he spends MF3 to attempt to recover the rLMG and rolls dr= 5, for successful recovery. The squad in L6 passes on FPF. The leader with rLMG retreats to K5(not back to J5, MF4-5). I4(9-2,467): J4(MF1), K5(MF2-3). The noose is tightening! End of GT3 MPh. Remove all smoke and resid counters. GT3 DFPh: No Attacks possible by Russian except for FG of E9+E8+F7->B7 for a 4(5)FP/+3 . However, this fire is insufficient even to reinstate DM status (get a NMC result) given the +3 DRM and possibility of cowering two columns for Inexperienced (Conscript) status3, so is not even rolled. Remove the Final Fire marker. GT3 AFPh: K6(548)->L6(mLMG/447), 6FP/+3, DR= 4,3=7, +3=10 for NE. Place PF. K5(9-2,467)->L6(mLMG/447), 2FP/+1, DR=6,3=9, +1=10 for NE. Place PF
GT3 RtPh: German: L5(LMG/BkDM447): K5(MF1-2) and stops. Russian: None. End of GT3 RtPh. GT3 APh: K5(Transfer rLMG from 8-0 to 467) K5 (8-0,rLMG/467)->J5 M6(LMG/467)->L6. Place CC counter. L5(548)->M6. L5(LMG/467)->L6. Place under CC. K6(548)->L6. Place under CC. N6(548)->M7 (bestowing DM on Bk426 in M8 again!) End of GT3 APh. GT3 CCPh: L6: Determine possible ambush. There are no applicable drms. The Russian is assigned the colored die, then both are thrown: 2,6. The Russians have Ambush Status! Remember that SWs do not play in CC. The Russian will attack one LMG/467, for a 4FP to 4FP or 1:1 odds ratio (Kill #5). He rolls 4,1=5 for a casualty reduction to a 247 HS (which continues possessing the LMG). The German may now attack with the surviving HS, the LMG/467 and the 548, for a 11FP to 4FP attack, sufficient for a 2:1 odds ratio (Kill #7). The German CC DR= 5,6=11 ugh! By surviving, the Russian squad has managed to command the attention of and effectively neutralize a lot of Germans! The CC continues as a melee; flip the counter. End of GT3 CCPh. End of GT3. Flip turn counter for RT3.
M6(LMG/467)->L6(mLMG/447), 6FP/+3, DR= 2,6=8, +3=11 for NE. Place PF. [Remember: the only MGs that can fire in the AFPh after moving in the MPh, are Light MGs.]
3
End of GT3 AFPh. Remove all PF counters.
See http://www.boardgamegeek.com/filepage/50837/m inimum-attack-fp-required-for-reinstating-dm-stat for my player-aid table.
BOARD INVENTORY GERMAN: B7: Bk467 J5: 8-0,rLMG/467 K5: 9-2,LMG/BkDM447 L6: In melee: 548,LMG/467,LMG/247 M5: 9-1,Bk548 M6: 548 M7: 548
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 RUSSIAN: E8: 426, E9: 226 F7:426 G7: 426 G9: 8-0 (J5: rLMG) L6: In melee: mLMG/447 (M5: mMMG) M8: 7-0,BkDM426
counter from German but not from squad in M85. RT3 PFPh: None. RT3 MPh: F7(426) Assault moves to E8. G7(426) Assault moves to H6. G9(8-0) Assault moves to F8.
RT3 RPh: First, the Russian rolls for the provisional reinforcements (3.1.a). It is now turn 3 so a dr=1-2 will bring them on. The dr= … 2! “The Russians are coming! The Russians are coming!” Set the reinforcements along the south board edge as follows: Pre-Staging of Russian Reinforcements K11: 527 O11: 9-2,LMG/527,527 There are no weapons to recover. The Russian unit in the melee possessing the malfunctioned LMG cannot attempt to repair it because only GO units can do so, and units in melee are not in GO. No transfer of weapons. No Russian SelfRally needs, so on to unit rallies. Leader in M8 wishes to rally the conscripts with bML5. DRMs are -1RB, +4DM, for net DRM=+3. Only a roll of 2 will rally them. The DR = 2,3=5 +3=8 They fail to rally! Now the Germans try. The German would love to MMC-self-rally the unit in B7, but may not. If you don’t know why, go back and review 3.1.e again4!
End of RT3 MPh. Remove the Resid counter.
K5(LMG/ BkDM447 with bML7). DRMs are -1RB, -2Ldr, +4DM for net DRM=+1. DR= 3,4=7, +1=8. No rally. End of RT3 RPh. Remove DM
Not allowed because it is not the German Turn.
Balance of reinforcements: 9-2,LMG/527,527, declare double-time, place CX (giving them 8MF) and move: P10(MF1), … and Germans in M6 open fire with D1F. M6(548)->P10(9-2,LMG/527,527), 2FP/-2. DR= 6,4=10, -2=8 for NE. Place 1FP Resid (for practice sake) and mark with First Fire. Squad continues move: P9(MF2, the Germans in M7 can’t SFF for two reasons, first because of the closer enemies, and second because SFF is limited to normal range. M6 cannot either due to target being beyond normal range.), P8(MF34), P7(MF5-6), P6(MF7-8) ending out of sight, but not out of mind! M8(7-0) Assault moves (skulks) to M9.
M5(Bk548 with bML8). DRMs are -1RB, -1Ldr for net DRM=-2. DR= 5,4=9, -2=7 and rallies.
4
Reinforcements: 527x1, K10(MF1), L9(MF2), … and 548 in M7 declares D1F on same, but after checking, the LOS is blocked by corner of L8. Mark German with 1F. Continuing move: L8(MF3-4), end. The German in J5 considers firing with D1F, but the net DRM of +3 and a foreign LMG [for captured use the ROF is reduced by one (here, from one to zero), and the B# is reduced by two (here from 11 to 9)] makes him hold.
RT3 DFPh: J5(8-0,rLMG/467)->H6(426). 6FP/+3. For captured use the ROF is reduced by one (here, from one to zero), and the B# is reduced by two (here from 11 to 9). DR=5,2=7+3=10 for NE. Place FF. 5
There is an enemy unit adjacent.
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 M7(1F 548)->M8(BkDM426), 4FP/+3, DR=2,4=6 +3=9 for NE. Flip to FF. End of DFPh. Remove First/Final Fire counters RT3 AFPh: L8(527)->M7(548), 4FP/+3, DR=2,4=6, +3=9 for NE. Place PF. End of AFPh, remove PF.
K5: 9-2,LMG/bk447 L6: In melee: 548,LMG/467,LMG M5: 9-1,548,rmMMG M6: 548 M7: 548
RT3 RtPh: M8(BkDM426): M9(MF1-2) and stop.
GT4 RPh: Self-Rallies: MMC Self-rally in B7 (+1SR, -1RB = 0), DR= 4,1=5 and rallies! Flip 467 to GO side.
RT3 APh: P6(CX:9-2,LMG/527)->O7 P6(CX[place counter]:527)->O6 End of APh.
Now Unit rallies: K5 (DRM=-3!), DR= 4,4=8, -3=5 for a rally (of course). Flip 447 to GO and continue under the LMG to show possession.
RT3 CCPh: The Russian decides to use his force against the 247 (possessing the LMG), for a 4FP to 2FP attack, or 2:1 odds ratio with Kill #7. The German will attack the squad(/MG) for a 11FP to 4FP, or also a 2:1 attack (Kill #7). The Russian rolls 3,2=5 for a kill, remove the German HS but the LMG remains in the hex un-possessed. The German rolls 3,4=7, for a casualty reduction. The 447 squad is reduced to a 237 HS that continues possessing the mLMG. < …to fight to the last Comrade …> The melee continues. End of RT3 CCPh. End of game turn 3. Flip and advance counter for start of GT4. We are half way through and the Germans are wishing for some reinforcements themselves!
Russian: No recoveries, repairs or transfers. The unit in M9 needs to roll a 2 to rally, and prefers not to tempt fate. End of GT4 RPh. Remove DM from M9. With the arrival of Russians across the street to the east, and in the building to their SW, the Germans in M7 will likely now ignore those lowly conscripts in M9.
BOARD INVENTORY: RUSSIAN: E8: 426x2 E9: 226 F8: 8-0 H6: 426 L6: In melee: mLMG/237 L8: 527 (M5: mMMG) M9: 7-0,BkDM426 O6: CX527 O7: CX:9-2,LMG/527 GERMAN: B7: bk467 J5: 8-0,rLMG/467
GT4 PFPh: M7(548)->O7(CX:9-2,LMG/527), 4FP/+3, DR=6,6! +3=15, for NE and cowering! Place under PF. End of GT4 PFPh. GT4 MPh: M6(548): Attempts smoke placement in N5(FM1-2). Dr=4 for success (remember the SSR). Place smoke counter. No D1F from the Russians. They end their MPh. M5(9-1,548): N4(MF1), … O6 considers their options: they could attack now with 4FP/+2, or against them in O5 with 8FP/+3. The odds are better for the second option so they pass for now. Movement continues: O5(MF2-3) [In order to win, the German, as the attacker, can’t wait for ideal conditions; he hopes to survive defensive fires and advance into CC with O6.] O6 declares D1F. O6(CX527)->O5(9-1,548), 8FP/+3 (+3 sBld, -1 FFNAM, and +1 for CX), DR= 4,4=8 (cowering)
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 +3=11 for NE. Place Final Fire and a 2FP Resid [shifted one column to left for cowering]. O6 would have desired to declare SFF on the German next since they spent 2MF entering O5 but can’t, because since they cowered, they get marked with FINAL fire instead of First fire [see penultimate sentence of page 4]. Instead, they would have to declare FPF, and suffer its possible deleterious effects, but they choose not to. B7(467): C7(MF1-2), E8 declares D1F on same. E8(426x2)->C7(467), 8FP/+2, DR=6,5=11, +2=13 for absolutely NE! Mark with 1st Fire (and place 4FP resid [just for practice sake]). The conscripts can’t believe how bad they shot, and try again; SFF (that is, a second shot) by the same firing unit(s) is allowed, again, because the enemy unit expended 2MF entering that hex. 4FP/+2, DR =4,1=5, +2=7 for PTC. Flip to Final Fire side. German checks and rolls …5,3=8, failing and therefore pinning. Place Pin (under FP Resid). K5(9-2,LMG/447): L4(MF1), M5(MF2-3). O7 holds steady, preferring to fire into the VC building. End GT4 MPh. Remove resid and smoke counters. GT4 DFPh: O7(CX:9-2,LMG/527)->M6(548), 6FP/+2 (DRMs:+1CX,+3sBld, -2Ldr), DR= 4,6=10, +2=12 for NE. Place Final. H6(426)->J5(8-0,rLMG/467), 4FP/+3, DR= 3,1=4, +3=7 for a PTC! Mark with Final Fire. Leader checks and rolls …1,6=7 for a pass. Squad checks and rolls …1,2=3! Huge pass! L8 (527)->M7(548), 4FP/+3, DR= 6,2=8 +3=11 for NE. Place FF. End GT4 DFPh. Remove First/Final markers. GT4 AFPh: O5(9-1,548)->O6(CXd527), 6FP/+2, DR= 1,5=6, +2=8 for PTC. Squad checks and rolls 4,2=6 and passes. Place PF. [Note: CX Status does not
affect DRs for MCs or PTCs. See the Official Errata for 3.3.] M5(9-2,447 minus LMG)->O7(CX:9-2,LMG/527), 2FP/+1, DR= 3,4=7, +1=8 for NE. Place PF. M6(548)->O6(CX527), 4FP/+3, DR= 3,1=4, +3=7 for a PTC. Squad checks and rolls 5,2=7 for a pass. Mark German with PF. J5(8-0, 467 minus rLMG)->H6(426), 2FP/+3, DR= 1,4=5, +3=8 for NE. Place PF. End of GT4 AFPh. Remove all PF counters. GT4 RtPh: German has none. Russian has none. GT4 APh: O5(9-1,548)->O6(CXd527). Place CC. M6(548)->L6 (Melee) M5(9-2,LMG/447)->M6 What to do with J5? Time is a constraint. The German must attack. J5(all) advances to I6! GT4 CCPh: O6: Check for ambush. Russian drm is +1 for CX status. German drm is -1 for Ldr. Assign colored die to Russians and roll both simultaneously: 3,4; Russian final dr is 3+1=4. German is 4-1=3. No ambush. German attack is 6FP to 5FP for 1:1 odds, but has DRM of -2 (-1 vs CX, and -1LDr). German rolls …1,6=7, -2=5 for a casualty reduction (final DR = the Kill # of 5). Replace 527 with 227 (still CX). Russian attack is 5FP [remember, without ambush attacks are simultaneous] to 6FP for only the 1:2 odds ratio (Kill #4). Russian has DRM of +1 for CX status. Russian rolls 2,3=5, +1=6 for NE. Flip CC to Melee side. L6: The Russians will attack German 467, for a 2FP to 4FP attack, or 1:2 (Kill #4). The German attack is 14FP to 2FP attack, or 6:1 (Kill #10). The Russian rolls 5,6=11 for NE. The German
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 rolls 5,4=9 for elimination of the Russian unit6; the VC building L6 is now German and the mrLMG is abandoned and placed at the bottom of the stack. VC building O6 is being contested however. Broken Units in CC. If you’re wondering how it is that a broken unit may appear in a Close Combat fight [see CC modifiers on the Close Combat Table on the QRDC, and see 3.8 P2], imagine this: Major Pigott in M6 has had it with the lack of progress eliminating the Russians in the Melee in L6. He commands the units with him to do a 12FP(14FP)/+1 attack into the whole mess! Everybody will suffer the consequences, and some may break or be casualty reduced. Those that break would only defend in CC and would suffer a -2 DRM for the units attacking them! End of GT4 CCPh. Remove the one Pin counter and flip turn counter for RT4. BOARD INVENTORY GERMAN: C7: 467 I6: 8-0,rLMG/467 L6: 548x2, LMG/467,LMG,(rmLMG) M6: 9-2,LMG/447 M7: 548 O6: In melee: 9-1,548
RT4 RPh: Russian has no SW activities so can go right to rally attempt in M9. DRMs= -1RB. Their bML is 5. DR= 3,3=6, -1=5 for rally, finally! German: One 548 in L6 attempts to recover the German un-possessed LMG, and rolls dr=4, and takes possession. The 467 transfers the other LMG to the other 548. Can you figure out why it might be better to have the 3FP LMGs with the 548s rather than 467s?7 End of RT4 RPh. RT4 PFPh: H6(426)->I6(8-0,rLMG/467), 8FP/+0, DR= 1,3=4! For a 2MC. Place PF. Leader checks first and rolls … 6,4=10, +2=12 for a break and ELR reduction to a 7-0 Ldr, and causing squad to possibly check for LLTC. Now the squad checks for the 2MC and rolls … 2,6=8, +2=10 breaking just at the limit of their ELR. Since the squad is now broken, it does not undergo the LLTC, which is only suffered by Good Order (GO) units stacked with a leader of higher ML that breaks. [Note that every unit of lower ML stacked with an eliminated leader of higher ML undergoes the LLMC]. Place DM on the stack, and “very good work Comrades!” End RT4 PFPh. RT4 MPh: O6 (No move, only remove CX counter in melee stack) O7 (CXd 9-2,LMG/527), remove CX, then assault move to P6. E8 (426x2) Assault moves to E9. E9 (226) Assault moves to F9. F8: 8-0 Assualt moves to F9. End of RT4 MPh.
RUSSIAN: E8: 426x2 E9: 226 F8: 8-0 H6: 426 (L6: mLMG) L8: 527 (M5: mMMG) M9: 7-0,Bk426 O6: In Melee: CX227 O7: CX:9-2,LMG/527
RT4 DFPh: Major Pigott has much to think about in building L6. Meanwhile, the 467 in C7 fires on E9. C7(467)->E9(426x2), 4FP/+3, DR= 2,4=6, +3=9 for NE. Place Final fire. OK. The Major directs his
6
“Gains were measured in terms of rooms and floors of buildings…” from the Aftermath
7
Hopefully you realize that this way they suffice for the 8FP column on the IFT.
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 units to attack the enemy where visible: M7 will attack L8 and not the melee in O6, L6 will send a hail storm (or a Hell Storm) against H6. And Major Pigott, remembering how long the Russians occupied his solders in the melee in L6, makes a command decision to fire on his own troops across the street into O6! M7(548)->L8(527), 4FP/+3, DR= 3,1=4, +3=7 for a PTC. Mark with FF. Squad rolls 2,5=7 for a pass. L6((LMG/548)x2, 467)->H6(426), 20FP/+5, DR= 3,2=5, +5=10 for a 1MC and lost ROF. The squad checks and rolls … 1,6=7, +1=8, and breaks but no ELR. Remove PF and place DM. M6(9-2,LMG/447)->O6 Melee(g9-1, g548, r227), 6FP/+1, DR=1,6=7, +1=8, for PTC and ROF. Mark with FF. The r227 rolls 5,6=11 and pins! The g9-1 rolls 6,2=8 and passes. The g548 rolls 3,5=8, -1(Ldr)=7 and passes too. It worked! The r227 will now fight less effectively during CC! The Germans pass on the ROF (2FP/+1) retained by the LMG. End of RT4 DFPh. Remove Final markers. RT4 AFPh: L8(527)->M7(548), 4FP/+3, DR=1,1=2, +3=5! Ouch, but cowers for a NMC! Mark with PF. The squad rolls DR=5,4=9 for a break but no ELR. Place DM. Those pesky Ruskies! End of RT4 AFPh. Remove PF counter. RT4 RtPh: Russian 426 in H6: H7(MF1, no interdiction from L6 due to Orchard hindrance), G88(MF2),
G9(MF3-4; though Conscripts have only 3MF for movement, they can run for their lives as fast as anyone else (have 6MF for routing as usual)). Germans in I6 rout: J5(MF1-2) and can stay, or go on to K5(MF3-4). Can they go to L5 with their remaining 2 MFs, where they would be adjacent to a great leader? The answer is no, because in K5 they are 4 hexes from the enemy in L8, but in L5, even if out of sight (they are not out of mind, i.e., they “remember” them) they would be closer to the KEU by one hex. They elect to go to K5. M7 routs: M6(MF1-2 and technically no closer to O6), L5(MF3-4) and stops. End RT4 RtPh. RT4 APh: E9(426x2)->E8 F9(226)->E9 F9(8-0)->G9 L8(527)->L7 (You must be crazy!) M9(426 only)->N8 (street) P6(9-2,LMG/527)->O7 End RT4 APh. Major Pigott is frustrated and impressed with the tenacity of these Russians. He has a lot on his plate: deployment of forces, enemy reinfiltration of the VC building, broken squads needing rallying and trying to project deadly force (Is there any other kind?) across the street. RT4 CCPh: O6: Pinned Russian attack is 1FP to 6FP, for 1:6 ratio with Kill #2. The German attack is 6FP to 2 FP for a 3:1 ratio with Kill #8 (don’t forget that pinned units (and broken units) defend in CC with full FP). The only DRM is the -1 for German leadership. Russian rolls 6,4=10 for nothing. The German rolls 4,6=10, -1=9, for NE too. The Melee continues! End of RT4 CCPh and of Game turn 4. Remove that Pin counter from the
8
This is not a legal rout path due to the enemy in C7 (4 hexes away) which are “remembered” by the routing Russian unit. For the same reason, G9 is not a legal rout destination. H8 is the proper rout destination and is closer in MF anyway. Due to
integration subsequently, continue as directed in the EOP but understand the concept. We can learn from mistakes as well as by proper examples.
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 Russian in O6 and Flip and advance turn counter for GT5. BOARD INVENTORY RUSSIAN: E8: 426x2 E9: 226 G9: 8-0, BkDM426 (L6: rmLMG) L7: 527 (M5: mMMG) M9: 7-0 N8: 426 O6: In Melee: 227 O7: 9-2,LMG/527
German has decided to task 2 squads to the attack. L6(LMG/548,467)->L7(527), 24FP/+3, DR= 4,4= 8, +3=11 but cowering to the 20FP column of the IFT for a NMC, and lost ROF (both by die roll and by cowering). Place PF. Now the Russians check and roll 6,3=9 for a break but no ELR. Place DM. Mission accomplished, barely! Now M6(9-2,LMG/447)->O7(9-2,LMG/527) in a “Battle of the Leaders”, 6FP/+1, DR= 4,4=8, +1=9 for NE. No ROF and no cowering. Place PF. End of GT5 PFPh. GT5 MPh: In a desperate attempt to assault the southwest VC area, the unit in C7 [smoke exponent of 1; the SSR does not apply to 467 units] attempts to pop smoke in D7 (MF1-2). dr= 3. No good. Unit in E8 declares D1F (smoke attempt expends MFs and makes the unit subject to D1F).
GERMAN: C7: 467 K5: BkDM: 7-0,rLMG/467 L5: BkDM548 L6: (LMG/548)x2,467 M6: 9-2, LMG/447 O6: In melee: 9-1,548 GT5 RPh: The German attempts one MMC self-rally in L5. DRM=+4 (+1SR, -1RB, +4DM=net +4 DRM). DR= 4,2=6, +4=10 for no rally. Then the SR of leader in K5 (DM,SR,RB) he rolls 2,3=5, +4=9 for no rally. Russian doesn’t even attempt rallying the broken conscripts in G9. He’ll give them time to cool off. End GT5 RPh. Remove DMs. GT5 PFPh: Wanting to do some maneuver with units in L6, the Germans wish to attack L7 sequentially rather than en masse, hoping that some early fire will break the Russian, and then allow the unfired units to move. To review, however, he cannot do that. Rule 3.2, 4th paragraph, last sentence states, “If units in the same hex are going to attack the same unit, they must do so as a FG [Fire Group], they may not make separate attacks.” This is termed Mandatory Fire Group. The end result is that the German must decide beforehand what to commit. The
E8(426x2)->C7(467), 8FP/+3, DR= 2,6=8, +3=11 for NE. Place 4FP resid [just for practice] and First Fire. C7 will not move this turn. L6(LMG/548): Declares Double Time; place CX: K7(MF1), J7(MF2), I8(MF3), H8(MF4-5) and stop. Place DM on broken unit in G9. End of GT5 MPh. Remove residual FP counter. GT5 DFPh: O7(9-2,LMG/527)->M6(9-2,LMG/447), 6FP/+1, DR= 1,2=3, +1=4! For a 2MC and keeps ROF. Place only the Russian squad under Final Fire. German leader checks and rolls 2,4=6, +2=8 and passes! Now the squad rolls 6,5=11, +0 (-2 Ldr and 2MC) =11, breaking and ELR’ing. Replace with a broken/DM 436. Russian passes on ROF attack. End of GT5 DFPh. Remove the First/Final counters. GT5 AFPh: C7(467)->E8(426x2), 2FP/+3, DR= 4,5=9, +3=12
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 for NE. Place PF. End of GT5 AFPh. Remove all PFs.
M7: 467,LMG/548 O6: In Melee: 9-1,548
GT5 RtPh: German: M6 (LMG/BkDM436 & Unbroken/Unpinned 9-2 Ldr): L5 (MF1-2) and stop.
RUSSIAN: E8: 426x2 E9: 226, 8-0, BkDM426 (L6: mLMG) (M5: mMMG) M9: 7-0, BkDM527 N8: 426 O6: In Melee: 227 O7: 9-2, LMG/527
C’mon Guys! MOVE! The Routing rules allow an unbroken leader already stacked with a broken unit to rout with it, but the leader will suffer elimination if any Interdiction is failed along the way. The rules fail to stipulate that the leader must also not be pinned, however according to the Pin rules, any unit (leaders included) that pins, may not move further the rest of that player turn.
RT5 RPh: Russian: No weapon activities or lone MMCs to try to self-rally. Unit rallies: Not likely, but will finally try to rally those DM’d Conscripts in E9. DRM=+3. DR=6,4=10, +3=13 for no rally … and no surprise. Now in M9. Same DRM of +3. DR=2,6+8, +3=11 for no rally.
Russian: G9 (BkDM426 & Unbroken/Unpinned 8-0 leader): F8(MF1-2), E9(MF3-4) and stop. L7(BkDM527): M8(MF1-2), M9(MF3-4) and stop. German has now gained control of VC building L6 again. GT5 APh: H8 (CX:LMG/548)->G9 L6 (LMG/548,467)->M7 GT5 CCPh: O6 Melee: German attacks with 6FP to 2FP for 3:1 odds and Kill #8. He has a -1 DRM for leadership. The Russian attack is 2FP to 6FP, insufficient for 1:2 so must be on 1:4 odds with Kill #3. The German rolls 5,6=11, -1=10 for NE. The Russian rolls 5,4=9 for NE. Melee continues. End of GT5 CCPh. End of GT5. Flip counter for RT5. BOARD INVENTORY GERMAN: C7: 467 G9: LMG/CX548 K5: Bk: 7-0,rLMG/467 L5: 9-2, Bk:548, BkDM:LMG/436
German: No weapon activities, but there is a lot to do in L5. First the leader attempts to rally the bk548. DRM=-3 (Ldr and RB)! DR=1,1=2 -3=-1!! I know what you’re thinking … Leader Creation by field promotion for rolling the snake-eyes. Well think again. That only happens either in CC or during the one possible MMC self-rally attempt of a MMC which is allowed when it is that side’s turn. So this is just a great rally (they were elite anyway ). Now the leader attempts rally of the DM’d 436 conscript squad with LMG. DRM=+1 (Ldr, RB, DM) . DR=4,4=8, +1=9 for no rally. In K5 the 7-0 leader is attempting self-rally (DRM=0 for a +1 SR penalty but -1 RB) and rolls DR= 4,3=7 for a rally. Then he walks over to the the 1st line squad with the rLMG. DRM=-1 for RB. DR=1,2=3, -1=2 for yet another rally. End of RT5 RPh. Remove DMs. RT5 PFPh: None. Need to do some skulking. RT5 MPh: O7 will skulk again and assault moves to P6.
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 N8(426) assault moves to O8. End of RT5 MPh. No smoke or resid counters to remove. RT5 DFPh: L5 would like to shoot at something, but can’t see enemy anywhere (E9 is obstructed by building symbol in F8). C7 sees 2 target hexes and M7 sees 1. G9 sees none. C7(467)->E8(426x2), 4FP/+3, DR= 6,6=12, +3=15 for cower and NE. Mark with Final fire. M7(LMG/548,467)->O8(426). 12FP/+3, DR=1,1=2, +3=5 for a 2MC and retained ROF! Place FF on squads, not MG. Squad checks and rolls 6,6=12, +2=14 (I can’t believe this!) for break, ELR (but they can’t get worse than Conscripts) and Casualty Reduction for rolling the original 12 (by an unbroken unit; a broken unit rolling a 12 on a MC is eliminated: see 3.2.1, NMC, 1st paragraph). Replace with BkDM 226. Those stupid Conscripts! The German will hold on a 2FP/+3 ROF attack on same target.
RT5 RtPh: O8(BkDM226): The “closest building or woods in MF” is the building in either P7 or P8. They rout to P7. RT5 APh: E8(426x1)->F8 E9(226 only)->F8 P6(9-2,LMG/527)->O7 End of RT5 APh. RT5 CCPh: O6 Melee (same as before): German attacks with 6FP to 2FP for 3:1 odds and Kill #8. He has a -1 DRM for leadership. The Russian attack is 2FP to 6FP, insufficient for 1:2 so must be on 1:4 odds with Kill #3. The German rolls 1,1=2 for an easy kill and a possible Field Promotion/Leader Creation. The Russian rolls 2,6=8 for NE. Melee is terminated.
LOS Question and Interlude What do you think? Does H8 have LOS to F8? I say NO, because you can’t see the F8/G9 hexside from the firing hex per my optional rule, though the game rules allow it because there is no obstruction to a thread between hex center dots. Unfortunately, the unique graphics here on map “zulu” allow fire from H8 into a building hex (F8) which confers a stone-building TEM (+3) to its occupants AND also allows fire to occupants of an open hex (B8) “beyond” the building on the same LOS line! It also ridiculously allows fire into L8! I do not like some of the building positions on this map in several locations because it creates great ambiguity and disrupts the realistic simulation that so characterizes the ASL[SK] tactical WWII game system. This uncharacteristic map feature is unique to Map “zulu” in the entire ASL*SK+ system.
Now for the Leader Creation: net drm= -2 (-1 for German, -1 for Base unit (the 548) with Morale ≥8). The dr= 6, -2=4 for the creation of a 7-0 Leader. Cpt Weiss just promoted Private Koch to Corporal. Add same to stack. Normally, the entire CC attack would be recalculated with any changed odds and DRMs but keeping original DRs for both sides as if the new leader had been present from the beginning [ASLRB2 A18.12], but won’t be necessary in this CC as the result is not subject to possible change.
RT5 AFPh: None
End of RT5 CCPh and of Game Turn 5. Flip counter for final game turn.
End of RT5 DFPh. Remove Final Fire markers.
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 BOARD INVENTORY RUSSIAN: E8: 426 E9: 8-0, Bk426 F8: 426,226 (L6: mLMG) (M5: mMMG) M9: 7-0, bk527 O7: 9-2,LMG/527 P7: BkDM226
3,1=4!!! For another HUGE Pass! Now the 426 squad rolls 3,4=7 for a break (and DM) but no ELR. (Major Pigott assigns the squads in M7 the task of assaulting the building across the street. He will follow later. He also directs the forces presently with him to attack into the Russian vertex (better vortex) of the far VC building (F8) in a desperate attempt to vanquish the foe! First, however, he will use a sacrificial squad to draw some fire…) End of GT6 PFPh.
GERMAN: C7: 467 G9: LMG/CX548 K5: 7-0, rLMG/467 L5: 9-2,548, gLMG/Bk436 M7: LMG/548,467 O6: 9-1,7-0,548
GT6 MPh: L5(LMG/436): Double time! (Place CX, they now have 5MF [3MF as Conscripts + CX]): K6(MF1), the Russians take notice, J6(MF2), the Russians cock their rifles, I7(MF3), they take aim, H7(MF4), “Hold your fire!” G8 (MF5), FIRE! They could do an 8FP fire group, but don’t.
This is it for the Germans. They either accomplish it all this player turn, and if so defend any counter-attack, or fail to achieve the victory conditions!
F8(226)D1F->G8(CX:LMG/436), 4FP/-2, DR=4,6=10, -2=8 for NE! Place 1F and Resid counter.
GT6 RPh: German: The leader in L5 would like transfer of that German LMG away from the Bk436 to the elite 548, but weapons transfer occurs only between GO units, and transfers happen before rallying, so it’s a no-go. Rally attempt of the Bk436: DRM=-3, DR=1,5=6, -3=3 for a rally. *Don’t forget the Inexperienced Penalties they suffer when using the LMG and other. See 5.4]. Russian: None. End of GT5 RPh. Remove DM. GT6 PFPh: Ok, the Germans take a deep breath, and proceed … O6(9-1,548,7-0)->O7(9-2,LMG/527), 8FP/+2, DR= 4,3=7, +2=9 for a NMC. Place PF. The Russian leader rolls 3,6=9 and Pins! Place pin on him at bottom of stack. Now squad without help of leader rolls 2,3=5 for HUGE pass! G9(LMG/CX548)->F8(426,226), 16FP/+4, DR= 1,5=6, +4=10 for a NMC. Place PF and you may remove the CX counter. (CX counter is removed if the unit Prep Fires, breaks or at the start of its MPh, whichever occurs first). Half squad rolls
Switching gears: M7(467 only) assault moves to N7, and O7 opens fire. O7(LMG only)D1F->N7(467), 4FP/-1, DR= 1,5=6, -1=5 for a 1MC and ROF! The Russian must decide whether to leave Residual Fire or retain ROF with the LMG (see the Official Errata for 2nd item of rule 3.31[sic]). The rules do not specify the order precisely, so he’ll first see the effect. German squad rolls: 4,5=9, +1=10, for a break. Place DM. He decides to maintain ROF and no Resid counter is placed. Now M7(LMG/548) pops smoke in N7, dr= 4 (MF1-2), then moves into same (MF3-4). Russian answers as before with LMG. O7(LMG only)D1F->N7(LMG/548), 4FP/+1, DR= 6,1=7, +1=8 for NE and lost ROF; place 1F (remember only on MG) and 2FP Resid. Now, from K5 and Double-Timing (Place CX) comes (7-0,rLMG/467): K6(MF1), J6(MF2), J7(MF3), I8(MF4), I9(MF5), H9(MF6), G10(MF7
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 and F8 cannot SFF due to closer enemy in G8) and F9(MF8), which confers DM on bk426 inE9. F8(1F226)SFF->F9(CX: 7-0,rLMG/467), 2FP/-2, DR= 3,4=7, -2=5 for a NMC. Flip to FF and place resid. Leader rolls 6,6=12, breaking, casualty reducing and ELR’ing! Let’s see if he survived. The wound dr=4 for a wounding (but wishes he was dead); place wound counter, DM and replace with 6+1 leader. (There will be no LLTC here. Do you know why?9) Now the squad checks and rolls: 4,2=6 for a stupendous pass! The CX counter should now only be on the squad with MG. Now it’s Major Pigott’s turn. L5(9-2,548): M6(MF1-2), N6(MF3). Now the squad in O7 fires. O7(527)D1F->N6(9-2,548), 8FP/-2, DR= 1,6=7, 2=5 for a 2MC. Russian squad is now also 1F. Place Resid. German leader rolls: 2,2=4, +2=6! What an Übermensch! Now the squad: 5,5=10, 2(Ldr)=8, which Pins them! Last but not least, C7 declares double time too. C7(CX467): C8(MF1) … *E8 is wondering if he’s going to run south and around or approach closer on next move?! … They can’t wait any longer and decide to shoot.] E8(426)D1F-> C8(CX467), 4FP/-2, DR=3,2=5, -2=3 for a 2MC! Place 1F and resid. Squad rolls: 4,4=8, +2=10, thereby breaking, but no ELR. The CX is not needed anymore. Wow! What a bloody MPh. End of GT6 MPh. Remove the smoke and residual fire counters. GT6 DFPh: The only shots the Russians have10 are O7 at two adjacent tagets: O7(LMG/527)FF->N7(LMG/548,BkDM467). But first, do you remember that the B# of a MG being used in SFF (or FPF) [i.e., already 1F] is
lowered by two? Since that is true, doesn’t it make sense that a 1F MG, firing for its second time in the DFPh (like here) would also suffer that penalty? Yes. In fact, the rule book left out an important phrase that is corrected by insertion in the ASLSK2 rule book. The last sentence of rule 4.1 should read as follows: “The B# of a MG using Subsequent First Fire or Final Fire when marked with a First Fire counter is lowered by two.” Now we can proceed. O7(LMG/527)FF->N7(LMG/548, BkDM467), 6FP/+0, DR= 3,3=6 for cower and a NMC. Flip to FF. The 548 rolls 6,4=10, for a break but no ELR. Flip and place under the DM. Now the BkDM 467 rolls: 4,5=9, for another break (which casualty reduces the squad) but no ELR. Replace with Bk247. End of GT6 DFPh. Remove all 1F/FF. GT6 AFPh: F9(rLMG11/CX467) -> F8(226) (Hope you remembered that the B# (or X#) of a captured SW is reduced by 2, here from 11 to 9), 6FP/+4, DR= 3,4=7, +4=11 for NE. Place PF. N6(9-2,Pinned 548)-> O7(LMG/527,Pinned 9-2), 4FP (AFPh, Pinned, PBF, AF Bonus) /+1DRM, DR=4,1=5, +1=6 for a NMC! Place PF. The Pinned leader rolls 2,2=4 and passes, but is still Pinned. Now the squad rolls 2,3=5 for a GREAT PASS! End of GT6 AFPh. Remove PFs. GT6 RtPh: German: C8 (BkDM467): to B7(MF1-2) F9 (BkDM Wnd 6+1) Has only 3MF since wounded. He would love to rout to the woods in H10 but can see the Russians in M9, so can’t step into G10 (closer by one hex). He cannot stay in F9 due to adjacency to enemy in E9 and F8. He cannot go to E10 (adjacent to enemy in E9). His only rout is directly south into F10,
9
Because the squad’s ML of 7 is not less than that of the 7-0 leader that broke horribly. 10 F8 has none due to Final Fire status.
11
Remember that except for LMGs, MGs that moved in the MPh, may not fire in AFPh.
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 which is open ground. He will Low Crawl there now to avoid interdiction from the 226 in F8. N7 (BkDM: LMG/548,247): M7(MF1-2), M6(MF3-4), L5(MF5-6) Russian: E9 (only the BkDM426, not the leader too): E8. F8 (BkDM426): E8 (and now they see Germans in B7). End GT6 RtPh. GT6 APh: F9->E9 Place CC. G8->F8 Place CC. G9->F8 (for style !) N6(9-2)->O7 Place CC and DM P7. O6(All)-> O7 under CC. GT6 CCPh: E9: Check for Ambush. Russian drm=0; German drm=+1 for CX. Colored die is Russian Ldr, and the DR=6,6 for 6 to 7 final and no ambush. The Russian attack is 1FP to 4FP for 1:4 odds and Kill #3. The German attack is 4FP to 1FP for 4:1 odds and a Kill #9. But wait! There’s more! Since the Germans are huffing, puffing and winded from that long run they made (i.e., are CX status), the Russian leader has a -1 DRM for attacking against a CX unit, and the Germans have a +1 DRM for attacking under CX status. The Russian rolls: 2,1=3, -1=2! For elimination of the Germans! The Germans roll: 2,6=8, +1=9 for Casualty Reduction of the leader. Will he die? Wound dr=5 for mortal wounding of the Leader. E9 is now empty of combatants, but still contains the rLMG. F8: Check for Ambush. Russian drm=+1 for Inexperienced (Conscripts). German drm=+1 for CX and +1 for Inexperienced (the 436 squad is Conscript material) for net drm=+2. Assign colored die to Russian and roll: DR=4,1 for a final of 5,3 and no Ambush. The Russian attack is 2FP to 9FP for 1:6 odds and a Kill #2 with DRM= -1 for “vs CX.” The German attacks with 9FP to 2FP, for 4:1 odds and Kill #9 and DRM=+1
(by CX). Russian rolls: 2,1=3 (I swear!) -1=2 for casualty reduction of the Germans randomly selected! German rolls 3,1=4, +1= 5 for elimination of the Russian Conscript HS. Remove CC. Now roll to see which German squad is casualty reduced: assign the colored die to the 548, and the DRs are 5,4, so the elite squad is reduced to a 238 HS (still possessing a LMG). O7: Check for Ambush. Russian drm=+1 for Pinned status of Leader (which also prevents use of his Leadership modifier). German drm=-2 for best Leader. Assign colored die to Russians, and DR=6,1 for final Russian=7 and German=-1 for HUGE Ambush! German attack is 8FP to 6FP (remember that Pinned units (our leader) defend with full strength), which is insufficient for 3:2 so falls back to 1:1 with Kill #5. German DRM=-3 (-2Ldr and Ambushing), DR= 4,2=6, -3=3 for elimination of the Russian units! Leave the LMG there. End of GT6 CCPh. Remove Pin counter Though the German side has gained control of all the VC buildings, there is still a Russian Turn 6 remaining. Is it possible that the Russians can take control of any one VC building in order to deny the Germans victory? Not likely, but we shall see. Though not clear in the SK rule set, in ASL, Building Control once acquired is maintained until taken/claimed by the other combatant. This means that a victory can’t be cheaply denied by just entering a VC building on the last turn. Instead Control has to be gained according to the definition by defeating/routing any present enemy occupants claiming/holding control. This is why on page 2 of this EOP that Building Control is defined as “the last side” to have earned the conditions granting Control. BOARD COUNTER INVENTORY RUSSIAN: E8: 426, BkDM426x2 (E9: rLMG) (L6: mLMG) (M5: mMMG) M9: 7-0, bk527
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 (O7: LMG) P7: BkDM226 GERMAN: B7: BkDM467 F8: LMG/238, LMG/CX436 F10: BkDM/Wnd6+1 L5: BkDM:247,LMG/548 N6: 548 O7: 9-2,9-1,7-0,548 RT6 RPh: Russian: No chance for a MMC SR because the units in E8 have a bML of 5 and a DRM=+4 (SR, RB, DM). Now for M9: DRM=-1 for RB. DR=1,1=2, -1=1 for a fabulous and IMPORTANT rally! German: No MMC SR allowed. The leader in F10 would like to attempt SR, but as a wounded 6+1 Ldr, his bML is 5, and his DRM=+5 (DM and SR), making it impossible. End RT6 RPh. Remove all DMs except E8 & P7. If F10 had somewhere to rout to, he could elect to keep the DM so as to qualify for routing, but since he has no rout and he is not currently in an interdictable condition, he may remove the DM too. RT6 PFPh: None for Russian; they need to move! RT6 MPh: M9 (7-0,527): L8(MF1-2), L7(MF3-4), (the German player may wish to attack from F8, but per my House Rule for LOS on Board “z,” the LOS is blocked by building in H8) and L6(MF5-6) for style! Since they have no MFs left, they may not attempt recovery of the mLMG. Place DM on L5. The German still currently has control of VC building L6, but will lose it in the RtPh when he is forced to vacate and therefore loses this battle … unless, of course, the Russians can be broken by fire from F8 (?)! F8 (LMG/CX436,LMG/238)D1F->L6(7-0,527), 8FP/+5. There’s a lot going on here: The elite HS is not able to apply inherent FP because they
are shooting the MG; the Conscripts’ inherent FP is halved for long-range-fire; the entire FG is penalized +1 for a member being CX status; and finally, the LMG manned by the Conscripts will malfunction on original IFT DR of 11 (instead of 12) for being manned by Inexperienced troops. The DRM=+5 (+3 sBldg TEM, +1 orchard Hindrance, and +1 CX status). The LOS is unobstructed conventionally. The IFT DR= 6,1=7, +5=12 for lost ROF and NE! Place 1F. F8, in review, cannot SFF on same target for two reasons: closer enemy in E8 and beyond normal range (except MGs). E8 (426): Assault moves to E9(MF1-2), and then attempts to recover the MG by expending 1 MF (MF3); dr =4, for success! Place MG on squad. Also, F10 being within Normal Range and in the open of E9 must now be DM’d again. Sure, the adjacent German could possibly break them with SFF and FPF, requiring them to rout away, but VC building L6 will be back under Russian Control at the end of the forthcoming RtPh! Additional note: the German may have selected to SFF after the Russian’s move into the building and before the SW recovery attempt (for two shots), then if surviving, the Russians could spend the 3rd MF in SW recovery and thereby qualify for another FPF shot. “…with any German penetration met by an immediate counter-attack…” Skipping further SFF/FPF and DFPh, and concentrating on VC building L6, we continue with: RT6 AFPh: L6(527,7-0)->L5(BkDM:LMG/548,247),6FP/+3, and the DR=1,1 (I SWEAR!) for a 1MC. Place PF counter. What happens in L5 is academic, because any survivors have to rout (even without this attack). RT6 RtPh: Russian: E8 (Both) must Low Crawl to E7. P7->P8
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 German: F10 Low Crawls to G10 (on the way to H10) L5 (All or parts) must go to either K5 or M5 (better because closer for leader), and Building Control is gained by the Russian. Russian Win! Remember how at the start of this EOP we observed the difference in quality between the German and Russian MGs? And in this battle it was the Russian MGs that malfunctioned. As it turned out, the Russian Conscript squads unexpectedly contributed importantly to this battle. True to the “Aftermath,” the Russians managed here to keep the Germans from claiming the Premier’s namesake city … at least in this sector … on this day … at this hour. For continued learning on ROF/Defensive fire with a more subject-based tutorial, I highly recommend the following link to Jay Richardson’s tutorial on ROF and Defensive Fire: http://www.boardgamegeek.com/thread/8835 0 Each of the other scenarios included in your game add interesting features. S3 SIMPLE EQUATION: geomorphic board usage, HMG, and Fortification S4 WELCOME BACK: Snow and new VCs (Exit of units) S5 CLEARING COLLEVILLE: indeterminate reinforcements S6 RELEASED FROM THE EAST: Winter camouflage and Tactical Reserve units Now that you have finished this EOP, be sure to add to your scenarios those which use these same rules and maps and are available for free from the publisher. They are:
S7 PRELUDE TO FESTUNG BREST: New VCs (Casualty Victory Points), and S19 PURPLE HEART LANE: Dependent VCs and flooded terrain, which are available at MMP under Support->ASL & ASLSK at http://www.multimanpublishing.com/Support/ ASLASLSK/tabid/64/Default.aspx . Scenario S19 features E (Easy) Company, 2nd Battalion of Colonel Robert Sink’s 506th Parachute Infantry Regiment (PIR) of the 101st Airborne Division, with Lieutenants Harry Walsh and Richard Winters of Band of Brothers fame, by Stephen Ambrose as depicted in the HBO series of the same name. History is what this game is all about! ASLSK#2 adds 8 scenarios, Maps w and x, Hills and elevation rules, more German and American infantry units and SWs, Light AntiTank Weapons (LATW, like Bazookas and Panzerschrecks), Mortars, Towed-Guns (like the famous German 88mm Flak gun or the American 105mm howitzer) and their manning Crews representing Russian, British, German and American Ordnance; Rules for Emplacements, Special Ammunition, Hidden Initial Placement (here comes the “Fog of War”), unit counters to represent British Commonwealth/Free-French, Italian and Allied Minor units, and a Turn Counter! Look for my tutorial EOPs for ASLSK2, using: S15 HAMMER TO THE TEETH, featuring: hills (map w), Bazookas, Panzerschrecks, Anti-Tank gun and heavy Mortar gun (big 81mm); at http://www.boardgamegeek.com/filepage/444 32 and S16 LEGIO PATRIA NOSTRA, featuring: hills, fortification, rain, light Mortar (SW), AntiAircraft and Anti-Tank guns at
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ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP) By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011 http://www.boardgamegeek.com/filepage/444 33 . Finally, the interesting thing about solo play is that you continually win … and lose . The difficulty is that you don’t have two players watching the mechanics and rules. If you find or suspect any errors, please geek mail (or e-mail at [email protected]) me with listing of same.
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ASLSK S2 EOP Updated Errata Pg.1, 2nd column, Acknowledgment: Add: “and Miikka Sohlman (BGG user name Hipsu)” between “(BGG user name jadrain)” and “for offering” and change “his” to “their”, to read “…Adrain (BGG user name jadrain) and Miikka Sohlman (BGG user name Hipsu) for offering their critical editorial eyes …” Pg.6, 1st column, 1st full paragraph, last line: Add to very end: “and 1FP residual.” To read: “Place First Fire and 1FP residual.” Pg.7, 2nd column, GT1 RtPh, 2nd paragraph, lines 6-7: Delete: “and is therefore eliminated for failure to rout (accomplishing what the DC failed to do)” and replace with: “but since he is no longer adjacent to GO enemy, he can stay right there in O6 adjacent to the broken enemy in O7.” Pg.7, 2nd column, GT1 RtPh, 3rd paragraph, 8th line: Insert footnote after “L5” to read as follows: “This rout is illegal in that it closes the distance to enemy in I4. The broken leader in M5 should instead be eliminated for failure to rout, but because of integration down-stream, just look the other way this time (i.e., I claim A.2). He is adjacent to a German unit in N4 so he must rout. He can't go to L5 because it would approach a Known Enemy Unit (NEU), and can't go to M6 because that would move closer to the broken German 467 in O7. All other spaces are either adjacent to the German MMC or in the case of L4 clearly moving towards a NEU.” nd
Pg.8, 2 column, Board Inventory, Russian: Add: “O6: BkDM447” to end. Pg.8, 2nd column, RT1 RPh, 2nd paragraph,: Line 3: delete: “attempt of a leaderless broken MMC” Line 4: add “447” between “broken” and “squad” Line 5: replace “HS” with “Conscript squad” Line 6: add “447” between “the” and “squad.” Pg.8, 2nd column, RT1 RPh, last paragraph: Line 4: add “or O6” between “from L5” and “(adjacent …” Line 4: replace “unit” with “units” Line 5: Add “and O5” after “M5.” Pg.10, 1st column, RT1 RtPh, Line 5: After “… struggles into L6 (MF1-2).” Insert: “The Russian squad in O6 is adjacent to GO enemy and therefore must rout, but is also encircled by enemy preventing
him from routing. Therefore, he is eliminated for failure to rout.” Pg.14, 2nd column, RT2 PFPh, 1st line: Delete: “,7-0” and add the following footnote to “447”: “The 7-0 leader is planning to move, so will not participate in Prep Fire.”
Pg.16, 2nd column, 1st full paragraph: Line 4: change “2FP” to “6FP” Lines 5-6: Delete: “(two column reduction for the +2 Smk hindrance)” Line 7: change “1RF” to “4RF” Lines 8-9: Delete : “(4RF reduced by two columns just as above to 1RF)” Line 8: add footnote to “attack” as follows: “Not in SK1 or official errata, but Residual firepower left in a location is reduced by an IFT column shift to the left for every positive DRM resulting from effects outside of the target hex in effect during the attack that created the residual firepower (see ASLRB A8.26).”
Line 11: change “1RF” to “4RF” Pg.17, 1st column, 1st full paragraph: Line 3: change “1FP” to “4FP” Line 4: change DR to “=2,5=7, +1=8” Pg.23, 2nd column, GT5 MPh, 2nd paragraph: Line 1: Change “+3” to “+2” and add immediately thereafter: “(sBldg and FFNAM)” Also, add a footnote for corrected “+2: as follows: “If this unit had declared Assault Move, even intending a 0 (zero) hex move, it would have executed the smoke grenade (spent MF) more carefully and would have not suffered from a -1 FFNAM DRM.”
Pg.26, 1st column, GT6 PFPh, 4th line: Change DR to “=4,2=6, +2=8” Pg.27, 2nd column, lines 16-17: Delete: “but no ELR” Comment: Broken units never suffer ELR reduction. Pg.29, 2nd column, 1st full paragraph, Lines 4-5: Delete: “Also, F10 being within Normal Range and in the open of E9 must now be DM’d again.” Pg.30, 1st column, 2nd line: Before “F10 Low Crawls …” Insert: “F10, being in open ground and within Normal Range and LOS of E9, must now be DM’d again.”