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Tabla de Contenidos
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)
Después de totalizar la potencia de fuego de un 5.0 Valor del Nivel de Experiencia (ELR) y
Introducción ataque, se tiran dos dados de seis caras y el Características de Unidades
resultado (modificado por varios factores) se 5.1 ELR
Bienvenido al excitante mundo de Advanced cruza con la columna apropiada de potencia de 5.2 Características Nacionales
Squad Leader. ASL es un sistema detallado de fuego de la Infantry Fire Table (Tabla de 5.3 Promoción en Combate
simulación bélica que puede representar Fuego de Infantería) para determinar los 5.4 MMC Inexpertas
cualquier acción terrestre a nivel de compañía resultados del ataque. Dichos resultados
en cualquier teatro de operaciones de la oscilan entre no tener efecto, provocar que el 1.0 Componentes del Juego
Segunda Guerra Mundial. Las fichas enemigo compruebe su nivel de moral para ver
representan pelotones, escuadras, jefes, si se desmoraliza, y la completa eliminación de 1.1 Tablero de Juego: Este módulo de ASL
dotaciones y vehículos de cada uno de los una o más unidades enemigas. Las unidades contiene dos tableros geomórficos (tableros
países involucrados en la Segunda Guerra también utilizan su potencia de fuego en “y” y “z”). Ambos representan el campo de
Mundial. Los campos de batalla se representan combate próximo, normalmente en lucha a batalla y pueden unirse por los lados o por los
mediante tableros geomórficos sobre los todo o nada hasta la muerte. extremos con otros para formar diferentes
cuales maniobran las fichas. Los Starter Kits Cada escenario de ASL simula una batalla áreas de juego. Sobreimpreso sobre el tablero
(Equipos de Iniciación) proporcionan a los histórica proporcionando tanto al atacante hay una trama hexagonal utilizada para medir
nuevos jugadores un método sencillo para como al defensor con un orden de batalla con distancias. Cada hexágono contiene un tipo
familiarizarse con las bases del sistema ASL unidades específicas y armamento con el que concreto de terreno. Los diferentes tipos de
utilizando escenarios sencillos, las fichas, los deberán maniobrar en un esfuerzo por terreno producen diferentes efectos en el
tableros y las reglas. conseguir las condiciones de victoria movimiento y en el combate. También cada
Las fichas de pelotón representan especificadas. Los tableros geomórficos hexágono contiene su propia coordenada que
aproximadamente entre 9 y 15 hombres, pueden colocarse en varias combinaciones indica su localización en el tablero (p.ej.:
dependiendo de la nacionalidad y del tipo. Las diferentes para representar los variados hexágono K2). Anotar el identificador del
fichas de jefes individuales representan jefes campos de batalla europeos. tablero junto a la coordenada (p.ej.: yK2)
de combate históricamente presentes en la El Equipo de Iniciación número 1 es un proporciona un identificador único para cada
batalla y también ayudan a representar la total juego completo que introduce al jugador en las hexágono en el sistema. C ada hexágono
independencia en combate de la unidad a la reglas de Infantería de ASL e incluye contiene un punto blanco que señala el centro
que están agregados. Cada pelotón y cada jefe pelotones, escuadras, jefes, armas de apoyo y del hexágono. Se utiliza para determinar la
posee un nivel de moral indicado en su ficha; reglas simplificadas y terreno para usar con Línea de Tiro (LOS). Los semihexágonos a lo
cuanto más alto sea el nivel de moral, más todo ello. Las fichas y los tableros son largo del borde del tablero equivalen a
resistirán firmes en el combate y antes se perfectamente compatibles con otros productos hexágonos completos, aunque la coordenada y
recuperarán de los reveses. Las fichas de ASL. El Equipo de Iniciación número 1 el punto blanco central puedan no aparecer.
armas de apoyo representan otras armas contiene todas las fichas necesarias para jugar
individuales además de las armas cortas los seis escenarios incluidos bajo 1.1.2 Tipos de Terreno: Lo que viene a
orgánicas o de dotación que ya están incluidas circunstancias normales. Sin embargo, ASL es continuación describe los distintos tipos de
en los valores de potencia de fuego dados a un juego con múltiples posibilidades por lo terreno que se encuentran en los tableros
cada ficha de pelotón y de escuadra. Los que, circunstancias excepcionales en una incluidos en este módulo. A efectos estéticos,
grupos de fuego para atacar unidades enemigas partida, pueden provocar la escasez de fichas el dibujo del terreno puede extenderse fuera de
se forman a partir de la potencia de fuego concretas, en cuyo caso los jugadores un hexágono hasta otro adyacente con otro
combinada de unidades y armas individuales.
tipo de terreno, pero la mayoría de los Bosque Carretera: única acción por fase, y únicamente puede
hexágonos están dominados por un tipo Una unidad movién- utilizar su modificador por mando (incluso si
específico de terreno y están gobernados por dose en un hexágono es un 0 ó un +1) más de una vez en la misma
las reglas específicas de ese tipo de terreno. de bosque carretera fase sólo para intentar reagrupar más de una
Normalmente el tipo de terreno dominante como en yE4, no tiene unidad en una RPH, para dirigir ataques con
incluye el punto central del hexágono, pero derecho al TEM +1 ROF y/o de Fuego Defensivo, y para asistir a
ocasionalmente hexágonos que no sean de por Bosques durante el unidades en un MC.
Campo Abierto pueden tener el punto central Primer Fuego
del hexágono en Campo Abierto. Algunos Defensivo (y es objeto del FFMO o de
terrenos perjudican más el movimiento a su interdicción) si la LOS no cruza un símbolo
través que otros; los costes de movimiento se verde de bosque y la unidad en movimiento
expresan en Factores de Movimiento (MF). El entró en el hexágono utilizando la tasa de
terreno también puede bloquear la LOS o movimiento por carretera. En otro caso, el
estorbar la LOS y pueden proporcionar algo de TEM normal de bosque entrará en efecto; una
cobertura modificando los ataques con fuego; unidad puede elegir siempre utilizar la tasa de
hablamos de Modificador por Efectos del movimiento por bosques y recibir los
Terreno (TEM). beneficios consiguientes TEM. La porción de
carretera no obstruye la LOS.
Campo Abierto: Es Arboledas: Una
todo hexágono despro- arboleda representa un
visto de otros dibujos área escasamente
de terreno, general- poblada de árboles
mente cubiertos de desprovista de monte
forma uniforme con bajo como yK5. Una
un color verde claro arboleda representa un
como el hexágono estorbo a la LOS y por
yFF1. El Campo Abierto no representa tanto añade un DRM +1 por cada hexágono de
obstrucción ni estorbo a la LOS, y el único arboleda entre quien dispara y su objetivo. A
TEM para Campo Abierto es el DRM –1 por la Infantería le cuesta 1 MF entrar en una 1.2.2 Fichas de Grupo (MMC): Las MMC
FFMO (Primer Fuego contra Movimiento en arboleda. Una arboleda no tiene TEM, pero son unidades que portan la silueta de más de
Campo Abierto) contra unidades moviéndose. dado que no es Campo Abierto el FFMO no se un hombre. Hay dos tipos de MMC en uso en
A la Infantería le cuesta 1 MF entrar en aplica, y la interdicción no se produce. este juego: pelotones y escuadras (HS). Un
Campo Abierto. pelotón porta la silueta de tres hombres, una
Trigal: Cuando está HS la de dos hombres. Cada una de ellas
en temporada, un puede ser definida como E (Elite), 1 (Primera
Edificios: Represen-
trigal representa un Línea), 2 (Segunda Línea), G (Novata) o C
tan construcciones de
campo cultivado de (Conscriptos) lo cual aparece en la esquina
tamaños variados
una variedad de cereal superior derecha de la ficha. Dos HS equivalen
realizadas por el
como yU9. Un trigal a un pelotón en cuanto a tamaño.
hombre. Cualquier
es un estorbo a la LOS Cada MMC contiene un número compuesto
hexágono que conten-
y añade un DRM +1 de tres dígitos llamado factor de fuerza que
ga el dibujo de un
por cada hexágono de terreno de trigal entre cuantifica sus capacidades en el juego. La
edificio en vista aérea
quien dispara y su objetivo. Los trigales están Potencia de Fuego (FP) es el número más a la
de color gris o marrón, es un edificio, como en
en temporada durante los meses de junio a izquierda y representa la FP con la que la
yP6. Un edificio es un obstáculo a la LOS. A
septiembre (ambos inclusive). Cuando no MMC puede atacar previamente a cualquier
la Infantería le cuesta 2 MF entrar en un
estén en temporada los hexágonos de trigal son modificación. El número del medio (su
edificio. El TEM de un edificio de piedra
tratados, en su lugar, como Campo Abierto. A alcance normal) es el número de hexágonos
(gris) es +3 y +2 el de un edificio de madera
la Infantería le cuesta 1’5 MF entrar en un que puede alcanzar con su FP al completo. El
(marrón).
hexágono de trigal. No hay TEM por trigal, tercer número es su Moral, factor relativo que
pero dado que no es Campo Abierto (a menos cuantifica la habilidad para resistir el castigo
Carreteras: Repre-
que no esté en temporada), el FFMO no se antes de desmoralizarse. Algunos pelotones
sentan carreteras con
aplica. tienen un Exponente de Humo que aparece en
superficies pavimen-
1.2 Fichas: Hay tres tipos de fichas en uso en forma de superíndice de su FP e indica que
tadas o no. Una
este juego: fichas informativas, fichas de tropa puede intentar colocar granadas fumígenas.
carretera representada
y Armas de Apoyo (SW). Las fichas 1.2.3 El reverso de cada SMC y MMC es su
con una tira color
informativas se utilizan con fines lado desmoralizado. El número grande en la
marrón, como en yL5,
memorísticos. Incluyen fichas como las de esquina inferior derecha es su Nivel de Moral
es una carretera no
Prep Fire, First Fire, Pin y DM. Todas ellas desmoralizado. Si el Nivel de Moral aparece
pavimentada; mientras que una representada
serán desarrolladas en profundidad durante la dentro de un cuadrado, indica que esa unidad
por una tira gris, como en zQ4, es de
explicación de la secuencia del juego. Las es capaz de autoreagruparse.
superficie pavimentada. Una carretera se
fichas de tropa son de dos tipos principales: 1.2.4 Armas de Apoyo (SW): Estas fichas
considera Campo Abierto a todos los efectos.
Fichas de Individuo y Fichas de Grupo. representan armas que han de estar en
Además, Infantería que cruce sólo carreteras a
1.2.1 Fichas de Individuo (SMC): Las fichas posesión de una MMC o SMC para poder ser
lo largo de su MPh completa tendrá derecho a
SMC (o jefes) son unidades de elite, que utilizadas (ver sección 4). Se incluyen
un MF extra (bonificación por carretera).
portan una única silueta y representan Ametralladoras (MG), Lanzallamas (FT) y
únicamente un hombre. Los jefes tienen un Cargas de Demolición (DC). Estas SW están
Bosques: Los bosques
factor de fuerza compuesto de dos números, en posesión de la unidad apilada
representan un área
que indican la moral del jefe (parte inferior) y inmediatamente debajo de ellas. Una SW ha de
forestal con monte
su DRM por mando (parte superior). Este estar en posesión para poder disparar o
bajo denso, como en
último se expresa por un número negativo o un moverse. Las SW exigen unas capacidades de
yG6. Los bosques son
cero, o bien ocasionalmente por un +1. Un jefe acarreamiento (Puntos de Acarreo o PP)
un obstáculo a la LOS
no desmoralizado ni paralizado puede utilizar indicados en la ficha. Las SW tienen un
y a la Infantería le
su DRM por mando para afectar el alcance y una FP que se utiliza como la de una
cuesta 2 MF entrar. El
comportamiento de otras tropas en su MMC. Algunas SW tienen una Cadencia de
TEM de los bosques es +1.
localización. Los modificadores por mando no Tiro (ROF) múltiple indicada por un número
son acumulables. Un jefe puede intentar una dentro de un cuadrado. Si el dado de color en
una DR de un ataque con fuego es menor o través pero no lo bloqueará MPh: Fase de Movimiento (3.3).
igual que dicha ROF, esa SW puede disparar completamente. Todo hexágono de NMC: Chequeo Moral Normal; requiere una
otra vez en esa fase hasta que, en una ulterior estorbo añade un modificador +1 al tirada de dados inferior o igual al nivel
DR, el resultado del dado de color exceda la fuego trazado a través de él (3.2). actual de moral de la unidad. El
ROF. Exponente de Humo: Un exponente en la FP modificador por Mando puede aplicarse
Algunas SW (p.ej.: una MG) pueden de una unidad indica la capacidad de (3.2.1).
funcionar mal, en cuyo caso son giradas sobre intentar lanzar granadas fumígenas Paso Ligero: Una unidad puede añadir 2 MF a
su lado de rotura o malfuncionamiento. El (3.3). su MPh quedando CX (3.3).
número de Reparación se muestra en la FFMO: Primer Fuego contra Movimiento en PBF: Fuego a Quemarropa; fuego a un
esquina superior izquierda. El “6” en la Campo Abierto; un DRM –1 contra objetivo en una localización adyacente.
esquina inferior derecha indica que si la dr Infantería moviéndose en Campo La potencia de fuego es el doble de la
original de reparación es un 6, la SW resulta Abierto; no se aplica si existe un estorbo normal (3.2).
eliminada definitivamente. a la LOS (3.3.1). PFPh: Fase de Fuego de Preparación (3.2.2).
1.3 Tarjetas de Escenario: Cada juego FFNAM: Primer Fuego por Movimiento no de PP: Puntos de Acarreo; representan la
comienza con la tarjeta de escenario que Asalto; un DRM –1 contra Infantería dificultad existente para transportar un
muestra la información precisa para jugar una moviéndose siempre y cuando el arma, y se restan del IPC de la unidad
partida: el tablero(s), las unidades y dónde se objetivo no esté utilizando Movimiento (4.0).
posicionan inicialmente o por dónde entran, de Asalto (3.3.1). Primer Fuego Defensivo: Disparos
extensión de la partida, condiciones de FG: Grupo de Tiro; dos o más unidades y/o efectuados a unidades moviéndose en la
victoria, reseña histórica y cualquier regla SW se unen para realizar un ataque MPh (3.3.1).
especial (SSR) precisa para jugar ese combinado de fuego (3.2). Primer Fuego Subsiguiente: Disparar
escenario. Fila de Hexágonos: Una cadena contigua de nuevamente en Primer Fuego Defensivo,
hexágonos a través de los cuales una pero como Fuego de Área (3.3.1).
1.4 Dados: Son necesarios dos dados de seis
LOS trazada entre los puntos centrales PTC: Chequeo de Paralización de Actividad
caras, uno de color blanco y otro de color.
del primero y del último también cruzan (3.2.1).
Algunas veces será preciso tirar ambos dados
los puntos centrales de todos los Punto Central del Hexágono: El punto
(DR); otras, sólo uno (dr). El dado de color se
hexágonos entre ellos (1.1). blanco existente en el centro de un
utiliza para determinar la ROF.
FP: Potencia de Fuego; la fuerza con la que hexágono desde el que se determina la
2.0 Definiciones: una unidad (o FG) ataca (1.2.2). LOS (1.1).
FPF: Fuego Protector Final (3.3.1). Reducción por Bajas: Un resultado de
AFPh: Fase Avanzada de Fuego (3.5).
FT: Lanzallamas (4.2). combate que elimina una HS o hiere a
APh: Fase de Avance (3.7).
Fuego Disperso: La Potencia de Fuego de una una SMC. Un pelotón queda reducido a
ATACANTE: El jugador cuyo turno de juego
unidad atacante se divide a la mitad por una HS (3.2.1).
se está jugando actualmente.
cada caso concurrente de Fuego ROF: Cadencia de Tiro; una MG puede atacar
Auto-Reagrupamiento: La capacidad de una
Disperso (3.2). más de una vez en el mismo turno
unidad de reagruparse ella misma sin la
HS: Escuadra. gracias al número de su ROF, que
presencia de un jefe en Buen Orden se
Inexpertos: Las MMC Novatas (G) no aparece en un cuadrado (4.0).
representa con la moral del lado
apiladas con un jefe en Buen Orden y RPh: Fase de Reagrupamiento (3.1).
desmoralizado encasillada en un
las MMC Conscriptas sufren RtPh: Fase de Retirada (3.6).
cuadrado (3.1).
penalizaciones por ser Inexpertas: 3MF, SSR: Regla Especial del Escenario (1.3).
B#: Número de Rotura de un Arma de Apoyo
B# o X# reducidos en uno, cobardía dos SW: Arma de Apoyo (4.0).
(el arma es reparable) (4.0).
columnas, drm de emboscada +1. TEM: Modificador por Efectos del Terreno;
Buen Orden: Una unidad de tropa que no está
IFT: Tabla de Fuego de Infantería. un DRM causado por el terreno (3.2).
ni desmoralizada ni marcada con una
Infantería: Todas las SMC y MMC. Terreno Inherente: Ciertas representaciones
ficha de Melée.
IPC: Capacidad Inherente de Acarreo (4.0). de terreno (arboleda) y contenidos de
CC: Combate Próximo (3.8).
Lado de Hexágono: Una de las seis líneas que fichas de un hexágono (humo)
CCPh: Fase de Combate Próximo (3.8).
se combinan para formar un hexágono. identifican al hexágono en su totalidad,
Control: Una MMC de Infantería en Buen
Cada lado de hexágono tiene o forma incluyendo los lados de hexágono, como
Orden gana el control del hexágono o
dos vértices (1.1). poseedor de las características de ese
del edificio que ocupa sin la presencia
Límites de Apilado: Cada bando puede tener hexágono. Una LOS que penetre en
de una unidad enemiga. A menudo se
hasta tres MMC equivalentes a pelotón dicho hexágono (incluso la trazada a lo
requiere dicho Control a efectos de
por hexágono y además hasta cuatro largo de un lado de hexágono) se ve
determinar la victoria.
jefes (3.3). afectada por el terreno inherente.
● CX: Ficha Exhausta (3.3)
LLMC: Chequeo Moral por Pérdida de un Turno de Jugador: Las ocho fases
DC: Cargas de Demolición (4.3).
Jefe; un MC adicional provocado por la consecutivas que conforman la mitad de
DEFENSOR: El jugador cuyo turno de
pérdida de un jefe con un nivel de moral un turno de juego, durante las cuales el
jugador no está siendo jugado
superior al de la unidad(es) con la que ATACANTE puede mover sus fuerzas.
actualmente.
estaba apilado (3.2.1). Unidad Enemiga Conocida (KEU): Toda
DFPh: Fase de Fuego Defensivo (3.4).
LLTC: Chequeo de Actividad por Pérdida de unidad enemiga hasta la que la unidad
DM: Moral de Desesperación (DRM +4 en
un Jefe; causado por la desmoralización amiga en cuestión tiene una LOS
intentos de reagruparse) (3.1, 3.2.1 y
de un jefe con un nivel de moral actualmente.
3.6).
superior al de la unidad(es) con la que X#: Número de Rotura de una SW (arma que
dr: Tirada de un único dado (1.4).
estuviera apilado (3.2.1). no es reparable) (4.0).
DR: Tirada de dos dados (1.4).
LOS: Línea de Tiro (3.2).
drm/DRM: Modificador de tirada de un dado 3.0 Secuencia de Juego
Melée: Una condición en la que quedan
(o de dos dados); un ajuste matemático Hay ocho fases diferentes en cada turno de
involucradas unidades opuestas en la
bien positivo o negativo de la tirada de jugador:
misma localización después de haber
dado o dados. 3.1 Fase de Reagrupamiento (RPh)
atacado en Combate Próximo (3.8).
Equivalente a Pelotón: Dos HS equivalen en Durante la RPh ambos jugadores intentarán
MF: Factor de Movimiento; medida de la
tamaño a un pelotón (1.2.2). reagrupar sus unidades desmoralizadas,
capacidad de movimiento para unidades
Estorbo: Algunos tipos de terreno (arboleda, arreglar sus equipos estropeados o transferir
de Infantería (3.3).
trigal) no son lo suficientemente equipo de una unidad a otra en la misma
MG: Ametralladora; un tipo de Arma de
compactos como para bloquear localización. Excepto los jefes reagrupando (a
Apoyo (SW), designada normalmente
completamente la Línea de Tiro (LOS). ellos mismos y a otras unidades) cada unidad
como ligera (LMG), media (MMG) o
Se dice que estorban la LOS y cada uno sólo puede intentar una acción por RPh. Estas
pesada (HMG) (4.1).
de ellos estorbará el fuego trazado a su acciones deben realizarse en orden:
Ejemplo de Fase de Reagrupamiento rusa: unidad enemiga si tiene una Línea de Tiro
La unidad 5-2-7 desmoralizada en Q6 intenta auto (LOS) hasta ella. Puede determinarse
reagruparse. Tiene que añadir +1 a su intento de extendiendo un hilo entre el centro del
reagruparse, pero puede restar uno por estar en un hexágono desde el que se dispara y el centro
hexágono de edificio. La DR original es un 7, y con del hexágono objetivo, y no puede aplicarse a
los modificadores anulándose el uno al otro, la 5-2-7 unidades fuera del tablero. Si el hilo no cruza
se reagrupa y es girada hacia su lado normal, retirando un obstáculo a la LOS (representaciones de
la ficha ● DM.
edificios o bosques) con el obstáculo visible a
A continuación, el jefe intenta reagrupar a las dos
unidades apiladas con él. La 5-2-7 tiene que añadir +4
ambos lados del hilo, hay una LOS entre los
a su DR porque está actualmente DM. El DRM –1 del dos hexágonos. El terreno en el hexágono de
jefe se aplica así como el –1 por estar en un edificio. quien dispara o en el hexágono objetivo no
La unidad 4-4-7 desmoralizada no está bajo una ficha bloquean la LOS hasta el punto central del
DM y no tiene que aplicarse el +4 adicional. El DRM hexágono. Los ataques pueden trazarse a
total es +2 para la 5-2-7 y –2 para la 4-4-7. La DR través de unidades en hexágonos interpuestos
original para la 5-2-7 es 6; después de añadir el DRM sin que las afecten. Ningún jugador puede
+2 la DR final es 8. Dado que es superior su nivel
realizar un chequeo de LOS hasta después de
moral desmoralizado de 7, el pelotón no se reagrupa.
La DR original para la otra es 9; tras añadir –2 la DR
que se haya declarado el ataque. Si un chequeo
final es 7. Y como es inferior o igual que su nivel de LOS revela que un obstáculo a la LOS
moral desmoralizado, la 4-4-7 se reagrupa y es girada bloquea el fuego, el ataque de fuego no se
sobre su lado normal. Ilustración anterior a cualquier resultado. resuelve, pero se considerará a todos los
efectos que las unidades que declararon el
a) El ATACANTE tira dados por más de una vez por turno de jugador; sin ataque han disparado, incluyendo posibles
ocasionales refuerzos (SSR) y posiciona fuera embargo, un jefe en Buen Orden puede roturas de SW. Toda combinación de DRM
del tablero todas las fuerzas que tengan intentar reagrupar a todas las unidades con las por estorbos a la LOS por humo o terreno,
prevista su entrada en ese turno de jugador. que esté apilado. mayor o igual a +6 bloquea completamente esa
b) Unidades en Buen Orden pueden intentar g) Retirada de marcadores: Todas las LOS.
recuperar SW no poseídas que estén en su fichas DM son retiradas al final de la RPh a La FP de una unidad atacando se duplica
mismo hexágono, realizando una dr menor que menos que la unidad DM esté adyacente a una por Fuego a Quemarropa (PBF), lo cual ocurre
6 (drm +1 si están CX) (el ATACANTE unidad enemiga Conocida. Una unidad cuando una unidad dispara a un hexágono
primero). desmoralizada puede elegir mantener su adyacente. Una unidad puede atacar más allá
c) Reparación de SW Rotas: Una unidad estatus DM a menos que esté en bosques o de su alcance Normal hasta una distancia del
en Buen Orden que posea una SW rota de su edificios. doble de su alcance (incluido), pero lo hace
propia nacionalidad (es decir, de su color) con la mitad de su FP. Las fracciones de FP
3.2 Fase de Fuego de Preparación (PFPh) y
puede intentar reparar esa SW realizando una reducidos a la mitad no se desprecian, sino que
Ataques de Fuego
dr menor o igual al número de reparación se retienen y podrán ser objeto de posteriores
Los ataques de fuego son el principal
indicado al dorso de la ficha (el ATACANTE modificaciones, o añadirse a las FP totales de
proceso mediante el cual una unidad ataca a
primero). Una dr de 6 elimina la SW otras unidades involucradas en el mismo
unidades enemigas. Ninguna unidad puede
definitivamente. ataque. Las modificaciones a la FP son
disparar a plena potencia más de una vez por
d) Transferencia de SW: Los apilamientos acumulativas; las FP atacantes pueden verse
turno de jugador, excepto las SW que
pueden ser redistribuidos libremente para tanto duplicadas como reducidas a la mitad
mantienen su ROF. En otro caso un jugador
cambiar la posesión de todas las SW, entre varias veces. Una unidad no puede su FP entre
puede disparar todas, alguna o ninguna de sus
unidades en Buen Orden en la misma diferentes objetivos pero puede optar por
unidades en cualquier fase de fuego aplicable.
localización (el ATACANTE primero). disparar su propia FP a un objetivo y cualquier
Los ataques de fuego normalmente afectan a
e) Auto Reagrupamientos: Ambos bandos SW en su posesión a un objetivo diferente.
todas las unidades de Infantería en el
pueden intentar auto reagrupar (el Siempre que un ataque de una MMC no
hexágono objetivo, excepto durante la MPh en
ATACANTE primero) unidades capacitadas dirigida por un jefe obtenga una tirada original
la que el fuego de Primer Fuego Defensivo
para ello (aquellas con su moral del lado de dobles en su DR de resolución en la IFT,
afecta sólo a unidades moviéndose juntas.
desmoralizado dentro de un cuadrado; p.ej.: sufrirá de cobardía y será resuelto en la
Una unidad sólo puede disparar a una
los jefes). El ATACANTE sólo puede intentar
auto reagrupar una única MMC. Un jefe que Ejemplo de Línea de Tiro
intente auto reagruparse no puede aplicar su 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
modificador por mando, y toda unidad que punto central en F3 sin que toque ninguna representación de bosque (va directamente “carretera abajo”) y
intente auto reagruparse sufre un DRM +1. 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
f) Reagrupamiento de unidades: Ambos debido al edificio interpuesto en J3.
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
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(es) atacantes con la DR en la Tabla de moral de la unidad. El mejor jefe en un
unidad cobarde quedará marcada con una ficha Potencia de Fuego de Infantería (IFT). El hexágono realizará el chequeo en primer lugar.
de Fuego Preparatorio (Prep Fire) o de Fuego atacante utilizará la columna más a la derecha Las unidades que lo fallen quedarán
Final (Final Fire), según corresponda. Si una en la IFT cuyas FP no excedan del total desmoralizadas, serán giradas y se colocará
MMC inexperta se ve envuelta en dicho tipo ajustado de FP del ataque (por tanto un ataque una ficha DM sobre ellas. Una unidad que
de ataque, será resuelto dos columnas por total de 9 se resuelve en la columna de 8); las saque una tirada original de 12 en un MC
debajo en lugar de sólo una. Cualquier FP excedentes no tienen efecto. La DR es sufrirá reducción por bajas además de quedar
descenso de columna por debajo de la más modificada añadiendo todo DRM aplicable desmoralizada. Una unidad ya desmoralizada
baja, provocará que ese ataque no tenga efecto. debidos a mando, Modificadores por Efectos que falle un MC sufrirá reducción por bajas;
La cobardía no afecta a ataques CC, de DC o del Terreno (TEM) o estorbos a la LOS entre una unidad ya desmoralizada que saque una
de FP Residual. (pero no en) el hexágono de quien dispara y el tirada original de 12 en un MC quedará
Dos o más unidades pueden unirse para hexágono objetivo. Los resultados se aplican eliminada. Una unidad no desmoralizada que
formar un ataque de fuego combinado de la siguiente forma: falle un MC por un resultado superior a su
denominado Grupo de Tiro (FG). Un FG #KIA: Al menos tantos objetivos como el ELR (véase 5.1) será reemplazada por una
puede estar formado por unidades situadas en número indicado (#) son eliminados unidad de inferior calidad.
más de un hexágono sólo si cada unidad (determinándolos de forma aleatoria); las Las unidades desmoralizadas utilizan en
participante ocupa un hexágono o está restantes unidades objetivo quedan nivel moral impreso en su lado desmoralizado
adyacente a otra unidad participante del mismo desmoralizadas y DM automáticamente, o para todos los MC e intentos de
FG. Un jefe solitario no puede hacer de enlace sufren reducción por bajas (ver debajo) si ya reagrupamiento hasta que sean reagrupadas y
para un FG. Todos los miembros de un FG estaban desmoralizadas. sean giradas a su lado normal. Las unidades
tienen que ser capaces de trazar una LOS hasta K/#: Una unidad sufre reducción por bajas y desmoralizadas sólo pueden retirarse e intentar
el objetivo. Un FG de varios hexágonos que todas las demás unidades objetivo (incluyendo ser reagrupadas. Un jefe en Buen Orden y no
descubra que parte del FG no tiene una LOS cualquier recién reducida HS) tienen que pasar paralizado aplicará su DRM por mando a otras
hasta el objetivo perderá la participación de un chequeo moral (MC) añadiendo el número unidades (incluso a jefes con moral inferior)
esa unidad. El resto del FG con una LOS indicado (#) a la DR del MC. En caso de en la localización objetivo si él mismo pasa
válida todavía puede atacar al objetivo, pero varios objetivos la determinación de cuáles previamente su MC sin resultar afectado; pero
como un FG más pequeño o en ataques sufren reducción por bajas se hará de forma no se lo podrá aplicar a sí mismo.
separados a opción de quien dispara. Si aleatoria. La reducción por bajas elimina una Además, si un jefe resulta eliminado, todas
unidades en un mismo hexágono van a atacar a HS, reduce un pelotón a HS y hiere a una las unidades con un nivel moral actual inferior
la misma unidad, lo tienen que hacer como un SMC. Una SMC herida tiene que realizar de y que estén apiladas con él, salvo en CC,
FG, es decir, no pueden realizar ataques inmediato una dr de severidad de herida; un deben pasar un MC después de resolverse el
individuales. resultado de 1-4 indica una herida leve ataque inicial, sumando cualquier DRM
Un jefe puede utilizar su DRM por mando (coloque una ficha de Herido (Wound)), y uno negativo por mando a la DR en lugar de
para modificar la DR en la IFT de cualquier de 5-6 elimina a la SMC. restarlo.
unidad atacante o de un FG por turno de Una SMC herida ve reducido su MF a tres, Si un jefe queda desmoralizado, todas las
jugador, siempre y cuando todas las unidades su IPC a cero y no puede usar Paso Ligero. Si unidades en Buen Orden con un nivel moral
del FG estén en el mismo FG que él. El DRM vuelve a resultar herida tiene que añadir un actual inferior y apiladas con él, deben pasar
por mando puede utilizarse con un FG situado único drm +1 a su dr de severidad de herida – un PTC después de resolverse el ataque inicial,
en varios hexágonos sólo si hay un jefe la única penalización por resultar herido más sumando cualquier DRM negativo por mando
dirigiendo ese ataque en cada hexágono; el de una vez–. Su nivel moral y modificador por a la DR en lugar de restarlo.
DRM por mando que se aplicará en ese caso mando se reducen en uno; es decir, un jefe 8-0 Si una unidad supera el MC requerido
será el del jefe participante de inferior calidad. herido tiene un nivel moral de 7 y un obteniendo exactamente el número más alto
Un jefe dirigiendo fuego es tratado como si él modificador por mando de +1. con el que esa unidad pasaría el MC (después
mismo hubiera atacado. NMC: Cada unidad objetivo tiene que intentar de todas las modificaciones), entonces esa
3.2.1 Efectos: Los ataques de fuego son superar un Chequeo Moral Normal (NMC) unidad se considera paralizada, y se coloca una
resueltos cruzando la FP combinada total de la obteniendo una DR menor o igual al nivel ficha Pin sobre ella. Esa unidad no puede
continuar moviéndose en ese turno de jugador en ese hexágono. Si una unidad va a finalizar Las fichas de granadas fumígenas se retiran al
y dispara a la mitad de su FP normal. su MPh en un lugar concreto deberá indicarlo final de la MPh.
#MC: El número por delante del MC es un antes de mover otra unidad. El jugador no Está permitido recuperar SW durante la
DRM positivo que tiene que aplicarse a la DR puede hacer retroceder a una unidad a un MPh gastando un MF y realizando una dr
del MC. hexágono previamente ocupado y comenzar de inferior a 6 (drm +1 si CX). La unidad
PTC: Chequeo de Paralización de Actividad; nuevo, a menos que lo haga como parte de su recuperadora tiene que estar en el mismo
cada unidad objetivo tiene que realizar una movimiento. Una vez que una unidad se hexágono que la SW no poseída.
tirada inferior o igual a su Nivel Moral actual mueve, se para y otra unidad comienza a 3.3.1 Primer Fuego Defensivo
o quedará paralizada (pinned). El DRM por moverse, la unidad original no podrá moverse El Fuego Defensivo se produce durante la
mando puede aplicarse si el jefe que es parte otra vez en esa MPh. MPh enemiga y en la DFPh. La porción que
del grupo objetivo pasa primero su propio Hasta tres equivalentes a pelotones MMC ocurre durante la MPh enemiga es llamada
PTC. Se colocará una ficha Pin a las unidades por bando y 4 SMC pueden estar en el mismo Primer Fuego Defensivo y puede utilizarse
que fallen su PTC; durante ese turno no podrán hexágono al mismo tiempo. únicamente contra unidad(es) en movimiento.
moverse, su FP quedará reducido a la mitad, Las unidades se mueven normalmente de Los ataques con Primer Fuego Defensivo sólo
perderán la ROF y un jefe paralizado no podrá una en una a menos que la MMC esté afectan a las unidades moviéndose aunque
utilizar su DRM por mando. Las unidades no utilizando el bono en MF obtenido por haya otras unidades ocupando el mismo
pueden quedar paralizadas más de una vez por moverse con un jefe. Las unidades pueden hexágono en el mismo instante del ataque.
turno de jugador. elegir moverse como un apilamiento y pueden Siempre que una unidad o apilamiento gasten
Una unidad desmoralizada que no esté bajo abandonar el apilamiento durante la MPh para MF en la LOS de una unidad DEFENSORA
una ficha DM que quede adyacente a una continuar su movimiento por separado, pero en Buen Orden, el DEFENSOR tiene la opción
unidad enemiga Conocida o sea atacada con todos los miembros de ese apilamiento deben de detener momentáneamente el movimiento
suficiente FP (teniendo en cuenta la concluir su MPh antes de que una unidad que mientras que dispara sobre aquélla en esa
posibilidad de cobardía) como para infligirle no esté en ese apilamiento pueda moverse. localización con tantos ataques como pueda.
un NMC, recibirá una ficha DM. Una unidad que se mueve sólo un hexágono El DEFENSOR tiene que colocar una ficha de
durante la MPh puede utilizar Movimiento de Primer Fuego (First Fire) sobre todas las
3.2.2 Fase de Fuego de Asalto si el jugador lo declara así, y el unidades o SW que hayan disparado y, en el
Preparación (PFPh) movimiento no consume todos los MF de la último caso, que hayan consumido su ROF. El
El ATACANTE realiza sus unidad. El Movimiento de Asalto reduce la Primer Fuego Defensivo tiene que resolverse
ataques de fuego en la PFPh. vulnerabilidad de la unidad frente al Primer antes de que la unidad o apilamiento en
Después de resolver cada ataque en la PFPh, la Fuego Defensivo anulando el DRM –1 por movimiento abandonen el pretendido
unidad que ha disparado es marcada con una FFNAM. hexágono objetivo. El DEFENSOR no puede
ficha Prep Fire. Toda unidad de Infantería capaz de moverse y reclamar que una unidad o apilamiento en
3.3 Fase de Movimiento (MPh) que no esté desmoralizada, paralizada, herida ni movimiento regresen a una posición previa
Durante la Fase de Movimiento el CX puede usar Paso Ligero si el jugador anuncia para sufrir un ataque, sin embargo, el
ATACANTE puede mover todas, alguna o la opción al inicio de la MPh de esa unidad y ATACANTE debe dar al DEFENSOR
ninguna de sus unidades, siempre que no coloca una ficha CX sobre ella. El Paso Ligero suficiente tiempo para declarar su fuego antes
dispararan durante la PFPh y no estén ni incremente el MF de la unidad en dos. Las de continuar moviéndose, y tiene que declarar
desmoralizadas ni involucradas en una melée. unidades CX añaden uno a toda DR o dr (+1 el final del movimiento de esa unidad antes de
Las unidades pueden moverse en cualquier máximo) que hagan o dirijan incluyendo mover otra. Una vez que otra unidad comienza
dirección o combinación de direcciones hasta ataques en la IFT o CC, y chequeos de a moverse o que se declara concluida la MPh,
el límite de su lote de Factor de Movimiento recuperación, emboscada y granadas las unidades previamente movidas no pueden
(MF). Las unidades pueden moverse y fumígenas ● [EXC: chequeos de Moral y ser objeto de ataques de Primer Fuego
colocarse encima de otras unidades amigas PTC]. Una unidad CX tiene su IPC reducido Defensivo. Toda acción realizada por una
formando un apilamiento, pero no pueden en uno y toda unidad realizando un ataque CC unidad que precise el gasto de un MF en una
moverse a un hexágono que contenga unidades contra ella tiene su DR de CC reducido en uno. localización, la habilita como objetivo de un
enemigas durante la MPh. Una unidad no Las fichas CX se retiran al inicio de la MPh y hipotético Primer Fuego Defensivo incluso
puede abandonar el tablero de juego no afectan a esa unidad durante esa MPh aunque no haya entrado en esa localización
voluntariamente. Toda unidad forzada a excepto en que no podrá usar Paso Ligero durante la MPh. Ejemplos de tal gasto
hacerlo quedará eliminada. durante esa MPh. incluyen intentos de lanzar granadas
Una SMC tiene 6 MF y una MMC tiene 4 Una unidad con un Exponente de Humo fumígenas, recuperación de SW y colocación
MF (o 3 si es Inexperta). Puede obtenerse un (1.2.2) puede realizar un chequeo para poder de DC.
bono de un MF adicional si la unidad se lanzar granadas fumígenas durante la MPh Los ataques de Primer Fuego Defensivo se
mueve a lo largo de una carretera durante la declarándolo así, gastando un MF en colocar resuelven de la misma manera que los demás
MPh. Toda MMC que inicie y concluya su humo en su propio hexágono o dos MF si es en ataques de fuego. Los ataques de Primer Fuego
MPh apilada con un jefe en el mismo un hexágono adyacente, y realizando una dr Defensivo también pueden beneficiarse de un
hexágono, recibe un bono de 2 MF durante la menor o igual que su Exponente de Humo. DRM –1 por Primer Fuego contra Movimiento
MPh, siempre y cuando se mueva con el jefe Una unidad CX tiene que añadir un drm +1. no de Asalto (FFNAM) contra Infantería que
en un apilamiento combinado. El MF no puede Ninguna unidad puede intentar lanzar granadas se esté moviendo sin utilizar Movimiento de
transferirse entre unidades ni puede fumígenas más de una vez por MPh. Si el Asalto, y un DRM –1 por Primer Fuego contra
acumularse de un turno a otro. Las unidades resultado de la dr fuera un 6, la unidad Movimiento en Campo Abierto (FFMO)
gastan MF en base al terreno al que entran, finalizará inmediatamente su MPh en la (FFMO) si el objetivo se estuviera moviendo
restando la cantidad correspondiente del total localización en que se encuentre. El humo en Campo Abierto. Note que el DRM por
restante hasta que llegue a cero, o elija no representa un estorbo inherente a la LOS; todo FFMO no se aplica en el caso de que exista un
moverse más. Siempre que un jugador mueve fuego trazado fuera de, hacia dentro de o a estorbo a la LOS entre el objetivo y quien
una unidad deberá indicar en voz alta el MF través de un hexágono con humo queda sujeto dispara, incluso aunque la unidad que se
consumido por esa unidad cuando entra en un a un DRM +2 por hexágono. Entrar en un mueve lo haga en Campo Abierto.
hexágono o en realizar cualquier otra actividad hexágono con humo cuesta un MF adicional. Una unidad de Infantería DEFENSORA ya
marcada con una ficha de Primer Fuego (First
Tabla de Factores de Movimiento de unidades Fire) puede volver a realizar Primer Fuego
Defensivo con su FP y/o MG durante esa MPh
MF MF Paso Ligero Paso Ligero
siempre y cuando el objetivo no esté a una
Unidad Básico con Jefe sin Jefe con Jefe distancia superior de la de la unidad enemiga
MMC Primera/Segunda/Elite 4 6 6 8 más cercana, ni más allá del alcance normal de
MMC Inexperta 3 5 5 7 quien dispara. Si lo hace estará utilizando el
SMC 6 6 8 8 llamado Subsiguiente Primer Fuego con su FP
reducida a la mitad. Después de resolver el ataque es marcada con una ficha de FP
Resumen sobre Fuego Defensivo:
ataque, gire la ficha de Primer Fuego (First Residual igual a la mitad (hasta un máximo de
1. Primer Fuego Defensivo:
Fire) hacia su lado de Fuego Final (Final Fire) 12; fracciones redondeadas por debajo) de la Ocurre durante la MPh del contrario; afecta
en cuanto a la unidad y todas sus SW columna FP en la IFT utilizada para ese sólo a unidad(es) en movimiento; puede dejar
(independientemente de si disparó con todas ataque, aunque una SW que funcione FP Residual; colocar fichas de Primer Fuego
ellas). defectuosamente no dejará ninguna FP (First Fire).
Fuego Protector Final (FPF) es una opción Residual. Por consiguiente, toda unidad que 1a. Subsiguiente Primer Fuego:
disponible para una unidad DEFENSORA ya entre (o gaste MF) en esa misma localización Ocurre durante la MPh del contrario; afecta
marcada con una ficha de Fuego Final (Final en la misma MPh resultará atacada en la IFT sólo a unidad(es) en movimiento dentro del
Fire) que desee disparar a una unidad con la FP representada por dicha ficha, una alcance normal; puede dejar FP Residual;
disponible para unidades que ya estén
moviéndose adyacente a ella durante la MPh. nueva DR en la IFT, TEM de la localización
marcadas con una ficha de Primer Fuego
El FPF es tratado como Subsiguiente Primer objetivo y los DRM por FFNAM o FFMO que (First Fire) pero que no tengan un objetivo
Fuego (con la FP duplicada debido a los resulten aplicables. Una unidad que gaste MF más cercano; girar la ficha hacia el lado de
efectos de PBF) con una penalización para abandonar una localización no será objeto Fuego Final (Final Fire).
adicional; inmediatamente después de resolver de ataques de FP Residual en la localización 1b. Fuego Protector Final:
el ataque en la forma habitual, la DR en la IFT que esté abandonando. Ocurre durante la MPh del contrario; afecta
original (modificada únicamente con los DRM La FP Residual no puede formar un FG; sólo a unidad(es) moviéndose adyacentes;
por mando aplicables) se utiliza como un siempre atacará en solitario. La FP Residual puede dejar FP Residual; disponible para
NMC contra las unidades utilizando FPF siempre ejecuta el primer ataque de Primer unidades ya marcadas con una ficha de Fuego
Final (Final Fire), y actúa como un NMC
(incluyendo al jefe que dirige el ataque). Fuego Defensivo permitido contra una unidad
contra la unidad que dispara.
Siempre y cuando no se desmoralicen no moviéndose en su actual localización durante
2. Fuego Final:
existe límite al número de ataques FPF que su MPh y se resuelve antes de que el Ocurre durante la DFPh; no se aplica
puede realizar una unidad, salvo el número de DEFENSOR tenga que declarar un ataque. No FFNAM ni FFMO; afecta a todas las
unidades en movimiento y el MF que gasten puede colocarse más de una ficha de FP unidades en la localización objetivo; no
moviéndose adyacentes al hexágono de quien Residual en una localización, pero se colocará disponible para unidades ya marcadas con
dispara. Una unidad que utilice FPF tiene que una ficha con mayor valor de FP si posteriores una ficha de Fuego Final (Final Fire) ni para
utilizar toda su FP y todas las SW utilizables y ataques en la IFT tuvieran derecho a colocar unidades marcadas con una ficha de Primer
puede formar un FG con unidades que no usen FP Residual, sustituyendo a la de menor valor Fuego (First Fire) a menos que estén
disparando a un hexágono adyacente; colocar
FPF, pero sólo aquellas unidades que utilicen anteriormente colocada; eso no quiere decir
(o girar hacia ese lado) ficha de Fuego Final
FPF resultarán afectadas por sus adversos que fichas de FP Residual de diferentes (Final Fire)
efectos. ataques puedan combinarse.
durante Fuego Final. Los ataques Fuego Final
Una unidad que sobreviva a un ataque de Normalmente, una unidad sólo puede ser
afectan a todas las unidades enemigas en la
Primer Fuego Defensivo sin resultar afectada atacada una vez por FP Residual por
localización objetivo, no sólo a aquellas que se
puede recibir otros ataques en esa misma localización; un gasto simultáneo de MF (p.ej.:
hayan movido, pero no se aplican los DRM
localización durante su MPh antes de que dos MF para entrar en un edificio) no
FFNAM ni FFMO.
gaste MF adicionales, pero sólo de diferentes provocan múltiples ataques por FP Residual.
Puede utilizarse otra vez la dirección de
atacantes o de los mismos si gastó al menos 2 Una unidad puede ser atacada por FP Residual
jefes utilizada en Primer Fuego Defensivo, al
MF en ese hexágono. La misma unidad o SW otra vez en la misma localización si la unidad
ejecutar Subsiguiente Primer Fuego, FPF o
nunca podrá realizar Primer Fuego Defensivo, gaste MF adicionales en esa localización y, al
Fuego Final, pero sólo en cuanto a una unidad
ni Subsiguiente Primer Fuego ni Fuego hacerlo así, es objeto de más DRM negativos o
o FP disparador, y dicha unidad o FG no puede
Protector Final sobre la misma unidad en de menos DRM positivos.
incluir disparadores distintos a aquellos a los
movimiento, en la misma localización más ● El FP Residual se reduce en una columna
que dirigió durante Primer Fuego. Si se
veces que el número de MF que gaste en esa por cada DRM de estorbo y DRM por CX que
formara un nuevo FG durante ese turno de
localización durante la MPh. afecte al ataque inicial. Ej.: un ataque de 4 FP
jugador, el jefe no podrá dirigir su fuego (ni
Una unidad desmoralizada o paralizada por afectado por un DRM +1 por estorbo de
siquiera durante FPF).
Primer Fuego Defensivo puede ser atacada arboleda, dejará únicamente 1 FP Residual. Si
Retire todas las fichas de Primer Fuego
otra vez en su actual localización por otros además el atacante estuviera CX, no quedaría
(First Fire) y Fuego Final (Final Fire) al final
ataques de Primer Fuego Defensivo pero será FP Residual (incluso aunque estuviera dirigido
de la DFPh.
atacada en su estatus desmoralizado o por un jefe –2).
3.5 Fase Avanzada de Fuego (AFPh)
paralizado. Una unidad moviéndose, que sea ● Una MG que mantenga su ROF no podrá
Las unidades del ATACANTE que no
objeto de FFNAM o FFMO y quede dejar FP Residual (pero una MG puede dispararon en la PFPh pueden disparar con la
desmoralizada, todavía será objeto de dichos renunciar a su ROF para dejar FP Residual).
mitad de su FP. Una escuadra con su factor FP
DRM en esa localización en cuanto a Retire todas las fichas de FP Residual al subrayado puede utilizar Fuego de Asalto. La
sucesivos ataques hasta que su MPh finalice. final de la MPh.
capacidad de usar Fuego de Asalto permite
Una unidad que quede paralizada no será 3.4 Fase de Fuego Defensivo que una unidad utilizando su propia FP
objeto a posteriores FFNAM o FFMO (DFPh) durante la AFPh añada 1 FP a su ataque
mientras esté paralizada; sin embargo, si un La porción de Fuego Defensivo después de todas las modificaciones a la
Subsiguiente Primer Fuego u otros Primeros que ocurre estrictamente durante propia FP del pelotón; las fracciones se
Fuegos Defensivos contra esa unidad la DFPh es llamada Fuego Final. Durante redondean hacia arriba. El bono de fuego de
paralizada consiguen desmoralizarla, perderá Fuego Final, cualquier de las unidades del asalto no se aplica al fuego a larga distancia.
su estatus paralizado y será objeto otra vez de DEFENSOR que no esté marcada con una Ni las ametralladoras medias (MMG) ni las
los DRM por FFNAM o FFMO (si se ficha de Primer Fuego (First Fire) o Fuego pesadas (HMG) que hayan sido movidas en la
aplicaron anteriormente) en cuanto a Final (Final Fire), podrá disparar (incluyendo MPh actual podrán disparar en la AFPh. Retire
posteriores ataques de Primer Fuego MG que mantuvieron su ROF en la MPh). todas las fichas de Fuego de Preparación (Prep
Defensivo que se hagan contra ella durante esa Cualquiera de las unidades del DEFENSOR Fire) al final de la AFPh.
MPh (teniendo en cuenta que su MPh que esté marcada con una ficha de Primer 3.6 Fase de Retirada (RtPh)
concluye tan pronto como otra unidad se Fuego (First Fire) también podrá disparar otra Durante la RtPh una unidad desmoralizada
mueva). Una unidad que utilice Movimiento vez, pero sólo a unidades en un hexágono que no esté en una melée no puede finalizar la
de Asalto y quede desmoralizada no será adyacente, y después de hacerlo se girará su RtPh adyacente o en la misma localización que
considerada en adelante usuaria de ficha de Primer Fuego (First Fire) hacia su una unidad enemiga no desmoralizada y
Movimiento de Asalto y será objeto del DRM lado de Fuego Final (Final Fire). Una unidad Conocida y tampoco puede permanecer en la
–1 por FFNAM por el resto de su MPh. marcada con Primer Fuego (First Fire) tiene su misma localización de Campo Abierto en la
Cuando una unidad es atacada con Primer FP dividida a la mitad (y duplicada debido a LOS y alcance Normal de una unidad enemiga
Fuego Defensivo o Subsiguiente Primer Fuego los efectos del PBF). Una unidad ya marcada Conocida en Buen Orden que pueda
o FPF, la localización en la cual se resuelve el con Fuego Final (Final Fire) no podrá disparar 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. El 9-2 ruso y la 4-4-7 con la MMG en el hexágono y duplicada debido al Fuego a Quemarropa, y
Los 9 FP de la 4-6-7 y de la MMG se dividen a la F5 se mueven a G6, H5, I6 y J5 para un total de 5MF. ataca en la columna de 4 FP con un DRM –1 (–1
mitad y atacan en la columna 4 FP con un DRM –2 (– La IPC del jefe (1) se añade a la IPC de la MMC (3) FFNAM). Sin embargo, la suerte del alemán se
1 FFNAM, –1 FFMO). El ataque dejará 2 FP para un IPC total de cuatro que se resta de las 5 PP de acaba cuando obtiene una DR original de 10 (no
Residuales a menos que sufra cobardía o la MMG la MMG. La diferencia se resta de 6 MF es un doble) lo que significa que la 4-6-7 no
funcione defectuosamente (en cuyo caso dejará 1 FP proporcionado por el bono del jefe. Una vez que supera por 3 su NMC por FPF (siendo
Residual) o sufra cobardía y la MMG funcione entran en J5, el jugador alemán declara Fuego reemplazada por una unidad de segunda línea 4-
defectuosamente (en cuyo caso no dejará FP Residual Protector Final. La FP del FG (la MMG tiene que 4-7 si la ELR del alemán fuera de 2 o menos) y
alguno). Asuma que la 5-2-7 se desmoraliza y que atacar con la 4-6-7) se divida a la mitad (debido a que es girada hacia su lado desmoralizado y marcada
quedan 2 FP Residuales en el hexágono. Gire la ficha usa Subsiguiente Primer Fuego) y duplicada debido a con una ficha DM. Además, la MMG funcionará
First Fire del apilamiento alemán hacia el lado Final Fuego a Quemarropa y ataca en la columna 8 FP, con defectuosamente y se girará hacia su lado roto.
Fire. un DRM +2 (+3 edificio de piedra, –1 FFNAM). Con No obstante, el disparo se produjo pero no tiene
El jugador ruso mueve entonces la 4-4-7 en el una DR original de 7 la 4-6-7 supera su NMC por FPF efecto ya que el resultado final es un 9 en la
hexágono F6. Mueve: G6, H5 e I5 donde sufre el con la cantidad más alta posible, así que queda columna 4 FP. Se coloca una ficha de 1 FP
ataque de las 2 FP Residuales con un DRM –2 (–1 paralizada (Pin) y los rusos tienen que pasar un PTC Residual (la MMG que funcionó defec-
FFNAM, –1 FFMO); asumamos que el ataque no (un 9 en la columna de 8 FP), dejando el ataque 4 FP tuosamente no deja FP Residual alguno).
tiene efecto. Al jugador alemán le gustaría disparar Residuales.
otra vez contra las unidades en K5, pero con una ficha Finalmente, la 4-2-6 rusa en H6 se mueve a I6, J6
Final Fire sólo se puede disparar a unidades y K6, donde el jugador alemán declara otra vez Fuego Figura 2 después de todos los resultados
adyacentes. La 4-4-7 continúa moviéndose a I6 Protector Final. La FP del FG se divide a la mitad excepto el ataque FPF contra la 4-2-6
gastando 4 MF y utiliza el bono de carretera para (debido a que usa Subsiguiente Primer Fuego), moviéndose al hexágono K6
moverse a I7. dividida a la mitad otra vez (debido a estar paralizada)

hexágono (véase más adelante). Dicha unidad


hexágono (véase más adelante. Dicha unidad Ejemplo de Fase de Retirada:
se coloca bajo una ficha DM. Las unidades Es la RtPh y todas las unidades desmoralizadas
desmoralizadas que estén DM pero no estén en tienen su ficha DM y, por tanto, pueden retirarse.
melée tendrán que retirarse (las del La unidad en zM9 puede optar por permanecer
ATACANTE primero –de una en una–) o estacionaria o retirarse a los bosques en N9 (y
resultarán eliminadas por imposibilidad de después, posiblemente, a O10 o N10); no puede
retirada. Todas las unidades desmoralizadas retirarse a L8 ni a M8 porque de hacerlo se
acercaría a una unidad enemiga Conocida; podría
tiene 6 MF para su uso durante la RtPh; esta
ignorar los bosques en N9 (que no están más
cifra no puede verse incrementada de ningún alejados de O6 de lo que lo está M9) y retirarse en
modo. Una unidad desmoralizada puede su lugar a N10 o L10.
retirarse a un hexágono de Campo Abierto en La unidad en N7 tiene que retirarse; no puede
la LOS y alcance Normal de una unidad permanecer en Campo Abierto dentro del Alcance
enemiga Conocida sin sufrir interdicción Normal de los posibles interdictores situados en
(véase más adelante) sólo si lo hace utilizando O6, M6 o L7, y quedaría automáticamente DM al
Avance a Rastras, pero aún así no podrá estar comienzo de la RtPh. Puede retirarse a O8 o puede
ignorar O8 (el cual no está más alejado de O6 de lo
adyacente a una unidad enemiga no
que lo está N7) y retirarse hacia N9 (o M9), bien
desmoralizada y Conocida al final de la RtPh o usando Avance a Rastras hasta N8 o sufriendo
quedará eliminada por imposibilidad de interdicción allí de camino a N9 (o M9).
retirada. El Avance a Rastras es una retirada La unidad en N6 tiene que retirarse a N7. Puede
de un único hexágono que consume la utilizar Avance a Rastras de forma segura, o puede
totalidad del lote MF de la unidad en retirada. sufrir interdicción en N7 y continuar retirándose a
Una unidad en retirada utilizando Avance a O8. Si la 4-6-7 en M6 estuviera en su lugar en M5,
Rastras no puede ser interdictada. Todas las la unidad en N6 podría retirarse a M7 pero no
podría permanecer allí y sufriría interdicción en el
demás normas de la retirada se aplican sin
camino a O8 donde tendría que detenerse.
cambios a las unidades usando Avance a La unidad en N5 sería eliminada por
Rastras. imposibilidad de retirada (y lo mismo sucedería si
Una unidad en retirada tiene que moverse la 4-6-7 estuviera en M5 en lugar de en M6).
hacia el hexágono de edificio o bosques más
cercano (en MF) a 6 MF de distancia. interdicción. Tiene que permanecer con la 3.7 Fase de Avance
Haciéndolo así, una unidad en retirada no unidad todo lo que dure la RtPh, pero no se El ATACANTE puede transferir SW entre
puede retirarse hacia una unidad enemiga considera desmoralizado y puede añadir su unidades en Buen Orden y puede mover
(incluso aunque esté desmoralizada), mientras DRM de mando al NMC de interdicción de cualquiera de sus unidades de Infantería no
esté en la LOS de ese enemigo, si haciéndolo aquélla. paralizadas y en Buen Orden, a un hexágono
así disminuye la distancia en hexágonos entre La interdicción se produce cuando una adyacente (incluso aunque en él haya unidades
la unidad en retirada y la unidad enemiga unidad retirándose entra en un hexágono de de Infantería enemigas).
Conocida, ni puede moverse hacia dicha Campo Abierto sin utilizar movimiento a Si avanzar a un hexágono requiere el gasto
unidad después de abandonar su LOS durante rastras en la LOS y alcance normal de una por una unidad del lote completo de MF,
esa RtPh; ni si está adyacente a una unidad unidad enemiga no desmoralizada ni quedará CX. Por ejemplo, un pelotón ruso
enemiga puede moverse a otro hexágono paralizada, capaz de disparar sobre ese acarrea una MMG de cinco PP sólo tiene dos
adyacente a esa misma unidad enemiga, a hexágono con al menos 1 FP. Una unidad en MF y, por tanto, quedará CX si avanza a un
menos que al hacerlo esté abandonando la melée no puede realizar interdicción ni hexágono que, por entrar, le costara dos MF en
localización de esa unidad. En cualquier otro tampoco una unidad CX ni un único jefe con la MPh (bosques o edificio), a menos que vaya
caso, una unidad retirándose puede moverse manejando una MG. Si se produce una acompañado de un jefe el cual agrega dos MF
hacia una unidad enemiga. interdicción, la unidad en retirada será objeto y un IPC a los del pelotón, para un total de
Después de llegar al hexágono de edificio o de un NMC con todo lo que conlleva. Una cinco MF. Una unidad CX no puede avanzar a
bosques legal más cercano no adyacente a una unidad en retirada que no supere su NMC de un hexágono si ello le costara todo su lote MF.
unidad enemiga, una unidad en retirada debe interdicción, sufre reducción por bajas aunque Por ejemplo, a un pelotón alemán CX que
detenerse y concluir su RtPh en ese hexágono la HS restante puede continuar retirándose a posea una HMG de cuatro PP sólo le
de edificio o bosques a menos que la unidad continuación. La interdicción no afecta a otras quedarían dos MF debido a los dos PP en
puede entrar inmediatamente en otro hexágono unidades en el hexágono, y las unidades exceso (su IPC queda reducida a dos debido a
de bosques o edificio. Una unidad pueden interdictar incluso aunque hayan estar CX) y no podría avanzar a un hexágono
desmoralizada siempre podrá retirarse del agotado todas las demás opciones de fuego de edificio, a menos que vaya acompañado de
edificio en el que comenzó su RtPh. Una durante ese turno de jugador. Una unidad un jefe.
unidad retirándose tiene que ignorar cualquier interdictada que sufra un resultado de Coloque una ficha CC sobre las unidades
hexágono de bosques o edificio en el que no paralización en su NMC no podrá continuar que hayan avanzado a un hexágono ocupado
pueda entrar debido al límite de apilamiento y retirándose en ese turno y si aún estuviera por el enemigo.
también puede ignorar un hexágono de adyacente a una unidad enemiga Conocida 3.8 Fase de Combate Próximo (CCPh)
bosques o edificio si ese hexágono no será eliminada por imposibilidad de retirada. El Combate Próximo es un tipo de ataque
estuviera más alejado de una unidad enemiga Una unidad desmoralizada no puede ser que ocurre durante la CCPh entre unidades
Conocida que su hexágono actual. interdictada más de una vez por hexágono de opuestas situadas en el mismo hexágono. No
Si no pudiera alcanzar un edificio o bosques Campo Abierto en el que entre, hay modificadores por TEM para una DR por
durante esa RtPh, una unidad desmoralizada independientemente del número de unidades ataque CC, y no se aplican ni SW ni PBF. Al
puede retirarse a cualquier hexágono que enemigas que puedan reclamar una contrario de los ataques con fuego, el CC se
cumpla con las restricciones indicadas interdicción. considera simultáneo, a menos que se
anteriormente. produzca una emboscada, así que ambos
Una unidad desmoralizada sólo puede Un hexágono de Campo Abierto a efectos bandos se atacan uno a otro incluso aunque
retirarse si está debajo de una ficha DM. Un de interdicción, es cualquier hexágono de uno de ellos o ambos resulten eliminados.
jefe ya apilado con una unidad desmoralizada Campo Abierto en el que cualquier interdictor El ATACANTE especifica el orden en el
antes de que se retirara, puede optar por pudiera, durante una hipotética oportunidad de cual los diversos hexágonos que contengan
retirarse junto con la unidad desmoralizada Primer Fuego Defensivo, utilizar el DRM –1 situaciones de CC vayan a resolverse; el CC de
incluso aunque él no lo esté ● [EXC: un jefe por FFMO. El DRM por FFMO resulta negado cada hexágono ha de ser resuelto antes de
paralizado no puede retirarse con una unidad si hay un estorbo entre la unidad en retirada y resolver el CC de otro hexágono. Cada bando
desmoralizada]. Si el jefe opta por hacerlo así, el interdictor. Note que el Primer Fuego no se tiene que designar todos sus ataques en ese
resultará eliminado si la unidad desmoralizada produce realmente durante la RtPh. hexágono antes de proceder a la resolución de
con la que está apilado falla un MC 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 4-7 (1:1); las dos 4-5-8 atacan a dos 4-4-7 en un
sufren un DRM –2 en ataques CC contra ellas. ataque 1:1 mientras la tercera 4-4-7 no resulta
La FP de las unidades atacantes se compara atacada; cada 4-5-8 ataca a una 4-4-7 (dos ataques
con la FP de aquellas unidades enemigas que 1:1) mientras la tercera 4-4-7 no resulta atacada;
están siendo atacadas, para así conseguir una ambas 4-5-8 atacan a una 4-4-7 (2:1) mientras que las
ratio de factores FP ataque-defensa otras 4-4-7 no resultan atacadas. El ruso anuncia dos
Ejemplo de Fase de Combate Próximo: ataques: una 4-5-8 ataca a dos 4-4-7 (1:2) y la otra 4-
denominada relación. Una vez que se ha Todos los avances (mostrados con flechas 5-8 ataca a la 4-4-7 restante. Todos los ataques tienen
determinado la relación, se efectúa una DR por amarillas) se han completado. Los combates cero DRM. El alemán lanza un 6 en el ataque 2:1,
cada ataque. Si la DR final es inferior interior próximos se resuelven en el orden elegido por el eliminando el pelotón enemigo, y un 9 en el ataque
al número para Destruir indicado en la Tabla ATACANTE (alemán). 1:1, sin efectos. Los rusos consiguen un 4 en el ataque
de Combate Próximo (CCT) bajo la columna Cuando la 4-6-7 alemana en G6 avanza a CC 1:2 (reducción por bajas) y un 7 en el ataque 1:1, sin
de relación aplicable, las unidades atacadas con la 4-2-6 rusa en F5, puede producirse una efectos. Se determinará aleatoriamente qué 4-4-7
Emboscada porque es una localización de edificio. sufre la reducción por bajas. Después de los ataques,
son eliminadas. Una DR final que sea igual al
El drm por Emboscada de la 4-2-6 es +1 la localización contiene dos pelotones 4-4-7
número para Destruir indicado en la CCT (conscripta) mientras que el drm alemán es cero. alemanes, una escuadra alemana 2-3-7 y un pelotón
provoca una reducción por bajas de una de las No se produce emboscada porque la dr del ruso es ruso 4-5-8, que son marcados con una ficha de Melée.
unidades atacadas (determinado de forma un 3 y la del alemán es un 2. El alemán ataca con En J3 la 4-6-7 alemana está en una melée desde el
aleatoria). Una DR final superior al número un factor 1:1, y también el ruso. El DRM de ambos turno anterior, con dos rusas una 4-4-7 y otra 5-2-7, y
para Destruir, no tiene efecto. ataques es cero. La DR del alemán es un 5, lo que el jefe herido 9-2 en K4 avanza para reforzar la
Toda SMC en CC tiene una FP de uno, tanto provoca reducción por bajas, pero no cambia el melée. No hay posibilidad de emboscada puesto que
en defensa como en ataque. Una única SMC factor. La DR rusa igual a 9 no tiene efecto. La 4- la melée ya existía. El alemán declara un ataque 1:1
2-6 rusa es reemplazada por una 2-2-6 y la contra la 5-2-7. La 4-4-7 no será atacada. El ruso
puede atacar en solitario, pero si lo hace
localización es marcada con una ficha de Melée. ataca 3:2 contra el pelotón y el jefe. El apilamiento
también tendrá que defenderse en solitario. Las alemanas 8-1, 9-1 y 4-6-7 en H5 avanzan a alemán tiene un DRM –1 (modificador por mando
Cualquier número de SMC puede combinarse G5 con la 4-4-7 rusa. Es posible una Emboscada reducido en uno por estar herido). El DRM del ataque
con MMC u otras SMC para efectuar un con un drm alemán de –1 (modificador de uno de ruso es cero. La DR alemana para el CC es un 7, y la
ataque CC sumando sus FP. Una SMC se los jefes) y un drm ruso de cero. La dr alemana es DR rusa es otro 7. Ambos resultados no tienen
defiende en CC como parte del grupo con el un 6; la rusa un 3, así que no existe emboscada. La efectos y la melée continúa.
que ataca añadiendo su FP a la FP de la unidad 4-6-7 aporta cuatro FP y cada uno de los jefes, un La 4-6-7 alemana avanza a la localización de
con la que está apilada (los jugadores son FP para un factor de 6:4 o 3:2. El ruso tiene que edificio en I4 en la que está la 4-4-7 rusa. Es posible
atacar a 1:2; dado que los jefes atacan con el una emboscada. Los drm son cero para ambos
libres de recolocar sus apilamientos
pelotón, no pueden ser atacados bandos. La dr alemana es un 4 y la rusa es un 1, lo
previamente al comienzo de la CCPh). Un jefe independientemente. Los alemanes tienen un DRM que implica que el ruso embosca al alemán. Por tanto,
puede dirigir el CC de la MMC con la que –1 (modificador de uno de los jefes) y el DRM el Combate Próximo en esta localización es
ataca o se defiende (y cualesquiera otras ruso es cero. La DR alemana es un 6 modificada a secuencial. El ruso declara y resuelve su ataque(s). El
unidades que se unan a esa MMC en un ataque un 5, y elimina a la 4-4-7 rusa. La DR rusa es un 3 alemán declarará y resolverá sus ataques con los
CC combinado) aplicando su DRM por mando y todas las fichas alemanas son eliminadas supervivientes. El ruso declara un ataque 1:1. El
para modificar la DR del CC, además de también. El hexágono queda vacío y no se coloca DRM es –1 (emboscada). La DR de 6 conlleva una
añadir su FP al factor del ataque. Un jefe no ninguna ficha informativa. reducción por Bajas y la 4-6-7 es reemplazada por
Las tres 4-4-7 alemanas avanzan a la una 2-4-7. Los alemanes declaran ahora un ataque
puede utilizar su DRM por mando para
localización de edificio en H4 donde hay dos 4-5-8 1:2. El DRM es +1 (por haber sido emboscada). La
modificar un ataque en el que participe en rusas. Ambos bandos tienen un drm de Emboscada DR de 5 no tiene efecto. La localización es marcada
solitario. de cero, y sus respectivas dr de Emboscada son un con una ficha de melée. La melée continuará en el
Siempre que la Infantería avance a un CC en 3 para el alemán y un 5 para el ruso, lo que implica siguiente turno, pero el DRM de CC provocado por la
un hexágono de edificio o bosques (a menos que no se produce emboscada. El alemán tiene que emboscada, no será de aplicación entonces.
que refuerce una melée preexistente), puede declarar todos sus ataques primero. Cada uno de La 5-4-8 alemana CX avanza a E6 donde ya está
producirse una emboscada. En tal caso sus pelotones sólo puede atacar una vez y cada uno una 4-4-7 rusa. No hay posibilidad de emboscada. El
previamente a declarar los ataques CC, cada de los pelotones rusos sólo puede ser atacado una alemán ataca a 1:1 con un DRM +1, y el ruso ataca
vez. Las opciones del alemán son: un gran ataque 1:2 con un DRM –1, provocados ambos DRM por el
jugador efectúa una dr. Si alguno de ellos
de 12 a 8 (3:2); dos pelotones contra uno ruso y un estatus CX de la unidad alemana. La DR alemana es
consigue una cifra menor en tres, al menos, pelotón contra el otro, es decir, un ataque a 2:1 y un 9 y la DR rusa es un 2, lo que conlleva una posible
que la del otro, ha conseguido emboscar a su otro a 1:1; o los tres pelotones contra uno de los Promoción en Combate. El ruso realiza una dr en la
oponente. El bando que consigue emboscar en pelotones rusos, con un factor de 3:1, y sin atacar tabla de Creación de Jefes con un drm +1 (ruso). Su
un CC tiene derecho a un DRM –1 en sus al otro pelotón ruso. El alemán anuncia entonces dr original de 1 es modificada a un 2, creando un jefe
ataques CC e imponer un DRM +1 a los dos ataques: uno de 2:1 y otro de 1:1. El ruso tiene ruso 8-0. El factor CC tiene que ser recalculado. El
ataques CC contra él, hasta que ese CC se que anunciar ahora sus ataques. Las opciones son: ataque alemán se mantiene en 1:1 (5:5), sin efectos.
transforme en melée al final de la CCPh. La dr un gran ataque de 8 a 12 (1:2); una 4-5-8 ataca a El ataque ruso pasa a ser 1:1, aunque la DR del CC de
dos 4-4-7 (1:2) y la otra 4-5-8 ataca a la tercera 4- 2 eliminaría la 5-4-8 tanto en 1:2 como en 1:1.
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; todos sus ataques en ese CC; sólo las unidades permanece en la misma localización al final de
los drm incluyen +1 por estar CX, +1 por estar enemigas supervivientes podrán devolver el la CCPh, después de que los ataques CC
paralizado, +1 por tropa Inexperta y cualquier ataque después de ser emboscadas. iniciales hayan sido resueltos, se considerará
drm por mando (a menos que el jefe esté solo). Si Infantería de ambos bandos (cualquiera que están encerrados en una melée y no podrán
El bando que logró emboscar resuelve primero de las cuales esté no desmoralizada) realizar ninguna otra actividad distinta a ese
CC (p.ej.: abandonar la localización, realizar está CX). Una SW no puede ser transferida funciona defectuosamente y es girada hacia
un fuego de ataque, interdictar unidades en durante la misma fase en que fue recuperada. ese lado después de realizar su ataque. El B#
retirada, etc.). Coloque una ficha de Melée Infantería moviéndose puede también realizar de una MG utilizado con Subsiguiente Primer
sobre dicho apilamiento. Nuevas unidades un intento de recuperación al coste de 1 MF. Fuego esta rebajado en dos.
podrán avanzar a un hexágono con una melée, El acarreo actúa por objeto acarreado contra 4.2 Lanzallamas (FT): Un FT es
pero quedarán encerradas en CC. Unidades la Capacidad de Acarreo de Infantería (IPC) de una SW con un alcance normal de
que no estén en una melée pueden atacar a las una MMC o una SMC. Una SW puede ser un hexágono y un factor de FP de
unidades en dicha melée durante una fase de arrojada en cualquier momento durante la 24. Una unidad paralizada no
fuego, pero tanto las unidades amigas como las MPh. Ningún objeto puede ser acarreado más puede disparar un FT. Un FT puede atacar a
enemigas en el hexágono tendrán que ser de una vez por MPh. Una MMC tiene una IPC larga distancia (dos hexágonos) con la mitad
atacadas. Retire la ficha de Melée tan pronto de tres PP, y una SMC tiene una IPC de un PP. de FP. La FP de un FT nunca podrá
como no quede ninguna unidad no Una unidad de Infantería pierde un MF por incrementarse por PBF. La FP de un FT no se
desmoralizada. cada PP que exceda su IPC, y un SMC nunca divide a la mitad durante la AFPh pero se ve
Retire todas las fichas Pin al final de la podrá acarrear más de dos PP. Una SMC en afectada por cobardía. Los ataques FT son
CCPh. Buen Orden puede añadir su IPC a la de una resueltos en la IFT pero no reciben DRM por
3.9 Ficha de Registro de Turnos: El anterior MMC en Buen Orden a efectos de incrementar mando ni por TEM. Los DRM aplicables por
DEFENSOR pasa ahora a ser el ATACANTE en uno la IPC de esta última, siempre y cuando estorbos (incluyendo humo) y el DRM +1 por
e invierte la ficha que están utilizando para comiencen la MPh juntas y se mueven en un CX se pueden aplicar. Una unidad no puede
anotar el turno. Si ya hubiera sido el apilamiento. usar 2 FT, pero un pelotón completo puede
ATACANTE en ese turno de juego, avanzará Las SW pueden ser destruidas de forma realizar un ataque separado con su propio FP.
la ficha de turno una casilla en la Ficha de voluntaria por la unidad que las posee durante Un FT no puede combinarse con ningún otro
Registro de Turnos (Turn Record Chart). la PFPh o DFPh, pero dicha acción cuenta ataque ni puede constituir un FG. Cualquier
Cuando la ficha de turno sea colocada sobre la como el uso de una SW. Las SW también unidad que posea un FT tiene que deducir uno
casilla END (final), el escenario habrá pueden resultar destruidas cuando una DR (por FT poseído) de la DR de resolución en la
concluido. Si una casilla de Turno está final en la IFT resulta en un KIA contra la IFT de todo ataque realizado contra ella. Si la
dividida diagonalmente e impresa en rojo, ello unidad que la posee. Efectúe una dr DR original de resolución en la IFT de
indica que sólo el primer bando en mover tiene subsiguiente en la misma columna IFT en la cualquier ataque realizado con un FT es mayor
un turno de jugador en ese turno final de que hizo el ataque por cada SW que poseía esa o igual a 10 (su X#), el FT es retirado del
juego. Los símbolos de nacionalidad en una unidad. Si la dr final es un KIA, esa SW juego después de realizar ese ataque. MMC
casilla de Turno, sirven para recordar que resulta destruida; si es un K, entonces esa SW que no sean de elite que utilicen el FT, reducen
pueden entrar refuerzos en ese turno de juego. funciona defectuosamente. Una SW capturada su X# en dos.
Para registrar el turno utilice una MMC de una tiene su ROF rebajada en 1 y su B# o X#
nacionalidad que no esté en juego; use el lado rebajada en dos, y una SW utilizada por una 4.3 Cargas de Demolición (DC):
normal para el bando que mueve primero y MMC Inexperta tiene sus B# o X# rebajadas Una DC es una SW que ataca un la
gírela hacia el lado desmoralizado para el en uno (ambos efectos se acumulan a otras localización objetivo en la AFPh
bando que mueve segundo. posibles penalizaciones). con un factor de 30 FP en la IFT.
Un pelotón puede dispara cualquier SW sin No es objeto de modificaciones a la FP debido
coste a su propia FP, o cualesquiera dos SW al a PBF o uso en la AFPh. El TEM del defensor
coste de no poder utilizar su propia FP para la se aplica a la resolución del ataque, como
fase de fuego actual y restantes en ese turno de también el estatus CX de la unidad que la
jugador. Una HS sólo puede disparar una SW, emplaza. Un pelotón atacando con una DC
y haciéndolo no podrá utilizar su propia FP puede usar su propia FP en la AFPh. MMC no
para el resto de fases de fuego en ese turno de de elite utilizando una DC, reducen su X# en
jugador (la CCPh no se considera fase de dos.
fuego). Una SMC puede usar una SW, pero Una unidad de Infantería que posea una DC
pierde todo DRM por mando que pudiera puede intentar emplazarla en un objetivo
haber ejercido durante esa fase de fuego. adyacente durante su MPh, gastando MF extra
(en el hexágono desde el que la DC es
4.0 Armas de Apoyo 4.1 Ametralladoras (MG): Cada emplazada) igual al número de MF que tendría
Una unidad puede poseer cualquier número MG tiene un factor compuesto por que gastar esa unidad para entrar en la
de SW. Una SW no puede moverse por sí dos números separados por un localización en esa MPh. El acto de emplazar
misma; tiene que ser acarreada por una unidad guión que indica su efectividad; el la DC se considera movimiento en la
con algún coste indicado en PP (véase 1.2.4). número a la izquierda es su FP y el número a localización ocupada por la unidad que hace el
Una unidad no desmoralizada puede recoger y la derecha es su alcance normal medido en emplazamiento, no en la localización en la que
abandonar SW en cualquier momento de su hexágonos. Una única SMC puede disparar está emplazada realmente la DC. Una unidad
movimiento siempre y cuando tenga una MG como Fuego de Área, mientras que no puede emplazar una DC si realizó fuego
suficientes MF para hacerlo, aunque ninguna dos SMC apiladas juntas pueden disparar preparatorio o resultó paralizada o
SW puede ser acarreada más de una vez por cualquier MG a plena FP. Si una MMC va a desmoralizada previamente a completar el
MPh. Una unidad no desmoralizada puede disparar su propia FP y una MG al mismo intento de emplazamiento. Si una unidad
abandonar una SW sin coste en MF durante su objetivo (al mismo hexágono y a la misma emplazadora sobrevive a todo el Primer Fuego
MPh o APh. Si una unidad abandona una SW unidad al mismo tiempo) durante la misma Defensivo, Subsiguiente Primer Fuego y FPF
al inicio de una fase en que pueda hacerlo, fase, tienen que constituir un FG; no pueden que se haga contra ella, entonces la DC está
previamente a gastar MF, se asume que esa atacar de forma separada a menos que la MG operativamente emplazada. Si la unidad
SW ha estado desposeída (y por consiguiente retenga su ROF (o la MMC ataque con emplazadora estuviera CX, el DRM +1 por
no acarreada por ninguna unidad) al inicio de Subsiguiente Primer Fuego sin utilizar la MG). estar CX se aplica a la DR de resolución del
esa fase. Las unidades tienen que abandonar El fuego con MG está limitado a un alcance ataque DC. Una DC que haya sido
SW que excedan su IPC antes de proceder a máximo de 16 hexágonos, a menos que esté operativamente emplazada durante la MPh,
retirarse. Si una unidad abandona una SW o es dirigido por un jefe. Dichos ataques a una atacará en la AFPh con cualquier DR original
eliminada, sus SW quedan desatendidas en la distancia superior a 16 hexágonos se dividen a en la IFT menor a 12 (su X#; 10 si se usa por
misma localización y tienen que se la mitad como Fuego de Área contra Infantería unidad no de elite) y es retirada del juego.
recuperadas para ser poseídas. Infantería en no desmoralizada (además de los efectos
Buen Orden puede reclamar la posesión de una propios de disparar a larga distancia). 5.0 ELR y Características de Unidades
SW no poseída en su hexágono al inicio de su Una MG que no porte un B# en su ficha, 5.1 Valor del Nivel de Experiencia (ELR):
RPh, como la única acción durante esa RPh, tiene un B# inherente de 12. Si la DR original Cada fuerza en cada escenario recibe un
siempre y cuando efectúe una dr de en la IFT de cualquier ataque que utilice una número específico de jefes y SW y de
recuperación igual o inferior a 6 (drm +1 si MG es superior o igual a su B#, la MG 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

(después de modificaciones) sin ser 5.3 Promoción en Combate. Siempre que una
reemplazada por una unidad de inferior MMC consiga una DR original de 2 en un
calidad. Si una unidad que no puede ser intento de auto reagrupamiento o en un ataque
reemplazada por una unidad de inferior calidad CC, puede crear un jefe. La calidad del jefe se
falla un MC por más de su ELR, no sufre basa en una dr en la tabla de Creación de Jefes
penalizaciones adicionales. (utilizando el Nivel Moral de la unidad en el
Si una unidad no desmoralizada falla un MC momento de la DR original de 2). Si más de un
por más de su ELR, es reemplazada tipo de MMC realizó el ataque CC, use la
inmediatamente por una unidad desmoralizada mejor como base de la dr.
Segunda Línea, Novatas o Conscriptas. Sin del mismo tamaño pero un paso inferior en 5.4 MMC Inexpertas. Las MMC Novatas no
embargo, durante el curso del juego, jefes y calidad como indica la tabla de nacionalidades apiladas con un jefe en Buen Orden y todas las
MMC pueden ser objeto de posibles a continuación. MMC con moral subrayada no MMC Conscriptas sufren penalizaciones por
reemplazos por unidades de peor calidad. Cada son objeto de ELR. su Inexperiencia. Tienen 3 MF (no 4); si
OB indicará una ELR para ese grupo de 5.2 Distinciones Nacionales. Unidades de sufren cobardía rebajan dos columnas (no
unidades. Ese número representa la máxima diferentes nacionalidades tienen capacidades una); el B# o X# de una SW que estén
cantidad por la cual una unidad no diferentes. En este juego esas distinciones se utilizando es rebajado en uno; sufren un drm
desmoralizada puede fallar cualquier MC reflejan en las MMC. por emboscada de +1.
Introducción:
Bienvenido a la tercera entrega de la serie de
Equipos de Iniciación de Advanced Squad Lea-
der, ASLSK#3–Tanques le introducirá en el ma-
terial esencial necesario para añadir vehículos a
la experiencia de ASLSK. Advanced Squad Le-
ader (ASL) es un sistema de juego de guerra de-
tallado que puede simular cualquier acción a
nivel de compañía en cualquier teatro de la Se-
gunda Guerra Mundial. Las piezas de juego re-
presentan pelotones, escuadras, mandos,
tripulaciones, Cañones, y Vehículos de todos los
mayores y menores combatientes de la segunda
guerra mundial, los campos de batalla están re-
presentados por tableros geomórficos sobre los
que las fichas maniobrarán. Los Equipos de Ini-
ciación proveen al nuevo jugador con un método
sencillo para familiarizarse con las bases del sis-
tema ASL usando escenarios a nivel inicio, fi-
chas, 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 referen-
cia de ayuda en esta terminología especial.
Las fichas de pelotón representan aproxima-
damente entre 9 y 15 hombres, dependiendo de
la nacionalidad y del tipo. Las fichas de jefes in-

Equipo de Iniciación #3 Reglamento


dividuales representan jefes de combate históri-
camente 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 firme-
sen el combate y antes se recuperarán de los re-
veses.
Las fichas de armas de apoyo y de Cañones re-
presentan otras armas individuales además de
las armas cortas orgánicas o de dotación que ya

Indice de Presentación
Introducción ................................................1 3.3.2.2 Fuego en marcha 6.1 Impactos Críticos (CH) .....................21
1.0 Componentes del juego.........................2 3.3.3 Primer Fuego Defensivo 6.2 Munición Especial y..........................21
1.1 Tablero de Juego..................................2 3.3.4 Fuego de Reacción Número de Agotamiento de Munición
1.1.1 Tipos de terreno 3.3.5 Fuego Residual 6.3 Emplazamiento..................................21
1.2 Fichas ..................................................4 3.4 Fase de Fuego Defensivo (DFPh) .....14 6.4 Emplazamiento Inicial Oculto (HIP) 21
1.2.1 Ficha de individuo (SMC) 3.5 Fase de Fuego de Avance (AFPh) .....14 6.5 Movimiento de Cañones ...................22
1.2.2 Ficha de Grupo (MMC) 3.6 Fase de Retirada (RtPh) ....................16 6.6 Escudo del Cañón..............................22
1.2.3 Lado desmoralizado 3.7 Fase de Avance (APh) .......................16 6.7 Cañones como Objetivo ....................22
1.2.4 Armas de apoyo (SW) 3.8 Fase de Combate Cercano (CCPh)....17 6.8 Fuego Equivalente a Infantería (IFE)
1.2.4.1 Cadencia de tiro (ROF) 3.9 Tabla de Registro de Turno ...............18 6.9 Morteros ............................................22
1.2.5 Humo 4.0 Armas y Armas de Apoyo (SW) .........18 6.10 Adquisición de Objetivos ................22
1.2.6 Cañones 4.1 Ametralladoras (MG) ........................19 6.11 Adquisión de Area ...........................23
1.2.7 Vehículos 4.2 Lanzallamas (FT) ..............................19 6.12 Rotura de Artillería..........................23
1.3 Tarjetas de escenario ...........................5 4.3 Cargas de Demolición (DC)..............19 7.0 Vehículos ..............................................23
1.4 Dados...................................................5 4.4 Arma Anti-Tanque Ligera (LATW)...19 7.1 Factor de Blindaje (AF) ....................23
2.0 Definiciones............................................5 4.4.1 Bazooka (BAZ) y 7.2 Armamento Principal (MA) y ...........23
3.0 Secuencia de Juego................................7 Panzerschreck (PSK) Tipos de torretas
3.1 Fase de reagrupamiento (RPh) ............7 4.4.2 Panzerfaust (PF) 7.2.1 Munición limitada
3.2 Fase de fuego preparatorio (PFPh) .....8 4.4.3 Rebufo (Backblast) 7.3 Tamaño de Vehículo como Objetivo .23
y Ataques con Fuego 4.4.4 Rifles Anti-Tanque (ATR) 7.4 Vehículos como cobertura y Resto ....23
3.2.1 Línea de visión (LOS) 4.4.5 PIAT 7.4.1 Estorbo de LOS por AFV/Resto
3.2.2 Ataques con fuego 4.5 Morteros ligeros ................................20 7.5 Dispensadores de Humo Vehicular ...24
3.2.2.1Fuego de proximidad (TPBF) 5.0 Valor del Nivel de Experiencia (ELR) 7.6 Empantanamiento y Presión al suelo 24
3.2.3 Efectos y distinción de Unidades ...................20 7.7 Tripulación Expuesta (CE) y .............25
3.2.4 Proceso para impactar [To Hit - TH] 5.1 ELR ...................................................20 Escotillas cerradas (BU)
3.2.5 Fase de fuego preparatorio (PFPh) 5.2 Distinciones de Nacionalidades ........20 7.8 Ametralladoras vehiculares (IFE) .....26
3.3 Fase de Movimiento (MPh) ................12 5.3 Promoción de Combate .....................20 7.9 Proceso para destruir (TK) ................26
3.3.1 Movimiento de Infantería 5.4 MMC Inexpertas ...............................20 7.10 Efectos para AFV ............................26
3.3.2 Movimiento de vehículos 5.5 Equipo Capturado..............................21 7.11 Resultados de Objetivo de Area ......27
3.3.2.1 Intento de estado en marcha 6.0 Artillería...............................................21 7.12 Ataques colaterales..........................28
Distribución: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com quijanotercio@eresmas.net © 2007 Multi-Man Publishing, LLC
2
están incluidas en los valores de potencia de 1.0 Componentes del Juego en un edificio. Un mortero no puede disparar
fuego dados a cada ficha de pelotón y de escua- desde un edificio. Un coche blindado no puede
1.1 Tablero de Juego:
dra. Los grupos de fuego para atacar unidades posicionarse en o entrar a un edificio. Un Vehí-
enemigas se forman a partir de la potencia de ASLSK#3 contiene tres tableros geomórficos culo de Combate Acorazado completamente con
fuego combinada de unidades y armas indivi- (t,u & v). Estos representan el campo de batalla orugas (AFV) con Escotillas Cerradas (BU)(7.7)
duales. Después de totalizar la potencia de fuego y pueden unirse por los lados o por sus extremos puede entrar a un edificio gastando la mitad del
de un ataque, se tiran dos dados de seis caras y con otros para formar diferentes áreas de juego. total de su MP y ha de hacer una tirada de em-
el resultado (modificado por varios factores) se Sobreimpreso sobre el tablero hay una trama he- pantanamiento (Bog) (7.6). El TEM de un edifi-
cruza con la columna apropiada de potencia de xagonal utilizada para medir distancias. Cada cio de piedra (gris) es +3 y +2 el de un edificio
fuego de la Infantry Fire Table (Tabla de Fuego hexágono contiene un tipo concreto de terreno. de madera (marrón).
de Infantería) para determinar los resultados del Los diferentes tipos de terreno producen dife-
Carreteras: Representan carreteras con super-
ataque. Dichos resultados oscilan entre no tener rentes efectos en el movimiento y en el combate.
ficies pavimentadas o no.
efecto, provocar que el enemigo compruebe su También cada hexágono contiene su propia co-
Una carretera represen-
nivel de moral para ver si se desmoraliza, y la ordenada que indica su localización en el ta-
tada con una tira color
completa eliminación de una o más unidades blero (p.ej.: hexágono K2). Anotar el
marrón, como en uY2, es
enemigas. Las unidades también utilizan su po- identificador del tablero junto a la coordenada
una carretera no pavi-
tencia de fuego en Combate Cercano, normal- (p.ej.: tK2) proporciona un identificador único
mentada; mientras que
mente en lucha a todo o nada hasta la muerte. para cada hexágono en el sistema. Cada hexá-
una representada por una
gono contiene un punto blanco que señala el
Cada escenario de ASLSK simula una batalla tira gris, como en uL6, es
centro del hexágono. Se utiliza para determinar
histórica proporcionando tanto al atacante como de superficie pavimentada. Una carretera se con-
la Línea de Tiro (LOS). Los semihexágonos a lo
al defensor un orden de batalla con unidades es- sidera Campo Abierto a todos los efectos. Ade-
largo del borde del tablero equivalen a hexágo-
pecíficas y armamento con el que deberán ma- más, Infantería que cruce sólo lados de
nos completos, aunque la coordenada y el punto
niobrar en un esfuerzo por conseguir las hexágono de carretera en su MPh completa dis-
blanco central puedan no aparecer.
condiciones de victoria especificadas. Los table- pone de un MF extra (bonificación por carra-
ros geomórficos pueden colocarse en varias 1.1.1 Tipos de Terreno: tera). A menos que reclame la protección de un
combinaciones diferentes para representar los A efectos estéticos, el dibujo del terreno puede hexágono de Bosque-Carretera o de un hexá-
variados campos de batalla de Europa. extenderse un poco fuera de un hexágono hasta gono de Arboleda-Carretera, tenga que pagar un
El ASLSK nº 3–Tanques es un juego completo otro adyacente con otro tipo de terreno, pero la coste extra de movimiento por entrar a Humo
que introduce al jugador en las reglas de vehícu- mayoría de los hexágonos están dominados por (1.2.5). Cruzar un lado de hexágono de carretera
los e incluye pelotones, escuadras, jefes, armas un tipo específico de terreno y están gobernados cuesta tanto a un coche blindado como a Vehí-
de apoyo, dotaciones, piezas de artillería servi- por las reglas específicas de ese tipo de terreno. culo completamente con orugas 1/2 MP si esta la
das por dotaciones, y vehículos así como reglas Normalmente el tipo de terreno dominante in- Dotación Expuesta (CE 7.7) ó 1 MP si esta con
simplificadas y terreno para usar con todo ello. cluye el punto central del hexágono, pero oca- Escotillas Cerradas (BU).
Se puede utilizar este material para expandir las sionalmente hexágonos que no sean de Campo Bosques: Los bosques representan un área fo-
opciones de ASLSK o puede tentarle a entrar en Abierto pueden tener el punto central del hexá- restal con monte bajo
el fantásticamente detallado mundo de la simu- gono en Campo Abierto. Algunos terrenos per- denso, como en vC8. Si
lación bélica que es ASL. En cualquiera de los judican más el movimiento a su través que otros; la LOS entre dos unida-
casos, el material aquí incluido –reglas, tableros los costes de movimiento se expresan en Facto- des cruza el dibujo de
y fichas– han sido diseñados para ser perfecta- res de Movimiento (MF) para infantería y en bosque entonces el hexá-
mente compatibles tanto con la anterior entrega Puntos de Movimiento (MP) para vehículos. El gono de bosque es un
de los Equipos de Iniciación ASL (ASLSK) terreno también puede bloquear la LOS o estor- obstáculo para ambas
como con ASL. No necesitará ningún otro pro- bar la LOS y pueden proporcionar algo de co- unidades si están en el
ducto para jugar, ya que es completamente autó- bertura modificando los ataques con fuego; mismo nivel que el dibujo de bosque. Los bos-
nomo; sin embargo, puede encontrar material hablamos entonces de Modificador por Efectos ques son obstáculo a la LOS entre dos unidades
adicional para ASL y otros muchos buenos pro- del Terreno (TEM). a distinto nivel. A la Infantería le cuesta 2 MF
ductos en www.multimanpublishing.com. Ade- Campo Abierto: Es entrar. Los bosques cuestan a un coche blindado
más están disponibles más escenarios ASLSK todo hexágono despro- todo su MP y hacer una tirada de empantana-
en la revista de MMP OPERATIONS. visto de otros dibujos de miento (7.6). Un vehículo completamente con
terreno, generalmente orugas puede elegir entre gastar la mitad o todo
Estas reglas contienen un código de color para su MP al entrar a un hexágono de Bosque y
indicar que han sido revisadas con relación al cubiertos de forma uni-
forme con un color verde hacer una tirada de empantanamiento (7.6). Un
módulo ASLSK nº 2. Toda regla o palabra des- vehículo gastando todo su MP para entrar a bos-
tacada en color salmón ha sido revisada bien claro como el hexágono
tC2. El Campo Abierto que todavía puede gastar 1 MP para arrancar y 1
como regla añadida necesaria para utilizar los MP para parar. La severidad de la DRM de la ti-
Vehículos Blindados de Combate (AFV) bien no representa obstrucción ni estorbo a la LOS, y
el único TEM para Campo Abierto es un –1 del rada de empantanamiento depende de cuantos
para corregir erratas observadas en el ASLSK nº MP gaste el vehículo para entrar al hexágono de
2. Este reglamento tiene preferencia sobre los Modificador a la Tirada de Dados (DRM) por
Primer Fuego contra Movimiento en Campo bosque. El TEM de los bosques es +1. Por el
reglamentos aparecido en ASLSK nº 1 y nº2. contrario, los ataques de Morteros contra Infan-
Por último indicar que el Equipo de Iniciación nº Abierto (FFMO) contra unidades moviéndose.
A la Infantería le cuesta 1 MF entrar en Campo tería o vehículos CE en un hexágono de bosques
3–Tanques contiene todas las fichas necesarias reciben un TEM -1 debido a las Ráfagas Aéreas.
para jugar los ocho escenarios bajo circunstan- Abierto. Campo abierto cuesta 1MP a vehículos
con orugas y 3MP a Coches Blindados. Bosque Carretera: Una unidad moviéndose en
cias normales. No obstante, ASL es un juego de un hexágono de bosque
posibilidades muy amplias, por lo que, debido a Edificios: Representan carretera como en tC5,
circunstancias excepcionales, la cantidad de una construcciones de tama- no tiene derecho al TEM
ficha en particular puede resultar escaso en una ños variados realizadas +1 por Bosques durante
partida concreta. por el hombre. Cualquier el Primer Fuego Defen-
hexágono que contenga sivo (y es objeto del
el dibujo de un edificio FFMO o de interdicción)
en vista aérea de color si la LOS no cruza el
gris o marrón, es un edi- símbolo verde de bosque y la unidad en movi-
ficio, como en uH7. Si la LOS entre dos unida- miento entró en el hexágono utilizando la tasa
des atraviesa el dibujo de edificio entonces el de movimiento por carretera. En otro caso, el
hexágono de edificio es un obstaculo para TEM normal de bosque entrará en efecto; una
ambas unidades si están en el mismo nivel que unidad puede elegir siempre utilizar la tasa de
el edificio. El dibujo de edificio también es un movimiento por bosques y recibir los beneficios
obstaculo a la LOS entre dos unidades a diferen-
tes niveles. A la infantería le cuesta 2 MF entrar
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3
tica al movimiento a lo largo de cualquier carre- Colinas: Las colinas re-
tera. No se aplica ningún Estorbo por dichos he- presentan elevaciones
xágonos si la porción de la LOS entre quien del terreno que se elevan
dispara y el objetivo nunca abandona los confi- un nivel completo por
nes del dibujo de la carretera independiente- encima del nivel del
mente de la diferencia de altura. En tales casos, suelo, y cualquier tipo de
el DRM -1 por FFMO se aplica a la Infantería terreno en ellas normal-
que utilice la carretera para moverse. En caso mente asciende desde
contrario, los hexágonos de arboleda-carretera ese nuevo nivel para formar nuevas alturas
son idénticos a los de arboleda en todos los as- equivalentes. Todas las colinas conforman un
pectos. obstáculo a la LOS con relación a una unidad
Trigal: Cuando está en que no esté en la colina. Todo hexágono de co-
temporada, un Trigal re- lina es también un hexágono de Campo Abierto,
presenta un campo culti- salvo que exista dibujado otro tipo de terreno.
vado de una variedad de Ni el FFMO ni la Interdicción se aplicarán si
cereal como tP6. Un Tri- una unidad que se mueve/retira reclama Ventaja
gal es un estorbo a la en Altura (ver más abajo). Un obstáculo de un
LOS entre unidades al nivel (edificio/bosques/arboleda) situado en un
mismo nivel que este y hexágono de colina de un nivel se convierte en
por tanto añade un DRM +1 por Estorbo por un obstáculo de dos niveles de altura. Una masa
Ejemplo de Arboleda de colina se representa con un tono marrón
La arboleda está en temporada. La 4-6-7 alemana está
cada hexágono de terreno de Trigal entre quien
dispara y su objetivo. Los Trigales están en tem- como en vK8; sin embargo, a efectos estéticos
en el nivel uno de la colina mientras que las unidades algunos hexágonos pueden contener tanto el
británicas todas ellas están situadas en el nivel cero. porada durante los meses de junio a septiembre
(ambos inclusive). Cuando no estén en tempo- color de la colina como el color del nivel del
La arboleda en wW3 bloquea la LOS entre la 4-6-7 a
rada los hexágonos de Trigal son tratados, en su suelo. Los hexágonos (y todas las unidades en
nivel uno y la 6-4-8 y la 4-5-8 a nivel cero. En cambio,
lugar, como Campo Abierto. A la Infantería le su interior) siempre se considerarán en el nivel
si la arboleda no estuviera en temporada la de wW3
cuesta 1’5 MF entrar en un hexágono de Trigal de elevación que contenga el punto central del
produciría un Estorbo +1. La 4-6-7 alemana y la 4-5-
7 británica en wW3 tienen una LOS sin estorbos la en temporada, El coste para un coche blindado hexágono.
una a la otra independientemente de si se está en tem- es de 4 MP para entrar y 1MP para un vehículo Dos unidades sobre hexágonos de colinas ten-
porada. completamente de orugas. No hay TEM por Tri- drán LOS entre ellas sin bloquear por cualquier
gal, pero dado que no es Campo Abierto (a terreno que no sea una colina. Ni Trigal ni Ar-
consiguientes por TEM. La porción de carretera menos que esté fuera de temporada), el FFMO busto a nivel del suelo estorban la LOS entre
no obstruye la LOS. Una unidad usando una ca- no se aplica y se niega la Interdicción. una unidad sobre una colina y otra que no lo
rretera a través de hexágono de bosques paga el este.
Arbusto: Arbusto repre-
coste normal de movimiento por carretera en
senta un area con arbo- Una Línea de Cresta se forma en cada hexá-
lugar del coste de movimiento de bosques. lado disperso y denso gono en el que dos niveles completos de eleva-
Arboledas: Una arbo- monte bajo como uCC8. ción coincidan, como en vAA8. Las Líneas de
leda representa un área Los arbustos son un es- Cresta son importantes tanto para determinar los
escasamente poblada de torbo a la LOS entre uni- costes al movimiento como para definir la ladera
árboles desprovista de dades al mismo nivel que de la colina a efectos de posibles obstrucciones
monte bajo como vAA2. el arbusto y por tanto a la LOS. Cuando la Infantería cruza una Línea
Una arboleda representa añaden un DRM +1 por cada hexágono de ar- de Cresta para subir a un terreno más alto, la
un Estorbo a una LOS al busto entre quien dispara y su objetivo en que la unidad gastará el doble del Coste del Terreno
mismo nivel y por tanto LOS cruce el dibujo de arbusto. No hay TEM (COT) del hexágono en el que entre. Los vehí-
añade un DRM +1 por Estorbo por cada hexá- por arbusto, pero dado que no es Campo Abierto culos gastan el coste del terreno en el hexágo-
gono de arboleda entre quien dispara y su obje- el FFMO no se aplica y se niega la Interdicción. nomás 4 MP adicionales para cruzar la línea de
A la infantería le cuesta 2 MF entrar, a un coche cresta hacia terreno superior ó 2 MP adicionales
tivo. A la Infantería le cuesta 1 MF entrar en una
blindado 4 MP y un vehículo completamente si cruzan la línea de cresta a través de un lado
arboleda. A un coche blindado le cuesta 3 MP y con orugas 2 MP. de carretera.
a un vehículo completamente con orugas le
cuesta 1 MP entrar. Una arboleda no tiene TEM, Ejemplo de Ventaja en Altura y LOS en Colinas
pero dado que no es Campo Abierto el FFMO 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,
no se aplica, y no se produce Interdicción. 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
Las arboledas están en temporada durante los en wH7 le cuesta 2 MF moverse a wI7 (1 MF por campo abierto al doble por cruzar una línea de cresta colina
meses de abril a octubre. Una arboleda en tem- arriba).La 5-3-6 no tendría dere-
cho al TEM por Ventaja en Altura
porada es un obstáculo a toda LOS tendida entre
en cuanto a ataques de la 4-6-7
unidades a diferentes alturas. Cada hexágono de durante la MPh porque la unidad
arboleda fuera de temporada (de noviembre a en movimiento cruza una línea de
marzo) añade un DRM +1 por Estorbo a toda cresta cruzada por la LOS de quien
LOS trazada entre unidades a diferentes alturas. dispara. La 4-6-7 no tiene LOS a
Un hexágono de arboleda se considera terreno la 3-3-7 en wI6 (y viceversa). Si la
inherente (3.2.1) por tanto el hexágono com- 3-3-7 se mueve desde wI6 a wI7
pleto incluyendo los lados de hexágono afectan (1MF), entonces la 4-6-7 tendría
LOS, y la 3-3-7 recibiría el TEM
a la LOS trazada a través de un hexágono de ar-
por Ventaja en Altura contra un
boleda. ataque de la 4-6-7. Si la 5-3-6 en
Arboleda-Carretera: wH7 fuera a moverse a wG7, el
Un hexágono que con- coste sería de 4MF (COT de edifi-
tenga tanto un símbolo cio = 2, al doble por cruzar una
línea de cresta colina arriba lo que
de arboleda como otro de
obligaría a la 5-3-6, Inexperta, a
carretera como vV4 es tener que declarar primero Paso
una carretera bordeada Ligero, y la 5-3-6 recibiría el
por árboles. La entrada TEM del edificio en lugar del de la
de dicho hexágono a tra- Ventaja en Altura.
vés de un lado de hexágono de carretera es idén-

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Una unidad que reciba fuego que no sea de Mor- 1.2.2 Fichas de Grupo (MMC): 1.2.5 Humo:
tero desde una elevación inferior tiene derecho Las MMC son unidades que portan la silueta Las fichas de Humo de
a un TEM +1 por Ventaja en Altura, siempre y de más de un hombre. Hay tres tipos de MMC 1/2” las coloca la Infan-
cuando esa unidad no tenga derecho a recibir en uso en este juego: pelotones, escuadras (HS) tería durante la MPh
otros TEM positivos. Además, una unidad con y dotaciones de Infantería. Un pelotón porta la (3.3)y se retiran al final
derecho al TEM +1 por Ventaja en Altura no silueta de tres hombres, una HS la de dos hom- de esa MPh. Las fichas de Humo de 5/8” se co-
podrá ser objeto de Interdicción o FFMO de un bres y una dotación de Infantería la de dos hom- locan por Artillería al comienzo de la PFPh o de
ataque para el que el TEM +1 se aplique. Como bres arrodillados. Las tripulaciones son siempre la DFPh siempre y cuando se consiga un im-
excepción, una unidad no tendrá derecho al élite. Las fichas de Pelotón y de Escuadra se de- pacto usando Tipo de Objetivo Área (ATT), y
TEM por Ventaja en Altura durante la MPh o la finen como E (Elite), 1 (Primera Línea), 2 (Se- duran mucho más. Los vehículos pueden lanzar
gunda Línea), G (Novata) o C (Conscripta) lo humo durante la MPh (7.5). Si se hace en la
RtPh si la entrar en el hexágono objetivo cruza
cual aparece en la esquina superior derecha de la PFPh, se coloca una ficha de Humo +3 ó +2 si
una Línea de Cresta a través del mismo lado de ficha. Dos fichas de HS o de dotación equivalen es fósforo blanco (WP); si se hace en la MPh o
hexágono que cruza la LOS de quien dispara. a un pelotón en cuanto a tamaño. la DFPh, se coloca una ficha de Humo Disperso
Modificador de liderazgo (-2) Cada MMC contiene un número compuesto de +2 (+1 si es WP). Al inicio de la siguiente PFPh
tres dígitos llamado factor de fuerza que cuanti-
Lado desmoralizado del jugador que la haya colocado, retire todas las
Lado Buen Orden

fica sus capacidades en el juego. La Potencia de fichas de Humo Disperso y gire todas las fichas
Fuego (FP) es el número más a la izquierda y de Humo hacia su lado Disperso. El Humo re-
representa la FP con la que la MMC puede ata- presenta un Estorbo a la LOS inherente; todo
car, previamente a cualquier modificación. El disparo trazado a través o hasta un hexágono
número del medio (su alcance normal) es el nú- con Humo es objeto de un DRM por Estorbo por
mero de hexágonos que puede alcanzar con su hexágono (+3 si es Humo de 5/8”; +2 si es
FP al completo. El tercer número es su Moral, Humo de 1/2”, Humo Disperso o WP; +1 si es
Moral (9; cuadro=auto-reagrupamiento) factor relativo que cuantifica la capacidad de re- WP Disperso hasta un máximo de +3 por hexá-
sistir el castigo antes de desmoralizarse. Algu- gono); los disparos trazados hacia fuera desde
Clase (E,1,2,C/G) nos pelotones tienen un Exponente de Humo un hexágono con Humo incurren en un DRM +1
Moral (7/8; subrayado = ELR NA) que aparece en forma de superíndice en su FP e adicional. Todo movimiento durante la
indica que puede intentar colocar granadas fu- MPh/RtPh para entrar (no para salir) en un he-
Lado desmoralizado

mígenas. xágono con humo, cuesta un MF/MP adicional.


Lado Buen Orden

1.2.3 Lado Desmoralizado: 1.2.6 Cañones:


El reverso de cada SMC y MMC es su lado Toda Arma de Artillería no vehicu-
desmoralizado. El número grande en la esquina lar dibujada en una ficha de 5/8” se
inferior derecha es su Nivel de Moral desmora- denomina Cañón (6.0). Un Cañón
lizado. Si el Nivel de Moral aparece dentro de tiene que ser manejado por una
un cuadrado, indica que esa unidad es capaz de ficha de dotación de Infantería para poder dispa-
No utilizado rar sin la penalización +2 por Uso No Cualifi-
autoreagruparse.
cado. Los Cañones son poseídos, transferidos,
Alcance Normal (4) (subrayado NA) 1.2.4 Armas de Apoyo (SW): recuperados y destruidos como las SW (4.0).
Estas fichas de 1/2” representan armas que han Hay cinco tipos de Cañones. El tipo se indica
Exponente de Humo (3) de estar en posesión de una MMC o SMC para abreviado en la ficha. Son: MTR = Mortero, AT
poder ser utilizadas (ver sección 4). Se incluyen = Cañón Antitanque, INF = Obús de Infantería,
Potencia de fuego (7; subrayado = fuego de asalto)
Ametralladoras (MG), Lanzallamas (FT), Car- ART = Artillería y AA = Cañón Antiaéreo.Esta
1.2 Fichas: gas de Demolición (DC), Morteros Ligeros y designación no debe ser tomada literalmente.
Hay cinco tipos de fichas en uso en este juego: Armas Anti-Tanque Ligeras (LATW). Estas SW Puede disparar un Cañón Antitanque contra In-
fichas informativas, fichas de tropa, de Armas están en posesión de la unidad apilada inmedia- fantería, etc. En el frente de una ficha de Cañón
de Apoyo (SW), Cañones y de Vehículos. Las tamente debajo de ellas. Una SW ha de estar en también indica su calibre (en mm), tamaño
fichas informativas pueden usarlas ambos ban- posesión para poder disparar o moverse.La SW como objetivo (6.7), el número para poder mo-
dos y se utilizan con fines memorísticos. Inclu- exigen una capacidad de acarreo (Puntos de verlo a mano (6.5) y, si tiene, su ROF, su Equi-
yen fichas como las de Prep Fire, First Fire, Pin, Acarreo o PP) indicados en la ficha. Las SW tie- valencia a Potencia de Fuego de Infantería (IFE;
Humo y Dotación Expuesta (CE). Todas ellas nen un alcance y una FP que se utiliza como la 6.8) y la posibilidad de giro de 360º (3.2.4). Al-
serán desarrolladas en profundidad durante la de una MMC. Algunas SW (p.ej.: una MG) pue- gunos Cañones se definen como de Emplaza-
explicación de la secuencia del juego. Las fichas den funcionar mal, en cuyo caso son giradas miento Rápido (QSU al dorso de la ficha), y
de tropa son de dos tipos principales: Fichas de sobre su lado de rotura o malfuncionamiento. El pueden ser movidos a mano. Otros Cañones no-
Individuo y Fichas de Grupo. número de Reparación se muestra en la esquina pueden moverse durante el transcurso de un es-
1.2.1 Fichas de Individuo (SMC): superior izquierda. El “6” en la esquina inferior cenario de ASL porque han de ser colocados en
derecha indica que si la dr original para reparar un armón para moverse (se indica la dorso de la
Las fichas SMC (o jefes) son unidades de
es un 6, la SW resulta eliminada definitiva- ficha con la palabra Limbered). Sólo los Caño-
elite, que portan una única silueta y representan
mente. nes pequeños como objetivo y los de los tipos
únicamente un hombre. Los jefes tienen un fac-
tor de fuerza compuesto de dos números, que in- 1.2.4.1 Cadencia de Tiro (ROF): AT/INF que no sean objetivo grande pueden
dican la moral del jefe (parte inferior) y su DRM Algunas Armas tienen Cadencia de Tiro (ROF) ocupar un hexágono de edificio.
por mando (parte superior). Este último se ex- lo cual se indica mediante un número encasi- 1.2.7 Vehículos:
presa por un número negativo o un cero, o bien llado en un cuadrado. Si el dado de color de una Todos los vehículos (7.0) serepre-
ocasionalmente por un +1. Un jefe no desmora- DR de ataque es menor o igual a la ROF, dicha sentan por fichas de 5/8”.
lizado ni paralizado puede utilizar su DRM por SW no paralizada o Cañón o Armamento Prin- ASLSL#3 contiene dos tipos de
mando para afectar el comportamiento de otras- cipal de Vehículo (MA) podrán disparar otra vez Vehículos Acorazados de Combate
tropas en su localización. Los modificadores por en esa fase(excepto en la AFPh) hasta el mo- (AFV).Un coche Blindado se reconoce por el
mando no son acumulables. Un jefe puede in- mento en que se exceda la ROF con el dado de circulo blanco de fondo detrás del número MP.
tentar una única acción por fase, y únicamente color en una subsiguiente DR o que la Infantería Vehículos completamente con orugas (p.ej. Tan-
puede utilizar su modificador por mando (in- que la maneje sea marcada con una ficha de ques, tanquetas, Cañones de Asalto, etc). Se re-
cluso si es un 0 ó un +1) más de una vez en la Fuego Final (es decir, utilice Subsiguiente Pri- conocen por el óvalo blanco detrás del número
misma fase sólo para intentar reagrupar más mer Fuego). La ROF normal indicada en una MP. El frente de una ficha de vehículo también
deuna unidad en una RPh, para dirigir ataques ficha puede reducirse debido a ciertas circuns- indica su tipo de Armamento principal (MA),
que mantengan la ROF y/o de Fuego Defensivo, tancias indicadas en la QRDC. Ver también el presión al suelo, tamaño como objetivo, ROF (si
y para asistir a unidades en chequeos de moral tipo de Objetivo Area en la discusión en 3.2.4. hay), Factores de Blindaje (AF), Tipo de torreta
(MC).
y Ametralladoras vehiculares.

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5
1.3 Tarjetas de Escenario: la moral del lado desmoralizado encasillada en DEFENSOR: El jugador cuyo turno de jugador
Cada juego comienza con la tarjeta de escena- un cuadrado (3.1). no está siendo jugado actualmente.
rio que muestra la información precisa para Avance a Rastras: Una retirada de un único he- DFPh: Fase de Fuego Defensivo (3.4).
jugar una partida: el tablero(s), las unidades y xágono en Campo Abierto durante la RtPh para DM: Moral de Desesperación (DRM +4 en in-
Armas (con la cantidad de cada uno de ellos im- evitar una posible Interdicción (3.6). B#: Nú- tentos de reagruparse) (3.1, 3.2.3 y 3.6).
presa bajo su representación), el lugar en que se mero de Rotura de un Arma o MA de vehículo
posicionan inicialmente o por dónde entran, la (el arma y MA es reparable) (4.0/6.12). BAZ: dr: Tirada de un único dado (1.4).
duración de la partida, condiciones de victoria, Bazooka, un Arma Anti-Tanque Ligera (4.4.1). DR: Tirada de dos dados (1.4).
reseña histórica y cualquier regla especial (SSR) BMG: Ametralladora del Casco; su alcance son drm/DRM: Modificador a la tirada de un dado
precisa para jugar ese escenario. Indicar que 8 hexágonos. (o de dos dados); un ajuste matemático bien po-
cuando un tablero específico se identifica para B#: Número de rotura de un Arma o MA de Ve- sitivo o negativo de la tirada de dado o dados.
Condiciones de Victoria o el único tablero en el hículo (el arma y MA son reparables) (4.0/6.12) Empantanamiento (BOG): Inmobilización
que una unidad puede posicionarse, los hexágo- temporal de un vehículo debido a haber fallado
nos parciales que encajan con otro tablero no BAZ: Bazooka, un Arma Anti-Tanque Ligera
(4.4.1). un chequeo de empantanamiento causado por
cualifican para Condiciones de Victoria o posi- condiciones ambientales o del terreno (7.6).
cionamiento. BMG: Ametralladora del Casco; su alcance son
8 hexágonos. Emplazamiento: Un Cañón que no haya sido
1.4 Dados: colocado al inicio del juego en una carretera pa-
Son necesarios dos dados de seis caras, uno BU: Escotillas cerradas (7.7)
vimentada y que no se haya movido recibe un
blanco y otro de color. Algunas veces será pre- Buen Orden: Una unidad de infantería que no TEM +2 por Emplazamiento (6.3).
ciso tirar ambos dados (DR); otras, sólo uno está ni desmoralizada ni marcada con una ficha
de Melée. Un vehículo que no este ni conmocio- Equivalencia a Pelotón: Dos HS o dotaciones
(dr). El dado de color se utiliza también para de- equivalen en tamaño a un pelotón (1.2.2). Una
terminar la ROF, rebufo, Localización de impac- nado (shock) incluido destrucción no confir-
mada (UK) ni aturdido (stunned). dotación que maneja un Cañón es equivalente a
tos en vehículos y liberarse de empantanamiento un pelotón.
[Bog]. CA: Arco Cubierto, la dirección que encara un
Cañón, representada por el dibujo del cañón Escudo de Cañón: Protección (normalmente un
(3.2.4). DRM +2 en la IFT) de la que disponen algunas
2.0 Definiciones: veces las dotaciones que manejan un Cañón
Cañón: Toda Arma que no sea vehículo en una AT/INF (6.6).
A#: Número de agotamiento de APCR (Perfora- ficha de 5/8” (1.2.6 y 6.0)
dor de Blindaje de Composición Rígida). Estado en Marcha [Motion]: Un vehículo que
CC: Combate Cercano (3.8). ha arrancado y no ha sido parado.
AAMG: Ametralladora Anti aerea; ha de estar CCPh: Fase de Combate Cercano (3.8).
CE para usarse, alcance 8 hexágonos. Estorbo: Algunos tipos de terreno (arboleda, tri-
CCT: Tabla de Combate Cercano. gal, arbustos) así como vehículos no en movi-
AC: Coche Blindado; reconocible por el circulo miento, wrecks y Humo que no son lo
blanco detrás de su capacidad MP. AF: Factor CCV: Valor de Combate Cercano contra vehí-
culos. suficientemente compactos como para bloquear
de Blindaje (7.1). completamente la Línea de Tiro (LOS). Se dice
AF: Factor de Blindaje (7.1) CE: Dotación Expuesta (7.7). que estorban la LOS y cada uno de ellos estor-
AFPh: Fase Avanzada de Fuego (3.5). CH: Impacto Crítico (6.1). bará el fuego trazado en su mismo nivel a su tra-
CMG: Ametralladora Coaxial, su alcance son vés (pero no el que se haga al propio hexágono)
AFV: Vehículo Acorazado de Combate; cual- aunque no lo bloqueará completamente. Cada
quier vehículo que tenga factor de blindaje (AF). 12 hexágonos.
Cobardía: Penalización que sufre una MMC hexágono de Estorbo añade un modificador +1
AP: Munición Perforante (6.2).AP puede ser a toda DR de ataque al mismo nivel de IFT o
usada en VTT o ITT (con efectividad reducida), que saca dobles en una tirada para un ataque en
la IFT si no fue dirigida por un jefe (3.2.2). No Para Impactar cuya LOS se trace atravesándolo.
pero no puede ser usada en ATT.
se aplica a Artillería, IFE o cualquier fuego de Exponente de Humo: Un exponente en la FP
APh: Fase de Avance (3.7). Arma: Un Arma de vehículo. de una unidad que indica la capacidad de inten-
Apoyo (1.2.4), un Cañón (1.2.6), o una MA de tar lanzar granadas fumígenas (3.3.1).
AFV (7.2) o MG (7.8). Completamente con Orugas: Un vehículo que
se identifica por tener un ovalo blanco tras su Fallo Cercano: Cualquier impacto contra un
ATR: Rifle Anti-Tanque (4.4.4). número MP. Cañón que no obtenga un resultado de KIA/K
Arco Cubierto de la Torreta (TCA): Definido Control: Una MMC de Infantería en Buen previamente a aplicar el modificador por Escudo
por el frente del vehículo o por la dirección de la Orden gana el control del hexágono o del edifi- de Cañón (6.7).
ficha de torreta si es diferente al frente del vehí- cio que ocupa sin la presencia de una unidad
culo. FFMO: Primer Fuego contra Movimiento en
enemiga. A menudo se requiere dicho Control a
Arco Cubierto del vehículo (VCA): Definido efectos de determinar la victoria. No es necesa- Campo Abierto; un DRM –1 contra Infantería
por el frente del vehículo. rio ocupar con una unidad todos los hexágonos moviéndose en Campo Abierto; no se aplica si
de un edificio para controlarlo si no hay unida- existe un estorbo a la LOS (3.3.1).
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). des enemigas en el edificio en el momento en el FFNAM: Primer Fuego por Movimiento no de
que una unidad propia entra en el edificio. Un Asalto; un DRM –1 contra Infantería movién-
Artillería: Un Cañón o SW (Mortero o LATW) AFV controla el hexágono que actualmente
o MA de vehículo que primero tiene que obtener dose siempre y cuando el objetivo no esté utili-
ocupa si este hexágono esta libre de unidades zando Movimiento de Asalto (3.3.1).
un impacto mediante el proceso Para Impactar enemigas en Buen Orden; el control retorna in-
previamente a resolver un ataque en la IFT (6.0) mediatamente a su estado anterior cuando el FG: Grupo de Tiro; dos o más unidades y/o MG
contra infantería o antes del proceso para des- AFV abandona la localización. /ATR se unen para realizar un ataque combinado
truir contra un vehículo (7.9). de fuego (3.2). La artillería no puede combi-
Conmoción [Shock]: Uno de los resultados po-
ATACANTE: El jugador cuyo turno de juego sibles de un intento de destruir (7.10). narse. La MG/IFE de un vehículo no puede
se está jugando actualmente. combinarse con otras unidades.
COT: Coste del terreno; el coste en MF/MP por
Aturdimiento (Stun): Estado de un vehículo entrar en un hexágono de un tipo de terreno FP: Potencia de Fuego; la fuerza con la que una
después de fallar un MC, o un TK DR Final de dado. El coste real por entrar en un hexágono unidad (o FG) ataca (1.2.2).
MG igual al número Final TK. puede ser superior (p.ej.: cruzar una Línea de FP Residual: Potencia de Fuego que queda en
ATURDIMIENTO (STUN): Estado de un ve- Cresta hacia una elevación superior). un hexágono como resultado de un Primer
hículo después de KIA, K, o un segundo resul- CX: Ficha Exhausta; el estatus de una unidad
tado de Aturdimiento o sacar 12 en un MC Fuego Defensivo (3.3.1).
después de declarar Paso Ligero (3.3) o utilizar
(7.10); provoca Retorno (Recall). FPF: Fuego Protector Final (3.3.1).
todos sus MF en la APh (3.7).
Auto-Reagrupamiento: La capacidad de una D#: Número de agotamiento de APDS (Perfo- FT: Lanzallamas (4.2).
unidad de reagruparse ella misma sin la presen- rador de blindaje de Carcasa Desprendible). Fuego de Asalto: Un ataque en la AFPh dispo-
cia de un jefe en Buen Orden se representa con
DC: Cargas de Demolición (4.3). nible por las MMC que tienen su factor de
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6
potencia de fuego subrayado (3.5). Interdicción: Un NMC sufrido por una unidad moral de la unidad para evitar quedar desmora-
Fuego de Área: La Potencia de Fuego de una que se retira sin utilizar Avance a Rastras a tra- lizada. El modificador por Mando puede apli-
unidad atacante que no sea de Artillería se divide vés de Campo Abierto en la LOS de una unidad carse (3.2.3).
enemiga en su alcance normal si se pudiera apli- No parado: Durante la MPh, un vehículo que
a la mitad por cada caso concurrente de Fuego
car un hipotético DRM por FFMO (3.6). no ha gastado un MP de parada desde su último
de Área (3.2.2, 3.2.3, 3.3.3, 3.5 y 4.1).
Intento de estar en marcha: Un intento por MP para arrancar.
Fuego en Marcha (motion): Fuego de un ve- parte de un vehículo; durante la MPh del opo- NT: Arma Sin Torreta. Se incluyen en este tipo
hículo cuando todavía esta en marcha. La poten- nente, de conseguir Estado en marcha o cambiar todos los Cañones excepto los montados en
cia de fuego de MG/IFE de un vehículo se la VCA (3.3.2.1). afustes de 360º (3.2.4). También se incluyen
divide por la mitad mientras esta en marcha. IPC: Capacidad Inherente de Acarreo (4.0).ti MA de vehículos sin torreta.
Además hay ciertas penalización para TH
LATW: Arma Ligera Anti-Tanque; un tipo de Número de Agotamiento: Número en el dorso
(3.3.2.2).
SW de Artillería que utiliza su propia tabla Para de una ficha de Artillería o vehículo que repre-
Fuego Móvil (Bounding Fire): Fuego de un ve- Impactar (4.4). senta la cantidad de una Munición Especial
hículo en la AFPh después de haber movido a (6.2).
Límites de Apilado: Cada bando puede tener
un nuevo hexágono durante la MPh (3.3.2.2).
hasta tres MMC equivalentes a pelotón por he- Objetivo Adquirido: El Armamento Principal
Fuego de Reacción en Combate Cercano: xágono y además hasta cuatro jefes (3.3). Cada de Vehículo, un Cañón o un Mortero ganan un
También conocido como Fuego de Reacción bando puede tener un vehículo por hexágono. DRM Para Impactar de -1 ó -2 si disparan otra
CC, es una forma de Primer Fuego Defensivo vez al mismo objetivo. Si se usa Tipo de Obje-
LLMC: Chequeo Moral por Pérdida de un Jefe;
disponible para infantería en el mismo hexágono tivo Infantería y vehículo utilice una ficha de
un MC adicional provocado por la pérdida de un
que un AFV enemigo. (3.3.4). Adquisición de 1/2”, y su usa Tipo de Objetivo
jefe con un nivel de moral superior al de la uni-
Fuego Intensivo: Después de agotar su ROF un dad(es) con la que estaba apilado (3.2.3). Área use una ficha de Adquisición de 5/8” (6.10
Cañón puede efectuar un último ataque (3.2.4); y 6.11).
LLTC: Chequeo de Actividad por Pérdida de un
añadirá un DRM +2 TH y verá reducido el B# Objetivo Moviéndose: Un vehículo/resto que
Jefe; causado por la desmoralización de un jefe
en 2 (6.12). se ha movido a un nuevo hexágono en este
con un nivel de moral superior al de la
Grupo de Tiro Obligatorio: Unidades y MG unidad(es) con la que estuviera apilado (3.2.1). turno de jugador, o que esta en marcha, o que ha
en el mismo hexágono que quieran disparar al empezado la MPh en marcha.
Localización [Aspect]: La localización de un
mismo objetivo (o un apilamiento en movi- PAATC: Chequeo de Actividad Previo al
impacto en vehículo se divide en torreta y casco,
miento con el mismo gasto en MF) tienen que Avance/Ataque a AFV (3.7).
así mismo en frontal, lateral o trasera.
disparar como un FG en lugar de por separado
LOS: Línea de Tiro (3.2.1). Paso Ligero: Una unidad de Infantería puede
(3.2.2). La artillería no puede combinarse. La
añadir 2 MF a su MPh quedando CX (3.3).
MG/IFE de un vehículo ha de combinarse para M#: Número de movimiento a mano; se re-
disparar al mismo objetivo. quiere una DR para intentar mover un Cañón a PBF: Fuego a Quemarropa; fuego a un objetivo
mano (6.5). en un hexágono adyacente. La potencia de fuego
H: Indicación en la ficha para munición HEAT.
es el doble de la normal (3.2.2).
HE: Munición Explosiva (6.2); munición ordi- MA: Armamento principal de un vehículo (7.2)
Se considera artillería amenos que sea una PF: Panzerfaust (4.4.2).
naria para la Artillería cuando use el ITT y ATT.
Puede ser usada en el VTT con su propia tabla MG/IFE disparando en la IFT. PFPh: Fase de Fuego de Preparación (3.2).
para destruir (TK). Melée: Una condición en la que quedan involu- PIAT: Lanzador Anti Tanque de Infantería
HEAT: Munición Antitanque Altamente Explo- cradas unidades opuestas en el mismo hexágono (4.4.5).
siva; utilizada por BAZ, PF y PSK y como Mu- después de haber atacado en Combate Cercano PP: Puntos de Acarreo; representan la dificultad
nición Especial por algunos Cañones (4.4 y 6.2). (3.8). existente para transportar un arma, y se restan
Hexágono ciego: Un hexágono que no puede MF: Factor de Movimiento; medida de la capa- del IPC de la unidad (4.0).
verse debido a obstáculos a la LOS. cidad de movimiento para unidades de Infante- Presión al suelo: Un DRM para el chequeo de
ría (3.3). empantanamiento (7.6).
HIP: Colocación Inicial Escondida para Caño-
nes (6.4). MG: Ametralladora; un tipo de Arma de Apoyo Primer Fuego Defensivo: Disparos efectuados
(SW), designada normalmente como ligera a unidades moviéndose en la MPh (3.3.1).
HS: Escuadra (Half Squad).
(LMG), media (MMG) o pesada (HMG) (4.1).
Humo: Granadas fumígenas colocadas por un Los vehículos también pueden estar equipados Primer Fuego Móvil (Bounding First Fire):
pelotón de Infantería (ficha de 1/2”; 3.3) o pro- con MGs. Fuego de un vehículo durante su propia MPh
yectiles fumígenos colocados por Artillería o antes o después de haber movido (3.3.2.2).
Mired: Una forma de empantanamiento (BOG)
lanzadó por un AFV (fichas de 5/8”; 6.2), que Primer Fuego Subsiguiente (SFF): Disparar
más grave (7.6).
proporcionan una cobertura protectora (1.2.5). nuevamente en Primer Fuego Defensivo, pero
MMC: Ficha de Grupo (1.2.2); pelotones, es- como Fuego de Área (3.3.1).
IFE: Equivalencia de Poder de Fuego de Infan-
cuadras o dotaciones de Infantería.
tería PSK: Panzerschreck: un arma ligera anti tan-
Morteros: Un tipo de artillería que usa fuego que alemana (4.4.1).
IFT: Tabla de Fuego de Infantería.
indirecto y Tipo de Objetivo Área. Los Morteros
Impacto [Hit]: La Artillería tiene que conseguir Ligeros (60mm o menos) son SW y pueden ser PTC: Chequeo de Paralización de Actividad
un impacto (usando el proceso Para Impactar; manejados por cualquier Infantería, mientras (3.2.1).
3.2.4) previamente a resolver una ataque usando que el resto de Morteros son Cañones y tienen Punto Central del Hexágono: El punto blanco
la IFT o tablas para destruir (TK). que ser manejados por dotaciones de Infantería existente en el centro de un hexágono desde el
Impacto Directo: Una DR Final (previo al para disparar sin penalización (4.5/6.9). que se determina la LOS (1.1).
DRM del Escudo del Cañón) con resultado de Móvil: Un vehículo en buen orden que no este QSU: Emplazamiento Rápido. Este Cañón
KIA/K en la IFT después de un impacto de Ar- empantanado ni inmobilizado. puede moverse durante el juego mediante el pro-
llería contra un Cañón (6.7). ceso de movimiento a mano (6.5).
Movimiento de Asalto: Un tipo de movimiento
Inexpertos: Las MMC Novatas (G) no apiladas de Infantería (3.3). Ráfagas Aéreas: El fuego de Mortero contra In-
con un jefe en Buen Orden y las MMC Cons- fantería o vehículo CE situada en un hexágono
Movimiento Peligroso: Tipo de movimiento
criptas sufren penalizaciones por ser Inexpertas: de bosque recibe un TEM -1 (en lugar de un +1;
utilizado por unidades moviendo a mano un
3MF, B# o X# reducidos en uno; cobardía dos 1.1.1).
Cañón (6.5).
columnas, drm de emboscada +1 (5.4). Rebufo: Una condición de disparar una LATW
MP: Punto de Movimiento; Medida de la capa-
Infantería: Todas las SMC y MMC. desde dentro de un edificio (4.4.3).
cidad de movimiento para vehículos (3.3.2).
Inmobilizado: Un vehículo que, debido a los Reducción por Bajas: Un resultado de combate
MPh: Fase de Movimiento (3.3).
efectos de combate (incluido resultados de Con- que elimina una HS o dotación, o hiere a una
moción o Aturdimiento), los efectos de empan- NA: No permitido, o no aplicable. SMC. Un pelotón queda reducido a una HS
tanamiento, o fiabilidad mecánica no puede NMC: Chequeo Moral Normal; requiere una ti- (3.2.3).
cambiar de hexágono, girar su VCA o arrancar. rada de dados inferior o igual al nivel actual de
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7
Resto (wreck): Un vehículo que has sido des- añade un DRM +2 TH y disminuye el B# en 2 d) Transferencia de Armas: Los apilamientos
truido se gira a su lado de resto. (6.12). pueden ser redistribuidos libremente para
Retorno (Recall): La condición de un AFV que Vehículo: Una unidad motorizada que usa MP, cambiar la posesión de todas las Armas,
debe salir por un borde de tablero amigo lo más impresa sobre un ficha de 5/8”. entre unidades en Buen Orden en la misma
pronto posible (7.10) Puede ser causado por su- Ventaja de Altura: TEM protector para unida- localización (el ATACANTE primero).
frir un resultado de ATURDIMIENTO (STUN), des en una elevación superior (1.1.1). e) Auto Reagrupamientos: Ambos bandos
un segundo resultado de Aturdimiento (Stun) (1
WP (Fósforo Blanco): Un tipo de Humo limi- pueden intentar auto reagrupar (el ATA-
aturdimiento sí es 1MT), o por estropear perma-
nentemente su MA. tado a ciertas naciones y armas que proporciona CANTE primero) unidades capacitadas
una cobertura inferior (1.2.6) pero que inflige un para ello (aquellas con su moral del lado
ROF: Cadencia de Tiro; una MG, Mortero, NMC cuando Impacta (6.2). desmoralizado dentro de un cuadrado; p.ej.:
Cañón o MA de vehículo puede atacar más de
X#: Número de Rotura de un FT, DC, BAZ o jefes y dotaciones). El ATACANTE sólo
una vez en el mismo turno gracias al número de
su ROF, que aparece en un cuadrado (4.0). PSK (el Arma no es reparable) (4.0). puede intentar auto reagrupar sólo una
MMC adicional. Un jefe que intente auto
RPh: Fase de Reagrupamiento (3.1).
3.0 Secuencia de Juego: reagruparse no puede aplicar su modifica-
RtPh: Fase de Retirada (3.6). dor por mando, y toda unidad que intente
SMC: Ficha de Individuo (1.2.1). Hay ocho fases distintas en cada fase de jugador
auto reagruparse sufre un DRM +1.
que se resuelven en el siguiente orden: Fase de
SSR: Regla Especial del Escenario (1.3). Reagrupamiento, Fase de Fuego de Preparación, f) Reagrupamiento de unidades: Ambos
SW: Arma de Apoyo (4.0). Fase de Movimiento, Fase de Fuego Defensivo, bandos (el ATACANTE primero) pueden
Fase de Fuego de Avance, Fase de Retirada, intentar reagrupar unidades desmoralizadas
Tamaño del Objetivo: El tamaño de un Cañón
Fase de Avance y Fase de Combate Cercano. Un apiladas con un jefe en Buen Orden. Para
viene indicado en el color de su M# (6.7).
turno completo acaba cuando ambos jugadores reagruparse, una unidad debe conseguir una
El tamaño de un vehículo esta indicado por el han hecho la secuencia entera como ATA- DR menor o igual que su número de moral
color de sus factores de blindaje (7.3). CANTE. indicado en su lado desmoralizado. Se
TEM: Modificador por Efectos del Terreno; un aplica un DRM +4 si la unidad sufre de
3.1 Fase de Reagrupamiento (RPh)
DRM que se aplica en la IFT o proceso TH pro- Moral de Desesperación (DM), un DRM –
vocado por el terreno en el que se encuentra la Durante la RPh ambos jugadores intentarán re- 1 si la unidad está en bosques o edificios y
unidad que está siendo atacada (3.2). agrupar sus unidades desmoralizadas capacita- un DRM igual al modificador por mando
das, arreglar sus armas rotas o transferir equipo del jefe que intenta reagrupar a la unidad
Terreno Inherente: Ciertas representaciones de de una unidad a otra en la misma localización.
terreno (arboleda) y contenidos de fichas de un desmoralizada. Si el único jefe presente en
Excepto los jefes reagrupando (a ellos mismos y un apilamiento de unidades desmoralizadas
hexágono (Humo) identifican al hexágono en su a otras unidades) cada unidad sólo puede inten-
totalidad, incluyendo los lados de hexágono, estuviera él mismo desmoralizado, puede
tar una acción por RPh. Estas acciones deben re- intentar reagrupar a las otras unidades solo
como poseedor de las características de ese he- alizarse en orden:
xágono. Una LOS que penetre en dicho hexá- si él mismo consigue auto reagruparse pri-
gono (incluso la trazada a lo largo de un lado de a) El ATACANTE tira dados por ocasionales mero. No hay penalización por no conse-
hexágono) se ve afectada por el terreno inhe- refuerzos (SSR) y posiciona fuera del ta- guir reagruparse, a menos que la unidad
rente. blero todas las fuerzas que tengan prevista saque un 12 original, en cuyo caso sufrirá
su entrada en ese turno de jugador. Reducción por Bajas. No se puede intentar
TH: Para Impactar; la Artillería tiene que conse- reagrupar a una unidad más de una vez por
guir un impacto (mediante el proceso Para Im- b) Unidades en Buen Orden pueden intentar
recuperar SW no poseídas que estén en su Turno de Jugador; sin embargo, un jefe en
pactar) previamente a resolver un ataque sobre Buen Orden puede intentar reagrupar a
una unidad en la IFT o tabla TK(3.2.4). mismo hexágono, obteniendo una dr menor
de 6 (drm +1 si están CX) (el ATACANTE todas las unidades con las que esté apilado.
Tipo de Objetivo Área (ATT): Uno de los tres primero). g) Vehículo conmocionado [shocked]: Tirar
tipos generales de objetivo utilizados por Caño- para recuperar AFV, conmoción/destruc-
nes. Se tiene que utilizar siempre que la Artille- c) Reparación de Armas Rotas: Una unidad
en Buen Orden que posea un Arma rota de ción no confirmada (UK). Quitar o girar el
ría dispare Humo. No puede ser utilizado por marcador o eliminar el vehículo, lo que co-
LATW ni cuando se dispare algo que no sea HE su propia nacionalidad (es decir, de su
color) puede intentar reparar ese Arma con- rresponda.
o Humo/WP (3.2.4).
siguiendo una drmenor o igual al número h) Retirada de marcadores: Todas las fichas
Tipo de Objetivo Infantería (ITT): Uno de los de reparación indicado al dorso de la ficha de DM son retiradas al final de la RPh a
tres tipos generales de objetivo usados por Ca- (el ATACANTE primero). Una dr de 6 eli- menos que la unidad DM esté adyacente a
ñones. No disponible a Morteros ni a LATW. mina el Arma definitivamente. Un vehículo una Unidad Enemiga Conocida. Una uni-
Pueden usarla todos los tipos de municiones ex- en buen orden puede intentar cada MG o dad desmoralizada puede optar por mante-
cepto Humo/WP (3.2.4). MA rota; un dr de 1 repara el arma y un dr ner su estatus DM a menos que esté en
Tipo de Objetivo Vehícular (VTT): Uno de los de 6 la elimina permanentemente. bosques o edificios.
tres tipos generales de objetivo usados por Ca-
ñones. No disponible para morteros o LATW. Ejemplo de Fase de Reagrupamiento rusa:
Puede usar todos los tipos de munición excepto La unidad 5-2-7 desmoralizada en Q6 intenta auto
Humo/WP (3.2.4). reagruparse. Tiene que añadir +1 a su intento de rea-
TK: To Kill – Destruir: Habiendo conseguido gruparse, pero puede restar uno por estar en un hexá-
un impacto con la tabla Tipo de Objetivo Vehí- gono de edificio. La DR original es un 7, y con los
culo (VTT), el número para destruir se usa para modificadores anulándose el uno al otro, la 5-2-7 se
determinar el efecto sobre el vehículo (7.9). reagrupa y es girada hacia su lado normal.
A continuación, el jefe intenta reagrupar a las dos
TPBF: Fuego a Quemarropa triple: disparar a
unidades desmoralizadas apiladas con él. La 5-2-7
un objetivo en el hexágono del tirador; el FP
tiene que añadir +4 a su DR porque está actualmente
total es el triple de la potencia de fuego normal
DM. El DRM –1 del jefe se aplica así como el –1 por
(3.2.2.1). estar en un edificio. La unidad 4-4-7 desmoralizada
Turno de Jugador: Las ocho fases consecuti- no está bajo una ficha DM y no tiene que aplicarse el
vas que conforman la mitad de un turno de +4 adicional. El DRM total es +2 para la 5-2-7 y –2
juego, durante las cuales el ATACANTE puede para la 4-4-7. La DR original para la 5-2-7 es 6; des-
mover sus fuerzas. pués de añadir el DRM +2 la DR final es 8. Dado que
Unidad Enemiga Conocida (KEU): Toda uni- es superior su nivel moral desmoralizado de 7, el pe-
dad enemiga hasta la que la unidad propia en lotón 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
cuestión tenga actualmente una LOS.
o igual que su nivel moral desmoralizado, la 4-4-7 se
Uso No Cualificado: El uso de un Cañón por reagrupa y es girada sobre su lado normal. Ilustración anterior a cualquier resultado.
unidades que no sean una dotación (1.2.6);
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8
3.2 Fase de Fuego de Preparación (PFPh) y
Ataques de Fuego: 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
Los ataques de fuego son el principal procedi- el punto central en F3 sin que toque ninguna representación de bosque (va directamente “carretera abajo”)
miento mediante el cual una unidad ataca a uni- 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
dades enemigas. Ninguna unidad puede disparar debido al edificio interpuesto en J3.
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 cual-
quier 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 Defen-
sivo 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 ex-
tendiendo 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 repre-
sentación 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 Es-
torbo inherente (p.ej.: arboleda o Humo), la LOS
no resultará estorbada. El terreno en el hexágono
considerará a todos los efectos que las unidades Cresta. Una unidad en una elevación superior no
de quien dispara o en el hexágono objetivo no
que declararon el ataque han disparado, inclu- puede ver más allá de un obstáculo a la LOS
bloquean la LOS hasta el punto central del hexá-
yendo posibles roturas. Toda combinación de aunque pueda ver el propio obstáculo. Una uni-
gono (aunque el Humo en el hexágono de quien
DRM por estorbos a la LOS por Humo o te- dad en una elevación superior puede ver por en-
dispara o en el hexágono objetivo si estorban la
rreno, mayor o igual a +6 bloquea completa- cima de Estorbos de altura inferior
LOS). Los ataques pueden trazarse a través de
mente esa LOS. (trigal/arbusto) sin que la LOS resulte Estor-
unidades en hexágonos interpuestos sin que las
afecten. Ningún jugador puede realizar un che- Una unidad puede trazar una LOS a una eleva- bada.
queo de LOS hasta después de que se haya de- ción superior (y viceversa) sólo si la unidad más
clarado el ataque. Si un chequeo de LOS revela alta traza su LOS a través de una Línea de
que un obstáculo a la LOS bloquea el fuego, el Cresta en el momento en el que abandona su he-
ataque de fuego no se resuelve, pero se xágono y esa LOS nunca cruza otra Línea de

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 ar-
boleda para un DRM total de +4. La DR original es 6; después de añadir 4 la DR final es 10. Cruzando la re-
ferencia 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 re-
sulta 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 re-
ferencia 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 su-
perando 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

Distribución: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com quijanotercio@eresmas.net © 2007 Multi-Man Publishing, LLC
9
3.2.2 Ataques de Fuego: 3.2.2.1 Triple Fuego a Quemarropa (TPBF): desmoralizada que falle un MC sufrirá Re-
Un ataque de fuego de una unidad o Grupo de la potencia de fuego de MG/ATR/IFE y MMC ducción por Bajas; una unidad ya desmo-
Fuego utiliza la fuerza de potencia de fuego (FP) se triplica por ataques de fuego contra objetivos ralizada que saque una tirada original de
de la unidad(es). La fuerza FP impresa puede en el hexágono del tirador en aquellas raras oca- 12 en un MC quedará eliminada. Una uni-
modificarse bajo algunas condiciones. La FP de siones en las que pueda ocurrir (un vehículo dad no desmoralizada que falle un MC por
una unidad de infantería/ATR/MG (incluyendo enemigo se mueve a tu hexágono o la infantería un resultado superior a su ELR (véase 5.1)
MG/IFE de vehículos) atacando se duplica por avanza dentro de tu hexágono con un vehículo será reemplazada por una unidad de infe-
Fuego a Quemarropa (PBF), lo cual ocurre que esta o se pone en marcha). BU AFV están a rior calidad.
cuando una unidad de infantería dispara a un he- salvo de TPBF, pero CE AFV no, aunque el CE Las unidades desmoralizadas utilizan en
xágono adyacente y triplicado contra unidades DRM +2 se aplica normalmente. Una unidad no nivel moral impreso en su lado desmorali-
en el mismo hexágono por Fuego a Quemarropa puede disparar fuera de su hexágono cuando hay zado para todos los MC e intentos de rea-
Triple (TPBF). Una unidad/MG/FT puede atacar una unidad enemiga en su hexágono. grupamiento hasta que sean reagrupadas y
más allá de su alcance Normal, como Fuego de 3.2.3 Efectos: sean giradas a su lado normal. Las unida-
Área hasta una distancia del doble de su alcance des desmoralizadas sólo pueden retirarse
(incluido), pero lo hace a la mitad de su FP. Las Los ataques de fuego son resueltos cruzando e intentar ser reagrupadas. Un jefe en Buen
fracciones de FP reducidos a la mitad no se des- la FP combinada total de la(s) unidad(es) ata- Orden y no paralizado aplicará su DRM
precian, sino que se retienen y podrán ser objeto cante(s) con la DR en la Tabla de Potencia de por mando a otras unidades (incluso a jefes
de posteriores modificaciones, o añadirse a las Fuego de Infantería (IFT). El atacante utilizará con moral inferior) en la localización obje-
FP totales de otras unidades involucradas en el la columna más a la derecha en la IFT cuya FP tivo si él mismo pasa previamente su MC
mismo ataque las modificaciones a la FP son no exceda del total ajustado de FP del ataque sin resultar afectado; pero no se lo podrá
acumulativas; las FP atacantes pueden verse (por tanto un ataque total de 9 se resuelve en la aplicar a sí mismo.
tanto duplicadas como reducidas a la mitad va- columna de 8); la FP excedente no tiene efecto.
La DR es modificada añadiendo todo DRM Además, si un jefe resulta eliminado, todas
rias veces. Una unidad no puede dividir su FP las unidades con un nivel moral actual in-
entre diferentes objetivos pero un pelotón puede aplicable como el de mando, Modificadores por
Efectos del Terreno (TEM) o Estorbos a la LOS ferior y que estén apiladas con él, salvo en
optar por disparar su propia FP a un objetivo y CC, deben pasar un MC después de resol-
cualquier Arma en su posesión a un objetivo di- entre (pero no en) el hexágono de quien dispara
y el hexágono objetivo. Los resultados se apli- verse el ataque inicial, sumando cualquier
ferente. Siempre que un ataque de una MMC no DRM negativo por mando a la DR en
dirigida por un jefe obtenga una tirada original can de la siguiente forma contra infantería:
lugar de restarlo. A esto se le llama Che-
de dobles en su DR de resolución en la IFT, su- #KIA: Al menos tantos objetivos como el nú- queo de Moral por Pérdida de un Jefe
frirá de cobardía y será resuelto en la siguiente mero indicado (#) son eliminados (deter- (LLMC).
columna inferior en la IFT y la unidad Cobarde minándolos de forma aleatoria); las demás
quedará marcada con una ficha de Fuego Prepa- unidades objetivo quedan desmoralizadas Si un jefe queda desmoralizado, todas las
ratorio (Prep Fire) o de Fuego Final (Final Fire), y DM automáticamente, o sufren Reduc- unidades en Buen Orden con un nivel
según corresponda. Si una MMC Inexperta se ción por Bajas (ver debajo) si ya estaban moral actual inferior y apiladas con él,
ve envuelta en dicho tipo de ataque, será re- desmoralizadas. Si una dotación de CE deben pasar un PTC después de resolverse
suelto dos columnas por debajo en lugar de sólo AFV sufre un resultado KIA. El AFV y la el ataque inicial, sumando cualquier DRM
una. Cualquier descenso de columna por debajo dotación están ATURDIDOS (STUN- negativo por mando a la DR en lugar de
de la más baja, provocará que ese ataque no NED) (7.10). restarlo. A esto se le llama Chequeo de Ac-
tenga efecto. La Cobardía no afecta a ataques de tividad por Pérdida de un Jefe (LLTC).
K/#: Una unidad sufre Reducción por Bajas
Artillería, Vehículos, CC, DC o de FP Residual. y todas las demás unidades objetivo (in- Si una unidad supera el MC requerido ob-
Dos o más unidades pueden unirse para formar cluyendo cualquier recién reducida HS) teniendo exactamente el número más alto
un ataque de fuego combinado denominado tienen que pasar un chequeo moral (MC) con el que esa unidad pasaría el MC (des-
Grupo de Tiro (FG). Un FG puede estar formado añadiendo el número indicado (#) a la DR pués de todas las modificaciones), enton-
por unidades situadas en más de un hexágono del MC. En caso de varios objetivos la de- ces esa unidad se considera paralizada, y
sólo si cada unidad participante ocupa un hexá- terminación de cuáles sufren reducción se coloca una ficha Pin sobre ella. Esa uni-
gono o está adyacente a otra unidad participante por bajas se hará de forma aleatoria. La re- dad no puede continuar moviéndose en ese
del mismo FG. Un jefe solitario no puede hacer ducción por bajas elimina una HS o una turno de jugador y dispara a la mitad de su
de enlace para un FG. La Artillería y FT no pue- dotación, reduce un pelotón a HS y hiere a FP normal.
den participar en un FG. La MG/IFE de un ve- una SMC. Una SMC herida tiene que rea- Si una dotación de un CE AFV falla su
hículo puede formar un FG consigo mismo. lizar de inmediato una dr de severidad de MC, La dotación esta Aturdida (7.10) y
Todos los miembros de un FG tienen que ser ca- herida; un resultado de 1-4 indica una he- marcada con una ficha de Aturdida (Stun).
paces de trazar una LOS (3.2.1) hasta el obje- rida leve (coloque una ficha de Herido Si la dotación CE AFV saca un 12 en un
tivo. Un FG de varios hexágonos que descubra (Wound)), y uno de 5-6 elimina a la SMC. MC entonces el AFV esta ATURDIDO
que parte del FG no tiene una LOS hasta el ob- Una SMC herida ve reducido su MF a tres, (7.10) y marcado con una ficha ATUR-
jetivo perderá la participación de esa unidad. El su IPC a cero y no puede usar Paso Ligero. DIDO (STUN).
resto del FG con una LOS válida todavía puede Si vuelve a resultar herida tiene que añadir #MC: El número por delante del MC es un
atacar al objetivo, pero como un FG más pe- un único drm +1 a su dr de severidad de DRM positivo que tiene que aplicarse a la
queño (si esta adyacente) o en ataques separados herida –la única penalización por resultar DR del MC.
a opción de quien dispara. Si infantería en un herido más de una vez–. Su nivel moral y PTC: Chequeo de Paralización de Actividad;
mismo hexágono va a atacar a la misma unidad, modificador por mando se reducen en uno; cada unidad objetivo no desmoralizada y
lo tienen que hacer como un FG Obligatorio; no es decir, un jefe 8-0 herido tiene un nivel no paralizada tiene que realizar una tirada
pueden realizar ataques por separado a menos moral de 7 y un modificador por mando de inferior o igual a su Nivel Moral actual o
que use FT o Artillería. +1. Si la dotación CE de un AFV sufre un quedará paralizada. El DRM por mando
Un jefe puede utilizar su DRM por mando para resultado K, El AFV y la dotación están puede aplicarse si el jefe que es parte del
modificar la DR en la IFT de cualquier unidad ATURDIDOS (STUNNED) (7.10). grupo objetivo pasa primero su propio
de infantería atacante (excepto FT) o de un FG NMC: Cada unidad objetivo tiene que intentar PTC. Se colocará una ficha Pin a las uni-
por Turno de Jugador, siempre y cuando todas superar un Chequeo Moral Normal (NMC) dades que fallen su PTC; durante ese turno
las unidades del FG estén en el mismo hexágono obteniendo una DR menor o igual al nivel no podrán moverse, su FP quedará redu-
que él. El DRM por mando puede aplicarse a un moral de la unidad. El mejor jefe en un he- cido a la mitad, perderán la ROF y un jefe
FG situado en varios hexágonos sólo si hay un xágono realizará el chequeo en primer paralizado no podrá utilizar su DRM por
jefe dirigiendo ese ataque en cada hexágono par- lugar. Las unidades que lo fallen quedarán mando. Las unidades no pueden quedar
ticipante; el DRM por mando que se aplicará en desmoralizadas, serán giradas y se colo- paralizadas más de una vez por turno de
ese caso será el del jefe participante de inferior cará una ficha DM sobre ellas. Una unidad jugador.
calidad. Un jefe dirigiendo fuego es tratado que saque una tirada original de 12 en un Un resultado de paralización (Pin) contra
como si él mismo hubiera atacado. MC sufrirá reducción por bajas además de una dotación de CE AFV obliga a la dota-
quedar desmoralizada. Una unidad ya ción a ponerse con Escotillas Cerradas
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10
(BU) para el resto del turno de jugador. Un
vehículo en si nunca puede estar parali-
zado y por tanto puede mover aún.
Una unidad desmoralizada que no esté bajo
una ficha DM que quede adyacente a una Uni-
dad Enemiga Conocida o sea atacada con sufi-
ciente 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 Ob-
jetivo 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 En su PFPh el Cañón AA alemán dispara a la 7-4-7 en xJ5 (dentro de su Arco Cubierto) utilizando Tipo de Ob-
impactadas porque no se movieron durante el jetivo Infantería. La distancia al objetivo es de 4 hexágonos, y el trigal está en temporada. Cruzando las referen-
Primer Fuego Defensivo o porque posibles cias de Tipo de Objetivo, distancia y Tipo de Cañón en la Tabla Para Impactar nos da un número Para Impactar
DRM no afecten igual a distintos objetivos, o 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 con-
porque se ha usado un Tipo de Objetivo no efec-
siderar. La tirada de dados se modifica como sigue: TEM por Bosque, +1; Estorbo por un hexágono de trigal,
tivo. +1; con lo que el modificador (DRM) total TH es +2, para una DR Final de 9. Este resultado es superior a 8, así
Tipo de Objetivo Infantería: 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
Los disparos que utilicen el Tipo de Objetivo
anteriores también aplicamos el DRM de -1 por Objetivo Adquirido. El jugador alemán consigue un 3 (un 1 en
Infantería utilizan munición de Alto Explosivo 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
(HE) pero también pueden utilizar munición alemán tira de nuevo los dados, esta vez en la columna apropiada en la IFT para un Cañón de 88mm; la columna
HEAT o AP. Todos los objetivos enemigos en el 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
hexágono objetivo excepto BU AFV pueden re- 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
sultar afectados por un Impacto incluso cual- un chequeo moral +2 que falla y queda desmoralizada; la ficha de Objetivo Adquirido -1 se gira a su lado -2.
quier unidad de Dotación Expuesta (7.7). El 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
TEM se aplica a la DR Para Impactar, no a la cambiar su Arco Cubierto (CA). El Cañón cambia su CA a M4/N3; es decir, cambia un ángulo. La distancia es
DR en la IFT. 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 cam-
biado 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
Tipo de Objetivo Área: añadiendo el DRM +2 nos da una DR Final de 10: falla. El Cañón ha perdido su ROF y es marcado con una ficha
Este Tipo de Objetivo es el que siempre utili- de Prep Fire. La ficha de Objetivo Adquirido -2 se retira de xJ5 y se coloca otra de Objetivo Adquirido -1 sobre
zan los Morteros y cuando la Artillería intenta la 6-6-6 en xO4.
disparar Humo; en otro caso, puede ser selec- 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
cionada cuando se dispare munición HE, pero 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
no si se utiliza HEAT o AP. Cuando se utiliza ROF y el Cañón resulta marcado ahora con una ficha de Fuego Intensivo y no tendrá más oportunidades de
este Tipo de Objetivo por otra arma que no sea atacar en este turno de jugador. La ficha de Objetivo Adquirido se gira hacia su lado -2.
un Mortero, se consume toda la ROF del Cañón El 88 podría haber disparado inicialmente a la 7-4-7 usando Tipo de Objetivo Área, y también pudo haberlo
durante ese turno, de ahí que las armas que no hecho si la 7-4-7 hubiera estado en un edificio de piedra, incluso aunque a una distancia de 4 el número Para Im-
sean Morteros no puedan disparar otra vez des- pactar sea inferior en Tipo de Objetivo Área que en Tipo de Objetivo Infantería. Usando el primero el TEM no
pués de utilizar el Tipo de Objetivo Área. Los modifica la DR Para Impactar, pero en su lugar modifica la DR en la IFT después de haber impactado, haciendo
TEM no se aplican a la DR Para Impactar, sino más fácil el impactar a la 7-4-7 en Tipo de Objetivo Área pero reduciendo los efectos del ataque.
a la DR en la IFT.Un impacto potencialmente tiene un número en negro, uno en rojo o ambos. pueden resultar afectados.
puede afectar todas las unidades en el hexágono. Si se dispara con Tipo de Objetivo Área siempre Algunos Cañones y MAs tienen ROF, que
Tipo de Objetivo Vehícular: se utilizarán los números TH en rojo. Si se hace viene indicado por un número en un cuadrado
El tipo de Objetivo Vehícular se usa cuando se con Tipo de Objetivo Infantería o Tipo de Obje- (1.2.4.1). En algunos casos, sin embargo, en los
dispara a un vehículo específico. Un impacto en tivo Vehicular, se utilizarán los números TH en que esta ROF puede resultar reducida. Estos
el tipo de Objetivo Vehícular no puede causar negro a menos que quien dispara sea un Cañón casos son: uso de Potencia de Fuego Equiva-
daño a cualquier otra unidad en el hexágono ob- ruso, italiano, aliado menor o norteamericano lente a Infantería (IFE), uso No Cualificado o de
jetivo. antes de 1944, o si es utilizado por tropa Inex- material Capturado y un cañón cambiando su
perta, No Cualificada o ha sido Capturado. Si la Arco Cubierto durante la fase. Cada uno de esos
Proceso Para Impactar: entrada no tiene un número en rojo, utilice el nú- casos aplicables reduce en uno de forma acumu-
La Artillería puede disparar durante las Fases mero TH en negro. Añada a la DR tanto los lativa la ROF normal del Cañón para esa Fase
de Fuego de Preparación, Primer Fuego Defen- DRM Basados en quien Dispara (tales como es- de Fuego. Muchos Cañones/MA no tienen un al-
sivo, Fuego Final o Fuego Avanzada de Fuego, tatus CX, cambio de Arco Cubierto y Uso No cance límite; sin embargo, si aparecen dos nú-
pero tienen que estar en posesión de una MMC Cualificado) como los DRM Basados en el Ob- meros, el primero indica su alcance mínimo y el
que la maneje o ser una MA vehicular. Una MA jetivo (tales como FFMO, FFNAM, Adquisi- segundo el máximo.
también puede disparar durante la MPh del ve- ción, Estorbos y, si no utiliza Tipo de Objetivo
hículo (3.3.2.2). El jugador que dispara tiene que Un Cañón tiene un encaramiento que se deter-
Área, los TEM) que se encuentran en la tabla de
declarar tanto el objetivo como el tipo de obje- mina por su Arco Cubierto (CA). El CA se in-
referencia relativos al tipo de objetivo que se
tivo. Determine la distancia hasta el objetivo y dica colocando la ficha del Cañón con el dibujo
esté utilizando. Si la DR es igual a o menor que
busque el número Para Impactar (TH) en las Ta- del ánima del Cañón apuntando directamente a
el número Para Impactar modificado, entonces
blas Para Impactar que se encuentran en las Ayu- uno de los seis ángulos de su hexágono. El CA
se ha conseguido un impacto en el objetivo. Si
das al Jugador cruzando el tipo de Artillería, comprende los dos hexágonos unidos por ese
se dispara en la Fase de Primer Fuego Defen-
etipo de objetivo y la distancia. Ese número es el ángulo, todos los hexágonos y ángulos de las
sivo, se aplican los principios del Primer Fuego
máximo que se puede obtener con dos dados dos filas diagonales de hexágonos que pasan a
Defensivo y sólo los objetivos en movimiento
para conseguir un “impacto”. Cada entrada TH pasan a través de esos hexágonos mientras

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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 re-
sultado 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 Ad-
quirido -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 co-
lumna de 16FP) con un DRM +3 por el TEM del edificio de piedra. El alemán saca un 7, mo-
dificado 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 In-
tensivo.
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 Por otra parte el hexágono de un vehículo inmo- una nueva DR en la IFT para determinar el
los hexágonos entre esas dos líneas diagonales vil no se considera parte de el VCA de us armas efecto. Use la columna de FP señalada para el
de hexágonos convergentes. Un Cañón sólo montadas en el Casco. calibre de esa Artillería, si utilizó Tipo de Obje-
puede disparar dentro de su CA pero puede cam- Fuego Intensivo: tivo Infantería; o la columna que represente la
biarlo antes de disparar (sufriendo las consi- mitad de esa FP si utilizó Tipo de Objetivo Área
guientes penalizaciones Para Impactar [o IFT si Un Cañón/MA (no una SW) que
(véase 6.2 si se utiliza AP, HEAT o WP).
usa IFE] Basadas en quien Dispara). Un Cañón ya haya disparado y perdido su ROF
todavía podrá disparar una vez más Cuando se utiliza Tipo de Objetivo Infantería,
también puede cambiar su CA sin disparar al el TEM no modifica la DR en la IFT. El Tipo de
final de cualquier fase amiga de fuego (no la en la misma fase utilizando Fuego Intensivo.
Márquelo con una ficha de Fuego Intensivo (In- Objetivo Área tiene que aplicar el TEM a la DR
MPh) pero sólo si la Infantería que lo maneja no en la IFT. La Artillería no duplica la FP en la IFT
ha disparado su potencia de fuego inherente. Si tensive Fire) para indicar que no puede disparar
otra vez en ese Turno de Jugador. Hay un DRM por PBF, no usa fuego a larga distancia y no di-
una ficha de Cañón tiene un círculo blanco alre- vide a la mitad su FP cuando dispara en la AFPh.
dedor del dibujo del Cañón, significa que está a TH de +2 por Fuego Intensivo, y el B# del
Cañón/MA se reduce en dos. Una DR Original Si se obtiene un impacto disparando en Tipo
sobre un afuste de 360º y que tiene reducida la
TH igual al B# original para un Cañón/MA que de Objetivo Vehicular o usando LATW contra
penalización Para Impactar en caso de cambio
utilice Fuego Intensivo resultará en que ese un AFV, será necesario determinar el apropiado
de CA antes de disparar. Todos los demás Caño-
Cañón sea eliminado definitivamente y en Re- encaramiento, localización y Factor de Blindaje
nes son Armas Sin Torreta (NT).
torno [Recall] (7.10) para el vehículo. Un (AF) y entonces usar la tabla para destruir (TK)
Cada vehículo tiene un Arco Cubierto Vehicu- Cañón/MA sin ROF en su ficha y que cambie su apropiada para determinar si el blindaje de un
lar (VCA) basado en el frente del vehículo que CA, será marcado con una ficha de Fuego Inten- AFV ha sido penetrado. El encaramiento del ob-
debe apuntar siempre hacia uno de los 6 vertices sivo después de ese disparo y no podrá volver a jetivo se determina como se indica en el dia-
de su hexágono, al igual que al consumir MP disparar durante ese Turno de Jugador. Un grama adjunto; si la LOS pasa directamente por
para cambiar de hexágono o VCA. Vehículos cañón/MA no puede hacer Fuego Intensivo si
con torreta (con un circulo o cuadrado grafiado esta paralizado, conmocionado [shocked] o atur-
alrededor del vehículo) tienen un Arco Cubierto dido [stunned]. El Fuego Intensivo no puede
de Torreta (TCA), que puede ser diferente de su usarse en la AFPh y solo contra hexágono adya-
VCA; si es diferente, se representa con una ficha cente (el mismo) durante la DFPh. Si un arma
de torreta. Ambos, el VCA y el TCA se definen tiene “No IF” escrito en la ficha, no puede usar
de la misma manera y operan de forma similar Fuego Intensivo.
a el CA de un Cañón. Armas montadas en el
Casco (p.ej. BMG) siempre disparan hacia el Uso No Cualificado:
VCA y Armas montadas en la torreta (p.ej. Un Cañón (no una SW) disparada por un pelo-
CMG) disparan siempre hacia el TCA, excepto tón o por una HS tienen que añadir un DRM +2
CMG traseras que disparan hacia el TCA poste- TH, tendrá su B# reducido en dos y será elimi-
rior. nado definitivamente con una DR original de 12
El hexágono propio de una unidad se consi- Para Impactar (o en la IFT si usa IFE).
dera parte de su CA/VCA/TCA durante la MPh Efecto:
enemiga si un vehículo que entra al hexágono lo Si se obtiene un impacto (es decir, si la DR
hace por el lado de hexágono apropiado del Final es menor o igual al número Para Impac-
arma o si el arma cambia su CA para cubrir el tar),contra infantería, dotación CE, o en Tipo de
lado de hexágono por el que entra el vehículo. Objetivo de Área contra un vehículo, se hace
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12
un vertice del hexágono del objetivo que deter- Tabla de Factores de Movimiento de unidades
mina el encaramiento del objetivo, usar el enca- MF MF Paso Ligero Paso Ligero
ramiento del objetivo menos favorable para el Básico con Jefe sin Jefe con Jefe
atacante. Si el disparo parte desde el interior del MMC Primera/Segunda/Elite 4 6 6 8
hexágono del objetivo, el encaramiento del ob-
MMC Inexperta (Conscripta) 3 6 (5) 5 8 (7)
jetivo lo determina el dado de color de el TH
SMC 6 6 8 8
DR: 1-2 Trasero: 3-4 Lateral; 5-6 Frontal; un FT
impactará en el encaramiento trasero. Un vehí- no puede saltarse hexágonos. Las unidades pue- apilamiento deben concluir su MPh antes de que
culo es alcanzado en la localización de la torreta, den moverse y colocarse encima de otras unida- una unidad que no esté en ese apilamiento pueda
si el dado de color de la TH DR original es des amigas formando un apilamiento, pero no moverse.
menor que el dado blanco. Un vehículo es al- pueden moverse a un hexágono superando el lí- Una unidad que se mueva un sólo hexágono
canzado en la localización del Casco si el dado mite de apilamiento en cualquier momento du- durante la MPh puede utilizar Movimiento de
de color de la TH DR original es mayor o igual rante el movimiento. Unidades no vehículares Asalto si el jugador lo declara así, y el movi-
que el dado blanco. Para un vehículo con torreta, no pueden moverse a un hexágono que contenga miento no consume todos los MF de la unidad.
determinar el encaramiento (frontal, lateral, tra- unidades enemigas durante la MPh. Las unida- El Movimiento de Asalto reduce la vulnerabili-
sero) cuando es alcanzado en la torreta se basa des entran desde fuera del tablero –bien al inicio dad de la unidad frente al Primer Fuego Defen-
en el TCA, mientras que el encaramiento de un de un escenario o como refuerzos– conforme es- sivo anulando el DRM –1 por Primer Fuego
impacto en el casco se determina basándose en tablece la tarjeta de escenario, que incluye el contra Movimiento no de Asalto (FFNAM).
el VCA. Entonces se determina el número TK turno y la localización de entrada. Las unidades Toda unidad de Infantería capaz de moverse y
(TK#) del arma antes de resolver el efecto del son colocadas fuera del tablero a lo largo que no esté desmoralizada, paralizada, herida,
imacto usando la carta TK para el tipo de arma- del(los) borde(s) del mapa indicado(s), al inicio usando movimiento de asalto, ni CX puede usar
mento usado. Las tablas TK listan el número de su RPh en el turno de entrada. No podrán re- Paso Ligero si el jugador anuncia la opción al
base TK de cada arma basado en el calibre del alizar ninguna acción mientras estén fuera del inicio de la MPh de esa unidad y coloca una
arma y longitud. El número TK final se obtiene tablero, salvo moverse durante la MPh al coste ficha CX sobre ella. El Paso Ligero incremente
sustrayendo el Factor de Blindaje apropiado normal del movimiento en Campo Abierto. Pue- el MF de la unidad en dos. Las unidades CX
(AF). Si la DR es menor que el número TK final den entrar durante la MPh o la APh de su turno añaden uno a toda DR de ataque (IFT, TH, CC)
entonces el vehículo objetivo es eliminado. Gi- de entrada, o resultarán eliminadas. Se considera que hagan o dirijan (+1 máximo) y a dr para
ralohacia su lado de resto. Hay un resultado po- que las carreteras se extienden fuera del tablero, chequeos de recuperación, emboscada y grana-
tencial adicional si la DR es igual o incluso a efectos del bono por carretera. Una unidad no das fumígenas. Una unidad CX tiene su IPC re-
excede el Final TK# (7.10). puede abandonar el tablero de juego voluntaria- ducido en uno y toda unidad realizando un
3.2.5 Fase de Fuego de Preparación mente a menos que esté en Buen Orden y salga ataque CC contra una unidad CX reducirá su DR
(PFPh): 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 ta- de la siguiente MPh de la unidad y no afectan a
El ATACANTE realiza sus ata- blero fueran Campo Abierto. Toda unidad que
ques de fuego en la PFPh. Después 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.
de resolver cada ataque en la PFPh, la unidad mapa quedará eliminada.
que ha disparado (y el Arma) es marcada con Una unidad con un Exponente de Humo
una ficha Prep Fire.Un vehículo en marcha [mo- 3.3.1 Movimiento de Infantería (1.2.2) puede realizar un chequeo para poder
tion] no puede disparar en la PFPh, tendrá que Una SMC tiene 6 MF (o 3 MF si esta herida) lanzar granadas fumígenas de 1/2” durante la
esperar hasta la fase de movimiento. y una MMC tiene 4 MF (o 3 si es Inexperta). MPh declarándolo así, gastando un MF en co-
3.3 Fase de Movimiento (MPh): Puede 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 Fase de Movimiento el ATA- durante la MPh. Toda MMC que inicie y con- dr menor o igual que su Exponente de Humo.
CANTE puede mover todas, alguna o ninguna cluya su MPh apilada con un jefe en el mismo Una unidad CX tiene que añadir un drm +1.
de sus unidades, siempre que no hayan dispa- hexágono, recibe un bono de 2 MF durante la Ninguna unidad puede intentar lanzar granadas
rado durante la PFPh y no estén ni desmoraliza- MPh, siempre y cuando se mueva con el jefe en fumígenas más de una vez por MPh. Si el resul-
das ni involucradas en una Melée ni inmóviles. un apilamiento combinado. El MF no puede tado de la dr fuera un 6, la unidad finalizará in-
Las unidades pueden moverse en cualquier di- transferirse entre unidades ni puede acumularse mediatamente su MPh en la localización en que
rección o combinación de direcciones hasta el de un turno a otro. Las unidades gastan MF en se encuentre. Véase 1.2.5 en cuanto a los efectos
límite de su lote de Factor de Movimiento (MF) base al terreno al que entran, restando la canti- del Humo; sin embargo, hay que recalcar que
para infantería o lote de Puntos de Movimiento dad correspondiente del total restante hasta que entrar durante la MPh/RtPh en (pero no salir de)
(MP) para vehículos. Cuando se mueven, las llegue a cero, o elija no moverse más. Siempre un hexágono con humo cuesta un MF adicional.
unidades lo hacen de hexágono en hexágono y que un jugador mueve una unidad deberá indicar Las fichas de granadas fumígenas de 1/2” se re-
Tipo de Objetivo Vehicular en voz alta el MF consumido por esa unidad tiran al final de la MPh.
Resumen cuando entra en un hexágono o en realizar cual- Está permitido recuperar Armas durante la
Para Impactar y Para Destruir quier otra actividad en ese hexágono. Si una uni- MPh 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
1) Seleccionar Munición y Tipo de Objetivo deberá indicarlo antes de mover otra unidad. El
Vehicular. tiene que estar en el mismo hexágono que el
jugador no puede hacer retroceder a una unidad Arma no poseída.
2) Seleccionar Objetivo y calcular distancia. a un hexágono previamente ocupado y comen-
zar de nuevo, a menos que lo haga como parte 3.3.2 Movimiento de Vehículos: Un vehículo
3) Cruzar la referencia de Distancia y Tipo móvil debe gastar su lote de Puntos de Movi-
de Objetivo con el calibre y longitud del de su movimiento. Una vez que una unidad se
mueve, se para y otra unidad comienza a mo- miento (MP) durante su MPh de acuerdo con el
Arma que dispara. coste del terreno (COT) en el que entre y puede
verse, aquélla no podrá moverse otra vez en esa
4) Tirar los dados y añadir el DRM apro- MPh. declarar que esta gastando MP adicionales para
piado Para Impactar (TH). entrar al hexágono. MP no pueden ser transferi-
Hasta tres unidades Equivalentes a Pelotones dos entre unidades o acumulado entre turnos.
5) Si se obtiene impacto, determinar la loca- MMC por bando y 4 SMC pueden estar en el
lización del impacto -Casco/Torreta y Un vehículo puede entrar uno o más hexágonos
mismo hexágono al mismo tiempo. Una dota- ocupados por unidades enemigas. Un vehículo
frontal/lateral/trasero. ción o HS que posea un Cañón es equivalente a
6) Determinat TK# cruzando la referencia de 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 he-
munición y calibre de cañón, longitud y Las unidades se mueven normalmente de una
distancia. 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 obje-
7) Tirar dados y añadir al resultado el AF de bono en MF obtenido por moverse con un jefe. tivo en movimiento para cualquier fuego Defen-
la localización del Impacto. Consultar la Las unidades pueden elegir moverse como un sivo en ese turno. Un CE AFV entrando en un
Tabla de destrucción de AFV apropiada apilamiento y pueden abandonar el apilamiento hexágono por un lado de hexágono de carretera
basada en el tipo de munición (AP, Heat, durante la MPh para continuar su movimiento puede hacerlo usando el coste de carretera de
APCR/APDS, HE, MG). por separado, pero todos los miembros de ese 1/2 MP por hexágono.
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13
El VCA puede cambiarse con el coste de 1 MP agotamiento y disponible para el vehículo ata- 3.3.1 Primer Fuego Defensivo:
por vertice de hexágono cambiado o 2 MP por cante. El Fuego Defensivo puede produ-
vertice de hexágono en bosque o edificio. Un Cualquier vehículo en Marcha recibe el TH cirse durante la MPh enemiga y en la
vehículo debe moverse dentro de su VCA para DRM basado en el objetivo en Marcha cuando DFPh. La porción que ocurre durante
entrar en un nuevo hexágono. Para moverse a le disparen en cualquier fase de fuego, inclu- la MPh enemiga es llamada Primer Fuego De-
un hexágono que no este dentro de su VCA, pri- yendo cualquier ataque con DC, Arrasamiento fensivo y puede utilizarse únicamente contra
mero debe cambiar su VCA en el hexágono que [Overrun], o en CC. Un vehículo en Marcha unidad(es) en movimiento. Los ataques con Pri-
ocupa. Un VCA también puede cambiarse sin nunca es un Estorbo/TEM a la LOS. mer Fuego Defensivo sólo afectan a las unida-
gastar MP como resultado de disparar fuera de Vehículos con números MP rojos sufren Fia- des moviéndose aunque haya otras unidades
su CA durante cualquier fase de fuego (cual- bilidad Mecánica. Cada vez que un vehículo con ocupando el mismo hexágono en el mismo ins-
quiera menos su MPh) o al final de cualquier número MP rojo gaste un MP para arrancar o tante del ataque. Siempre que una unidad o api-
fase de fuego en la que todavía tenga disponible haga un Intento de ponerse en Marcha con éxito, lamiento gasten MF o MP en la LOS de una
para disparar un arma montada en la su propietario ha de hacer un DR. Si saca un 12 unidad Defensora en Buen Orden, el DEFEN-
torreta/casco. (o un 11 para algunos vehículos Rusos, ver notas SOR tiene la opción de detener momentánea-
Un vehículo que quiera moverse en la MPh y de vehículos), el AFV ha sufrido una rotura me- mente el movimiento mientras dispara sobre
que no empiece ese turno bajo una ficha de en cánica y esta inmovilizado (7.10). aquélla en esa localización con tantos ataques
marcha [Motion], debe gastar un MP para arran- como pueda. El DEFENSOR tiene que colocar
Cuando entre en bosque gastando todo sus MP, una ficha de Primer Fuego [First Fire] sobre
car antes de entrar en un nuevo hexágono. Este un vehículo puede gastar 1 MP (si es necesario) todas las unidades o Armas que hayan disparado
MP para arrancar se considera que tiene lugar para arrancar y 1 MP para detenerse. Un vehí- y que hayan consumido su ROF. El Primer
en el hexágono ocupado y por tanto la unidad culo que entra a un hexágono de bosque o edi- Fuego Defensivo tiene que resolverse antes de
resta sujeta a Primer Fuego Defensivo en ese he- ficio debe hacer un chequeo de
que la unidad o apilamiento en movimiento
xágono aunque no como un objetivo en movi- empantanamiento [Bog]. (7.6).
abandonen el pretendido hexágono objetivo o
miento. Un vehículo ha de gastar un MP Un vehículo móvil siempre puede mover un gaste otro MF/MP. El DEFENSOR no puede re-
adicional en el hexágono que ocupa para detener hexágono (sin cambiar VCA) gastando todo sus clamar que una unidad o apilamiento en movi-
el movimiento a menos que termine su MPh MP (sin incluir 1 MP para arrancar) para hacerlo miento regresen a una posición previa para
bajo una ficha de En Marcha [Motion]. Si se de- y permanecer entonces en Marcha (a menos que sufrir un ataque, sin embargo, el ATACANTE
tiene, puede empezar a mover de nuevo en la quede empantanado). debe dar al DEFENSOR suficiente tiempo para
misma MPh si tiene suficiente MP, pero ha de 3.3.2.1 Intento de Estar en Marcha: declarar su fuego antes de continuar movién-
pagar el MP para arrancar de nuevo para ha- dose, y tiene que declarar el final del movi-
cerlo. A pesar de estar detenido, el vehículo es Un intento de Estar en Marcha puede ser
hecho por cualquier vehículo móvil defensor du- miento de esa unidad antes de mover otra. Una
un objetivo en movimiento si ha entrado en un vez que otra unidad comienza a moverse o que
nuevo hexágono durante ese turno de jugador o rante la MPh de una unidad enemiga de tierra. El
AFV ha de hacer un dr menor o igual al número se declara concluida la MPh, las unidades pre-
si ha empezado o terminado su MPh en marcha viamente movidas no pueden ser objeto de ata-
de MF/MP gastados por la unidad enemiga es-
[Motion]. ques de Primer Fuego Defensivo. Toda acción
tando en la LOS del AFV que hace el intento de
Un vehículo debe pagar un MP adicional por Estar en Marcha. La unidad enemiga no ha de realizada por una unidad que precise el gasto de
resto u otro vehículo que este en el hexágono al estar en la LOS del AFV que hace el intento al un MF o MP en un hexágono, la habilita como
que entra sin importar si el vehículo que ya está principio de ese turno de jugador. Un AFV solo objetivo de un hipotético Primer Fuego Defen-
en el hexágono es amigo o enemigo, pero cada puede hacer un intento de Estar en Marcha por sivo incluso aunque no haya entrado en ese he-
bando solo puede tener un vehículo que no sea MPh enemiga y no puede hacer ningún intento xágono durante la MPh. Ejemplos de tal gasto
resto al final de la MPh; esta penalización al mo- si esta marcado con un ficha de Primer Fuego. incluyen intentos de lanzar granadas fumígenas,
vimiento se duplica a 2 MP por resto o vehículo No hay penalización por fallar el intento, pero recuperación de Armas, gastar MP para arrancar
si se entra al hexágono vía un lado de hexágono si tiene éxito se pone una ficha de en Marcha o detenerse, cambios de VCA y colocación de
haciendo uso del coste de carretera y esta pena- sobre el AFV y el AFV puede cambiar libre- DC.
lización se duplica en bosque. Si dos AFV ami- mente su VCA/TCA, excepto que si lo requiere Los ataques de Primer Fuego Defensivo se re-
gos ocupan el mismo hexágono al final de la el terreno, ha de pasar un chequeo de empanta- suelven de la misma manera que los demás ata-
MPh, el propietario tendrá que girar uno a su namiento (7.6). Fiabilidad Mecánica se aplica y ques de fuego. Los ataques de Primer Fuego
lado de resto. si el vehículo rompe, el intento es fallido. Un ve- Defensivo también pueden beneficiarse de un
hículo que ya esté en Marcha puede intentar DRM –1 por Primer Fuego contra Movimiento
El gasto de MP sin moverse se denomina Es-
cambiar VCA/TCA. no de Asalto (FFNAM) contra Infantería que se
pera [Delay] y solo puede ser usada si el vehí- esté moviendo sin utilizar Movimiento de
culo esta detenido. No se prohíbe a un vehículo 3.3.2.2 Primer fuego en Marcha [Bounding]
Asalto, y un DRM –1 por Primer Fuego contra
que gaste más MP al entrar a un hexágono del Un vehículo puede moverse y disparar en la Movimiento en Campo Abierto (FFMO) si la
mínimo requerido, debe declarar al entrar al MPh incluso contra unidades en el propio hexá- unidad de infantería se estuviera moviendo en
nuevo hexágono un gasto de MP más alto del gono del AFV. Esto se denomina Primer Fuego Campo Abierto. Note que el DRM por FFMO
necesario. en Marcha [Bounding First Fire]. Poner una no se aplica en el caso de que exista un estorbo
Cualquier vehículo móvil que haya usado todo ficha de Fuego en Marcha sobre el vehículo que a la LOS entre el objetivo y quien dispara, in-
su lote impreso de MP durante su MPh sin gastar dispara. Hay varios TH DRM basados el quien cluso aunque la unidad que se mueve lo haga en
un MP para detenerse o Esperar [Delay] al final dispara basados en la cantidad de MP que el ve- Campo Abierto.
hículo ha gastado con LOS al objetivo. Un vehí-
de su MPh esta En Marcha [Motion] y tendrá Una unidad de Infantería DEFENSORA ya
culo puede gastar MP de espera estando parado
una ficha de En Marcha sobre él. Un vehículo marcada con una ficha de Primer Fuego (First
para aumentar la cantidad de MP gastados con
puede terminar su MPh en Marcha [Motion] sin LOS al objetivo para reducir los DRM pero ha Fire) puede volver a realizar Primer Fuego De-
usar todos sus MP solo si no le queda suficiente de anunciar estos MP de espera individualmente fensivo con su FP y/o MG durante esa MPh
MP para entrar en el siguiente hexágono al que y sufre cualquier Fuego Defensivo activado por siempre y cuando el objetivo no esté a una dis-
desee entrar. Un vehículo que empiece su Turno estos MP de espera. Un vehículo puede moverse tancia superior a la de la unidad enemiga más
de jugador en Marcha no puede hacer Fuego de de nuevo en la MPh después de disparar si dis- cercana en LOS, ni más allá del alcance normal
Preparación y debe gastar MP aunque solo sea pone de suficiente MP. Un vehículo que no de quien dispara. Si lo hace estará utilizando el
para detenerse y Esperar. Todos los vehículos agote su ROF puede disparar de nuevo como llamado Subsiguiente Primer Fuego con su FP
que empiezan fuera del tablero lo hacen en Mar- Primer Fuego en Marcha después de gastar otro reducida a la mitad. Si se usa una MG durante el
cha. Ningún vehículo puede emplazarse sobre MP pero todas las demás armas han de disparar Subsiguiente Primer Fuego, el B# se reduce 2 y
el tablero en Marcha. Un vehículo puede entrar desde el hexágono del primer disparo de MA. será eliminada permanentemente con un IFT DR
en un hexágono ocupado por una unidad ene- MG/IFE tienen su FP a mitad en la MPh y a un original igual a su B# original. Después de resol-
miga, pero no puede detenerse voluntariamente cuarto si no esta detenido. FT vehicular no dis- ver el ataque, gire la ficha de Primer Fuego
o finalizar su MPh en Marcha en el hexágono de para a mitad por disparar en la MPh pero si dis- (First Fire) hacia su lado de Fuego Final (Final
un AFV enemigo a menos que sea, en el mo- para a mitad si no esta detenido. La única forma Fire) en cuanto a la unidad y todas sus Armas
mento de entrar y en la posición de entrada al de que un vehículo dispare en la MPh y en la (independientemente de si disparó con todas
hexágono, capaz de destruir o conmocionar AFPh es que dispare su MA en la MPh y man- ellas).
[shock] al AFV con un TK o IFT DR original de tenga ROF; así el vehículo podrá disparar de Un Cañón/MA DEFENSOR ya marcado con
5 usando un tipo de munición sin número de nuevo en la AFPh (3.5). una Ficha de Primer Fuego puede ejecutar
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14
Primer Fuego Defensivo otra vez como Fuego Ataque a AFV (PAATC 3.7). Fallar el PAATC ficha de Fuego Intensivo pueden disparar (in-
Intensivo (3.2.4), independientemente de la paraliza a la unidad y prohibe cualquier fuego cluidas MG/Arma/MA de vehículo que hayan
existencia de una unidad enemiga más cercana. de reacción, pero solo se requiere un PAATC por mantenido su ROF en la MPh). Cualquiera de
Gire la ficha de Primer Fuego hacia su lado unidad por AFV. Usar las reglas normales de CC las unidades y MGs (o IFE de Cañón) no vehi-
Fuego Final en cuanto a la unidad que lo maneja contra AFV (3.8) excepto en que el vehículo no culares que estén marcadas con una ficha de Pri-
y a todas sus Armas. Véase 6.8 si se utiliza IFE. puede devolver el fuego como CC. El CCV de la mer Fuego también podrán disparar otra vez,
Poner una ficha de Fuego Intensivo sobre la uni- unidad de infantería se reduce en 1 si ya ha dis- pero sólo a unidades en un hexágono adyacente,
dad en este caso. parado (incluso disparar una SW). y después de hacerlo se girará su ficha de Primer
Fuego Protector Final (FPF): 3.3.5 Fuego Residual: Fuego hacia su lado de Fuego Final. Una unidad
marcada con Primer Fuego tiene su FP y la de
Es una opción disponible para in- Cuando una unidad es atacada con Primer sus Armas dividida a la mitad (y duplicada de-
fantería DEFENSORA ya marcada Fuego Defensivo o Subsiguiente Primer Fuego bido a los efectos del PBF). Un Cañón marcado
con una ficha de Fuego Final que o FPF, la localización en la cual se resuelve el con una ficha de Primer Fuego podrá hacer
desee disparar a una unidad moviéndose adya- ataque es marcada con una ficha de FP Residual Fuego Intensivo (3.2.4) a unidades en un hexá-
cente a ella durante la MPh. El FPF es tratado igual a la mitad (hasta un máximo de 12; frac- gono adyacente. Una unidad ya marcada con
como Subsiguiente Primer Fuego (con la FP du- ciones redondeadas por debajo) de la columna Fuego Final no podrá disparar durante Fuego
plicada debido a los efectos de PBF) con una pe- FP en la IFT utilizada para ese ataque (inclu- Final. Los ataques Fuego Final afectan a todas
nalización adicional; inmediatamente después yendo un Impacto de Artillería), aunque un las unidades enemigas en la localización obje-
de resolver el ataque en la forma habitual, la DR Arma que funcione defectuosamente o que re- tivo, no sólo a aquellas que se hayan movido,
en la IFT original (modificada únicamente con tenga su ROF no dejará ninguna FP Residual. pero no se aplican los DRM por FFNAM ni por
los DRM por mando aplicables) se utiliza como Un intento para destruir [TK] dejará residual del FFMO.
un NMC contra las unidades utilizando FPF (in- mismo modo excepto cuando se usa AP (a
cluyendo al jefe que dirige el ataque). Siempre menos que dispare una MG), ATR, APCR, O Puede utilizarse otra vez la dirección de un jefe
y cuando no se desmoralicen no existe límite al APDS o que sea una pífia [Dud]. En adelante, utilizada en Primer Fuego Defensivo, al ejecutar
número de ataques FPF que puede realizar una toda unidad que entre (o gaste MF/MP incluido Subsiguiente Primer Fuego, FPF o Fuego Final,
unidad, salvo el número de unidades en movi- un CE AFV) en esa misma localización en la pero sólo en cuanto a una unidad o FP dispara-
miento y el MF que gasten moviéndose adya- misma MPh resultará atacada en la IFT con la dor, y dicha unidad o FG no puede incluir dispa-
centes al hexágono de quien dispara. Una unidad FP representada por dicha ficha, con una nueva radores distintos a aquellos a los que dirigió
que utilice FPF tiene que utilizar toda su FP y DR en la IFT, aplicando el TEM/Humo de la lo- durante Primer Fuego. Si se formara un nuevo
todas las MG (o IFE) utilizables y puede formar calización objetivo y los DRM por FFNAM o FG durante ese turno de jugador, el jefe no podrá
un FG con unidades que no usen FPF, pero sólo FFMO que resulten aplicables. Una unidad que dirigir su fuego (ni siquiera durante FPF).
aquellas unidades que utilicen FPF resultarán gaste MF/MP para abandonar una localización Retire todas las fichas de Primer Fuego y de
afectadas por sus efectos adversos. no será objeto de ataques de FP Residual en la Fuego Final al final de la DFPh.
Una unidad que sobreviva a un ataque de Pri- localización que esté abandonando. Después de Ver el ejemplo de la página 15
mer Fuego Defensivo sin resultar afectada que se haya determinado la cantidad de FP Re-
puede recibir otros ataques en esa misma locali- sidual que se deja, se reducirá en una columna
zación durante su MPh antes de que gaste IFT por cada DRM positivo en la IFT o Para Im-
MF/MP adicionales, pero sólo de diferentes ata- pactar provocados únicamente por condiciones Resumen sobre Fuego Defensivo
cantes o de los mismos si gastó al menos 2 fuera del hexágono objetivo (incluyendo DRM Primer Fuego Defensivo:
MF/MP en ese hexágono. La misma unidad o TH). Aquí podríamos incluir modificadores po- • Ocurre durante la MPh del contrario
Arma nunca podrá realizar Primer Fuego Defen- sitivos por mando, estatus CX y Estorbos a la
LOS. La Ventaja en Altura y los DRM negativos • afecta sólo a unidad(es) en movimiento
sivo, ni Subsiguiente Primer Fuego ni Fuego • puede dejar FP Residual
Protector Final sobre la misma unidad en movi- por mando nunca afectarán a la FP Residual. Las
Ráfagas Aéreas incrementan el FP Residual en • colocar fichas de Primer Fuego
miento en la misma localización, más veces que
el número de MF/MP que gaste en esa localiza- una columna. 1a. Subsiguiente Primer Fuego:
ción durante la MPh. La FP Residual no puede formar un FG; siem- • Ocurre durante la MPh del contrario
Una unidad desmoralizada o paralizada por pre atacará en solitario. La FP Residual siempre • afecta sólo a unidad(es) en movimiento
Primer Fuego Defensivo puede ser atacada otra ejecuta el primer ataque de Primer Fuego De- dentro del alcance normal
vez en su actual localización por otros ataques fensivo permitido contra una unidad movién- • puede dejar FP Residual
de Primer Fuego Defensivo pero será atacada en dose en su actual localización durante su MPh y • disponible para unidades que ya estén
su estatus desmoralizado o paralizado. Una uni- se resuelve antes de que el DEFENSOR tenga marcadas con una ficha de Primer Fuego
dad moviéndose, que sea objeto de FFNAM o que declarar un ataque. No puede colocarse más
pero que no tengan un objetivo más
FFMO y quede desmoralizada, todavía será ob- de una ficha de FP Residual en una localización,
pero se colocará una ficha con mayor valor de cercano
jeto de dichos DRM en esa localización en
FP si posteriores ataques en la IFT tuvieran de- • girar la ficha hacia el lado de Fuego
cuanto a sucesivos ataques hasta que su MPh fi-
nalice. Una unidad que quede paralizada no será recho a colocar FP Residual, sustituyendo a la Final
objeto de ningún FFNAM o FFMO mientras de menor valor anteriormente colocada; eso no 1b. Fuego Protector Final:
esté paralizada; sin embargo, si un Subsiguiente quiere decir que fichas de FP Residual de dife- • Ocurre durante la MPh del contrario
Primer Fuego u otros Primeros Fuegos Defen- rentes ataques puedan combinarse. • afecta sólo a unidad(es) moviéndose ad-
sivos contra esa unidad paralizada consiguen Normalmente, una unidad sólo puede ser ata- yacentes
desmoralizarla, perderá su estatus paralizado y cada una vez por FP Residual por localización; • puede dejar FP Residual
será objeto otra vez de los DRM por FFNAM o un gasto simultáneo de MF/MP (p.ej.: dos MF • disponible para unidades ya marcadas
FFMO (si se aplicaron anteriormente) en cuanto para entrar en un edificio) no provocan múlti-
con una ficha de Fuego Final, y actúa
a posteriores ataques de Primer Fuego Defen- ples ataques por FP Residual. Una unidad puede
sivo que se hagan contra ella durante esa MPh ser atacada por FP Residual otra vez en la misma como un NMC contra la unidad que dis-
(teniendo en cuenta que su MPh concluye tan localización si la unidad gasta MF/MP adicio- para.
pronto como otra unidad se mueva). Una unidad nales en esa localización y, al hacerlo así, es ob- Fuego Final:
que utilice Movimiento de Asalto y quede des- jeto de más DRM negativos o de menos DRM • Ocurre durante la DFPh
moralizada no será considerada en adelante positivos. • no se aplica FFNAM ni FFMO
usuaria de Movimiento de Asalto y será objeto Retire todas las fichas de FP Residual al final • afecta a todas las unidades en la localiza-
del DRM –1 por FFNAM durante el resto de su de la MPh. ción objetivo
MPh.
3.4 Fase de Fuego Defensivo • no disponible para unidades ya marcadas
3.3.4 Fuego de Reacción (DFPh): con una ficha de Fuego Final ni para uni-
Toda Infantería en buen orden no paralizada La porción de Fuego Defensivo dades marcadas con una ficha de Primer
puede atacar aun vehículo moviéndose en su he- que ocurre estrictamente durante la Fuego a menos que estén disparando a
xágono como Fuego de Reacción CC usando los DFPh es llamada Fuego Final. Durante Fuego un hexágono adyacente
procedimientos normales de DFF/SFF/FPF; Final, todas las unidades del DEFENSOR, • colocar (o girar hacia ese lado) ficha de
marcarla a ella y sus armas como disparadas. La armas y vehículos que no estén marcadas con
MMC ha de pasar primero un Pre-Chequeo de Fuego Final
una ficha de Primer Fuego o Fuego Final, o
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15
Fase de Movimiento (MPh). Ejemplo (fig. 1):
En la MPh rusa, la 4-4-7 en I5 gasta dos MF en en-
trar 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 de-
claran Paso Ligero y gastan dos MF en entrar en E4,
luego en F5, después en G5 para un total de 8 MF, fi-
nalizando 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 Movi-
miento 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), de-
jando 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 defectuosa-
mente, 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 api-
lamiento alemán) y deja dos FP Residuales en el hexá-
gono 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 Co-
nocida 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 in-
dependientemente de que dispare o no. Los 9 FP de la
El 9-2 ruso y la 4-4-7 con la MMG en el hexágono F5 bido a que usa Subsiguiente Primer Fuego), dividida a
4-6-7 y de la MMG se dividen a la mitad y atacan en
se mueven a G6, H5, I6 y J5 para un total de 5MF. La la mitad otra vez (debido a estar paralizada) y dupli-
la columna 4 FP con un DRM –2 (–1 FFNAM, –1
IPC del jefe (1) se añade a la IPC de la MMC (3) para cada debido al Fuego a Quemarropa, y ataca en la co-
FFMO). El ataque dejará 2 FP Residuales a menos que
una IPC total de cuatro que se resta de las 5 PP de la lumna de 4 FP con un DRM –1 (–1 FFNAM). Sin
sufra cobardía o la MMG funcione defectuosamente
MMG. La diferencia se resta de 6 MF proporcionado embargo, la suerte del alemán se acaba cuando obtiene
(en cuyo caso dejará 1 FP Residual) o sufra cobardía
por el bono del jefe. Una vez que entran en J5, el ju- una DR original de 10 (no es un doble) lo que significa
y la MMG funcione defectuosamente (en cuyo caso
gador alemán declara Fuego Protector Final. La FP del que la 4-6-7 no supera por 3 su NMC por FPF (siendo
no dejará FP Residual alguno). Asuma que la 5-2-7 se
FG (la MMG tiene que atacar con la 4-6-7) se divide reemplazada por una unidad de segunda línea 4-4-7 si
desmoraliza y que quedan 2 FP Residuales en el hexá-
a la mitad (debido a que usa Subsiguiente Primer la ELR del alemán fuera de 2 o menos) y es girada
gono. Gire la ficha First Fire del apilamiento alemán
Fuego) y duplicada debido a Fuego a Quemarropa y hacia su lado desmoralizado y marcada con una ficha
hacia el lado Final Fire.
ataca en la columna 8 FP, con un DRM +2 (+3 edificio DM. Además, la MMG funcionará defectuosamente y
El jugador ruso mueve entonces la 4-4-7 en el he- de piedra, –1 FFNAM). Con una DR original de 7 la se girará hacia su lado roto. No obstante, el disparo se
xágono F6. Mueve: G6, H5 e I5 donde sufre el ataque 4-6-7 supera su NMC por FPF con la cantidad más produjo, pero no tiene efecto ya que el resultado final
de las 2 FP Residuales con un DRM –2 (–1 FFNAM, alta posible, así que queda paralizada (Pin) y los rusos es un 9 en la columna 4 FP. Se coloca una ficha de 1
–1 FFMO); asumamos que el ataque no tiene efecto. tienen que pasar un PTC (un 9 en la columna de 8 FP), FP Residual (la MMG que funcionó defec-tuosamente
Al jugador alemán le gustaría disparar otra vez contra dejando el ataque 4 FP Residuales. no deja FP Residual alguno).
las unidades en K5, pero con una ficha Final Fire sólo
Finalmente, la 4-2-6 rusa en H6 se mueve a I6, J6 Figura 2 después de todos los resultados excepto
se puede disparar a unidades adyacentes. La 4-4-7
y K6, donde el jugador alemán declara otra vez Fuego el ataque FPF contra la 4-2-6 moviéndose al
continúa moviéndose a I6 gastando 4 MF y utiliza el
Protector Final. La FP del FG se divide a la mitad (de hexágono K6
bono de carretera para moverse a I7.
Distribución: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com quijanotercio@eresmas.net © 2007 Multi-Man Publishing, LLC
16
3.5 Fase Avanzada de Fuego (AFPh):
Las unidades y Armas del ATACANTE que no Ejemplo de Fase de Retirada:
dispararon en la PFPh pueden disparar con la
mitad de su FP; la Artillería, en su lugar, añade Es la RtPh y todas las unidades desmoralizadas
un DRM +2 a TH. Un pelotón con su factor FP tienen su ficha DM y, por tanto, pueden retirarse. La
subrayado puede utilizar Fuego de Asalto. La unidad en zM9 puede optar por permanecer estacio-
capacidad de usar Fuego de Asalto permite que naria o retirarse a los bosques en N9 (y después, po-
una unidad utilizando su propia FP durante la siblemente, a O10 o N10); no puede retirarse a L8 ni
AFPh añada 1 FP a su ataque después de todas a M8 porque de hacerlo se acercaría a una Unidad
las modificaciones a la propia FP del pelotón; Enemiga Conocida; podría ignorar los bosques en N9
las fracciones se redondean hacia arriba. El bono (que no están más alejados de O6 de lo que lo está
de fuego de asalto no se aplica a ningún fuego M9) y retirarse en su lugar a N10 o L10.
más allá del alcance normal de una unidad. Ni La unidad en N7 tiene que retirarse; no puede per-
las ametralladoras medias (MMG) ni las pesadas manecer en Campo Abierto dentro del Alcance Nor-
(HMG), Morteros ni Cañones podrán disparar mal de los posibles interdictores situados en O6, M6
en la AFPh si se movieron en la MPh. Ningún o L7, y quedaría automáticamente DM al comienzo
Arma puede disparar más de una vez en la de la RtPh. Puede retirarse a O8 o puede ignorar O8
AFPh. Un vehículo que haya movido hace uso (el cual no está más alejado de O6 de lo que lo está
de Fuego en Marcha [Bounding] para disparar N7) y retirarse hacia N9 (o M9), bien usando Avance
en la AFPh. Si un vehículo dispara en la MPh a Rastras hasta N8 o sufriendo Interdicción allí de ca-
como Primer Fuego en Marcha pero mantiene mino a N9 (o M9).
la ROF y no dispara ninguna otra arma, podrá La unidad en N6 tiene que retirarse a N7. Puede
disparar esa arma con múltiple ROF una vez utilizar Avance a Rastras de forma segura, o puede
más en la AFPh usando los TH DRM apropiados sufrir Interdicción en N7 y continuar retirándose a
o a mitad de MG/IFE FP si la arma con ROF O8. Si la 4-6-7 en M6 estuviera en su lugar en M5, la
múltiple tiene capacidad de IFE o es una MG. unidad en N6 podría retirarse a M7 pero no podría
Si el vehículo dispara cualquier otra arma que permanecer allí y sufriría Interdicción en su camino a
no sea la MA durante la MPh, ya no podrá dis- O8 donde tendría que detenerse.
parar en la AFPh.
La unidad en N5 sería eliminada por imposibilidad
Retire todas las fichas de Fuego de Prepara- de retirada (y lo mismo sucedería si la 4-6-7 estuviera
ción y Fuego en Marcha al final de la AFPh. en M5 en lugar de en M6).
3.6 Fase de Retirada (RtPh):
Durante la RtPh una unidad des-
moralizada que no esté en una Melée
no puede finalizar la RtPh adyacente gono adyacente a esa misma unidad enemiga, a puede realizar Interdicción, ni tampoco una uni-
o en la misma localización que una Unidad Ene- menos que al hacerlo esté abandonando la loca- dad/Arma que tenga cualquier tipo de FP a
miga Conocida no desmoralizada y tampoco lización de esa unidad enemiga. En cualquier mitad o DRM positivo (p.e. una unidad CX, un
puede permanecer sin estar emplazada en la otro caso, una unidad retirándose puede hacerlo único jefe con manejando una MG, la MA de un
misma localización de Campo Abierto en la hacia una unidad enemiga. vehículo BU, un vehículo en Marcha o un
LOS y alcance Normal de una Unidad Enemiga Cañón que tenga que cambiar su CA). Si se pro-
Conocida en Buen Orden que pueda ser capaz Después de llegar al hexágono de edificio o
bosques legal más cercano no adyacente a una duce una Interdicción, la unidad en retirada será
de interdictarla si se estuviera retirando en ese objeto de un NMC con todo lo que conlleva.
unidad enemiga, una unidad en retirada debe de-
hexágono (véase más adelante). Dicha unidad Una unidad en retirada que no supere su NMC
tenerse y concluir su RtPh en ese hexágono de
se coloca bajo una ficha DM. Las unidades des- de Interdicción, sufre Reducción por Bajas aun-
edificio o bosques a menos que la unidad puede
moralizadas que estén DM pero no estén en que la HS restante puede continuar retirándose a
entrar inmediatamente en otro hexágono de bos-
Melée tendrán que retirarse (las del ATA- continuación. La Interdicción no afecta a otras
ques o edificio. Una unidad desmoralizada siem-
CANTE primero –de una en una–) durante esa unidades en el hexágono, y las unidades pueden
pre podrá retirarse del edificio en el que
RtPh o resultarán eliminadas por imposibilidad comenzó su RtPh. Una unidad retirándose tiene interdictar incluso aunque hayan agotado todas
de retirada. Todas las unidades desmoralizadas, que ignorar cualquier hexágono de bosques o las demás opciones de fuego durante ese turno
excepto SMC heridas, tienen 6 MF para su uso edificio en el que no pueda entrar debido al lí- de jugador. Una unidad interdictada que sufra
durante la RtPh; esta cifra no puede verse incre- mite de apilamiento y también puede ignorar un un resultado de paralización en su NMC no
mentada de ningún modo. Una unidad desmo- hexágono de bosques o edificio si ese hexágono podrá continuar retirándose en ese turno y si aún
ralizada puede retirarse a un hexágono de no estuviera más alejado de una Unidad Ene- estuviera adyacente a una Unidad Enemiga Co-
Campo Abierto en la LOS y alcance Normal de miga Conocida que su hexágono actual. nocida será eliminada por imposibilidad de reti-
una Unidad Enemiga Conocida sin sufrir Inter- rada. Una unidad desmoralizada no puede ser
dicción (véase más adelante) sólo si lo hace uti- Si no pudiera alcanzar un edificio o bosque du- interdictada más de una vez por hexágono de
lizando Avance a Rastras, pero aún así no podrá rante esa RtPh, una unidad desmoralizada puede Campo Abierto en el que entre, independiente-
estar adyacente a una Unidad Enemiga Cono- retirarse a cualquier hexágono que cumpla con mente del número de unidades enemigas que
cida no desmoralizada al final de la RtPh o que- las restricciones indicadas anteriormente. puedan reclamar una Interdicción.
dará eliminada por imposibilidad de retirada. El Una unidad desmoralizada sólo puede retirarse Un hexágono de Campo Abierto a efectos de
Avance a Rastras es una retirada de un único he- si está debajo de una ficha DM. Un jefe ya api- Interdicción, es cualquier hexágono de Campo
xágono que consume la totalidad del lote MF de lado con una unidad desmoralizada antes de que Abierto en el que cualquier interdictor pudiera,
la unidad en retirada. Una unidad en retirada uti- se retirara, puede optar por retirarse junto con la durante una hipotética oportunidad de Primer
lizando Avance a Rastras no puede sufrir Inter- unidad desmoralizada incluso aunque él no lo Fuego Defensivo, aplicar el DRM –1 por FFMO
dicción. Todas las demás normas de la retirada esté. Si el jefe opta por hacerlo así, resultará eli- (excluyéndo por tanto a unidades beneficiadas
se aplican sin cambios a las unidades usando minado si la unidad desmoralizada con la que por TEM de emplazamiento). El DRM por
Avance a Rastras. está apilado falla un MC de interdicción. Tiene FFMO resulta negado si hay un Estorbo entre la
Una unidad en retirada tiene que moverse que permanecer con la unidad todo lo que dure unidad en retirada y el interdictor. Note que el
hacia el hexágono de edificio o bosques más la RtPh, pero no se considera desmoralizado y Primer Fuego no se produce realmente durante
cercano (en MF) a 6 MF de distancia. Hacién- puede añadir su DRM de mando al NMC de in- la RtPh.
terdicción de aquélla.
dolo así, una unidad en retirada no puede reti- 3.7 Fase de Avance (APh):
rarse hacia una unidad enemiga (incluso aunque La Interdicción se produce cuando una unidad
retirándose entra en un hexágono de Campo El ATACANTE puede transferir SW entre uni-
esté desmoralizada), mientras esté en la LOS de dades en Buen Orden y puede mover cualquiera
ese enemigo, si haciéndolo así disminuye la dis- Abierto sin utilizar Avance a Rastras en la LOS
y dentro del alcance normal de una unidad ene- de sus unidades de Infantería no paralizadas y
tancia en hexágonos entre la unidad en retirada en Buen Orden, a un hexágono adyacente (in-
y la Unidad Enemiga Conocida, ni puede mo- miga no desmoralizada ni paralizada, capaz de
disparar sobre ese hexágono con al menos 1 FP cluso aunque en él haya unidades de Infantería
verse hacia dicha unidad después de abandonar enemigas).
su LOS durante esa RtPh; ni si está adyacente a o de impactarla a través del proceso TH a menos
una unidad enemiga puede moverse a otro hexá- de 17 hexágonos. Una unidad en Melée no Si avanzar a un hexágono requiere el gasto por
Distribución: El Viejo Tercio S.L. Tel./Fax: 91 8060157. www.elviejotercio.com quijanotercio@eresmas.net © 2007 Multi-Man Publishing, LLC
17
3.8 Fase de Combate Cercano (CCPh): conseguido emboscar a su oponente. El bando
Resumen de la Fase de Retirada que consigue emboscar en un CC tiene derecho
El Combate Cercano es un tipo de ataque que
• Unidades en retirada pueden usar 6MF ocurre durante la CCPh entre unidades opuestas a un DRM –1 en sus ataques CC e imponer un
(SMC heridas solo tienen 3 MF). situadas en el mismo hexágono. No hay modifi- DRM +1 a los ataques CC contra él, hasta que
• Tienen que retirarse si están adyacentes cadores por TEM para una DR por ataque CC, y ese CC se transforme en Melée al final de la
a unidades enemigas. no se aplican ni Armas ni PBF. Al contrario de CCPh. La dr de emboscada será objeto de drm
• Tienen que retirarse de su hexágono i n i - los ataques con fuego, el CC se considera simul- incluso aunque sólo una parte de la fuerza del
cial si una hipotética unidad retirándose a táneo, a menos que se produzca una emboscada, jugador en CC tenga derecho a su uso; los drm
través de ese hexágono pudiera sufrir así que ambos bandos se atacan uno a otro in- incluyen +1 por estar CX, +1 por estar parali-
Interdicción. cluso aunque uno de ellos o ambos resulten eli- zado, +1 por tropa Inexperta y cualquier drm por
• Pueden retirarse si están bajo una ficha minados, a menos que se produzca emboscada o mando (a menos que el jefe esté solo). El bando
DM. uno o ambos bandos tengan vehículos presentes que logró emboscar resuelve primero todos sus
• Cuando se retiran, han de hacerlo hacia en el hexágono. ataques en ese CC; sólo las unidades enemigas
el edificio o bosque más cercano sin supervivientes podrán devolver el ataque des-
El ATACANTE especifica el orden en el cual pués de ser emboscadas.
acercarse a una Unidad Enemiga los diversos hexágonos que contengan situacio-
Conocida. La unidad en retirada puede nes de CC vayan a resolverse; el CC de cada he- Todos los ataques de CC en un hexágono que
ignorar todo hexágono de edificio que xágono ha de ser resuelto antes de resolver el contenga un vehículo han de ser declarados se-
sea parte del edificio en el que ya esté. CC de otro hexágono. Cada bando tiene que de- cuencialmente, incluso si el vehículo ni ataca ni
• Puede producirse Interdicción si se retira signar todos sus ataques en ese hexágono antes es atacado. El jugador sin vehículo hace un ata-
por Campo Abierto, en alcance normal de proceder a la resolución de cualquiera de que primero y después el jugador con vehículo
y existe una LOS sin estorbo de una ellos (el ATACANTE designa los suyos pri- puede hacer un ataque, en adelante, se alternan
unidad enemiga, y no se usa Avance a mero). El DEFENSOR designa a continuación los bandos hasta que todas las unidades hayan
Rastras. todos sus ataques, después de lo cual el ATA- atacado una vez, sean eliminadas (lo que signi-
• Avanzar a Rastras es una retirada de un CANTE resuelve todos los ataques que previa- fica que no no tendrán oportunidad de atacar si
único hexágono que cumple con las mente designó. A continuación el DEFENSOR no lo han hecho ya en el momento de su elimi-
demás reglas que impiden la resuelve todos sus ataques –incluso los de aque- nación), o pasen. Cuando en una localización en
Interdicción. llas unidades que hayan resultado eliminadas o CC haya un vehículo por bando, el ATACANTE
• Las unidades que tengan que retirarse y reducidas–. Las unidades pueden atacar a cual- va primero, seguido por el DEFENSOR. En un
no puedan, resultarán eliminadas. quier unidad o combinación de unidades en el hexágono con vehículo puede haber emboscada,
• Si no puede alcanzar bosque/edificio en mismo hexágono, con el límite de que ninguna entonces el bando que embosca hace todos sus
una sola RtPh, (p.ej. está a más de 6 MF) unidad puede atacar o ser atacada más de una ataques primero.
la unidad tendrá que retirarse a terreno a vez por CCPh. No todas las unidades en el hexá- La Infantería ataca a vehículos en CC usando
cubierto que cumpla con el resto de gono tienen por qué ser atacadas, ni tampoco su Valor de Combate Cercano (CCV). El CCV
requisitos. todas las unidades tienen que realizar un ataque. de un pelotón [squad] es 5, Dotación [Crew] es
• Una MMC retirándose que posea un Sólo las unidades no desmoralizadas pueden 4, escuadra [Half Squad] es 3, y una SMC es 2.
arma debe acarrear hasta 3 PP (sin atacar, pero incluso las unidades desmoralizadas Si una SMC se combina con otra unidad añade
exceder 3PP o 1PP para una SMC). Un pueden defenderse, aunque sufren un DRM –2 1 a su CCV. Un CCV sujeto a cualquier forma
arma que exceda la capacidad de en ataques CC contra ellas. de Fuego de Área (p.ej. paralizado) se reduce en
acarreamiento será abandonada antes de La FP de las unidades atacantes se compara 1 por cada razón. Si la CC DR es menor que el
retirar la unidad. con la FP de aquellas unidades enemigas que CCV, entonces el vehículo es eliminado. Si el
están siendo atacadas, para así conseguir una CC DR es igual al CCV, entonces el vehículo es
comparación de factores FP ataque-defensa de- inmobilizado. Aunque pueden hacerse ataques
una unidad del lote completo de MF, quedará múltiples, no más de dos unidades pueden com-
CX. Por ejemplo, un pelotón ruso acarrea una nominada relación [Odds]. Una vez que se ha
determinado la relación, se efectúa una DR por binarse para un solo ataque CC contra un vehí-
MMG de cinco PP sólo tiene dos MF y, por culo y una de esas unidades ha de ser una SMC.
tanto, quedará CX si avanza a un hexágono que, cada ataque. Si la DR final es inferior al número
indicado en la Tabla de Combate Cercano Un solo ataque CC no puede hacerse contra un
por entrar, le costara dos MF en la MPh (arbus- vehículo y personal en la misma localización.
tos, colinas, bosques o edificio), a menos que (CCT) bajo la columna de probabiliadad aplica-
ble, las unidades atacadas son eliminadas. Una Un resultado original de 2 siempre tiene opcio-
vaya acompañado de un jefe el cual agrega dos nes de éxito incluso el CC DRM o un CCV pe-
MF y un IPC a los del pelotón, para un total de DR final que sea igual al número para Destruir
indicado en la CCT provoca una Reducción por queño lo hace imposible de otro modo. Si la
cinco MF. Una unidad CX no puede avanzar a probabiliad de eliminar un vehículo después de
un hexágono si ello le costara todo su lote MF. Bajas de una de las unidades atacadas (determi-
nado de forma aleatoria). Una DR final superior añadir todos los CCV DRM es menor de 2, y el
Por ejemplo, a un pelotón alemán CX que posea atacante saca un 2, entonces el atacante lanza un
una HMG de cuatro PP sólo tendría dos MF de- al número para Destruir, no tiene efecto.
tercer dado. Con un 1-2 el vehículo es eliminado
bido a los dos PP en exceso (su IPC queda redu- Toda SMC en CC tiene una FP de uno, tanto y con un 2, el vehículo es inmobilizado. Un re-
cida a dos debido a estar CX) y no podría en defensa como en ataque. Una única SMC sultado de 4-6 no produce efecto. Cada vez que
avanzar a un hexágono de edificio, a menos que puede atacar en solitario, pero si lo hace también una unidad ataca un vehículo en CC que no este
fuera acompañado por un jefe. tendrá que defenderse en solitario. Cualquier nú- Conmocionado ni Aturdido y saque un 12 origi-
Para que una MMC avance dentro de un hexá- mero de SMC puede combinarse con MMC u nal, el atacante sufre reducción por bajas.
gono con un AFV enemigo, ha de pasar primero otras SMC para efectuar un ataque CC sumando
sus FP. Una SMC se defiende en CC como parte Un vehículo puede atacar a Infantería en CC
un Pre-Chequeo de Avance/Ataque a AFV con su AAMG (si el vehículo esta CE), su CMG
(PAATC). Ha de sacar una tirada igual o menor del grupo con el que ataca añadiendo su FP a la
FP de la unidad con la que está apilada (los ju- (a menos que la CMG solo pueda disparar hacia
que su moral para avanzar al hexágono. El fallo la VCA), una RMG, Armas de Defensa Cercana,
del PAATC dejará a la unidad paralizada. Los gadores son libres de recolocar sus apilamientos
previamente al comienzo de la CCPh). Un jefe y/o IFE equivalente del Armamento Principal de
jefes no han de pasar un PAATC y pueden mo- torreta inferiora 15mm. Un vehículo puede com-
dificar el PAATC de las unidades apiladas con puede dirigir el CC de la MMC con la que ataca
o se defiende (y cualesquiera otras unidades que binar cualquier MG/IFE FP en un ataque combi-
ellos incluso si ellos mismos no entran al hexá- nado o usarlas por separado en diferentes
gono. Toda Infantería Inexperta y Italianos de1ª se unan a esa MMC en un ataque CC combi-
nado) aplicando su DRM por mando para modi- ataques CC. Todos esos FP seusan para formar
línea han de añadir +1 a la DR. Una unidad que ratios de relaciones contra el CCV del defensor
pase un PAATC debe entrar inmediatamente al ficar la DR del CC, además de añadir su FP al
factor del ataque. Un jefe no puede utilizar su y nunca se incrementan por ninguna causa, aun-
hexágono; no puede esperar al resultado de que pueden reducirse a la mitad por fuego en
PAATC de otra unidad antes de decidir si entra DRM por mando para modificar un ataque en el
que participe en solitario. Marcha y pueden ser negados por un estado de
al hexágono, de todos modos, el PAATC no ne- Conmoción [Shock] o Aturdimiento [Stun].
cesita ser predesignado. Siempre que la Infantería avance a un CC en
un hexágono de edificio o bosques (a menos que A partir de Julio de 1944, ciertos AFV alema-
Un AFV puede cambiar para poner la Dota- nes son equipados con sistemas de armas de de-
ción Expuesta (CE) o puede Cerrar Escotillas refuerce una Melée preexistente), puede produ-
cirse una emboscada. En tal caso previamente a fensa cercana (Nahverteidigungswaffe). Estos
(BU). pueden hacer un ataque de HE en la IFT si el
declarar los ataques CC, cada jugador efectúa
Coloque una ficha CC sobre las unidades que una dr. Si alguno de ellos consigue una cifra AFV esta BU, pero solo durante la CCPh des-
hayan avanzado a un hexágono ocupado por un menor en tres, al menos, que la del otro, ha pués de que AFV haya sido atacado en esta
enemigo.
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18
CCPh (a menos que el AFV sea el que em-
bosca). Si es disparado, ataca a todas las unida-
des de infantería en el hexágono (incluso a las
amigas) con 16 FP en la IFT. No puede combi-
narse 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 re-
sueltos, se considerará que están encerrados en
una Melée y no podrán realizar ninguna otra ac-
tividad distinta al CC (p.ej.: abandonar la loca-
lización, realizar un fuego de ataque, interdictar
unidades en retirada, etc.). Coloque una ficha de
Melée sobre dicho apilamiento. Nuevas unida-
des podrán avanzar a un hexágono con una
no resulta atacada; ambas 4-5-8 atacan a una 4-4-7
Melée, pero quedarán encerradas en CC. Unida-
(2:1) mientras que las otras 4-4-7 no resultan atacadas.
des que no estén en una Melée pueden atacar a
las unidades en dicha Melée durante una fase de
El ruso anuncia dos ataques: una 4-5-8 ataca a dos 4-
fuego, pero tanto las unidades amigas como las
4-7 (1:2) y la otra 4-5-8 ataca a la 4-4-7 restante. Todos
enemigas en Melée en el hexágono tendrán que
los ataques tienen cero DRM. El alemán lanza un 6 en
ser atacadas. Retire la ficha de Melée tan pronto
el ataque 2:1, eliminando el pelotón enemigo, y un 9
Ejemplo de Fase de Combate Cercano: como no quede ninguna unidad no desmorali-
en el ataque 1:1, sin efectos. Los rusos consiguen un
Todos los avances (mostrados con flechas amari- zada.
4 en el ataque 1:2 (reducción por bajas) y un 7 en el
llas) se han completado. Los combates próximos se ataque 1:1, sin efectos. Se determinará aleatoriamente Un vehículo nunca queda encerrado en Melée
resuelven en el orden elegido por el ATACANTE (ale- qué 4-4-7 sufre la reducción por bajas. Después de los y si esta móvil puede salir de un hexágono en
mán). ataques, la localización contiene dos pelotones 4-4-7 Melée durante su próxima MPh. Un vehículo in-
Cuando la 4-6-7 alemana en G6 avanza a CC con alemanes, una escuadra alemana 2-3-7 y un pelotón móvil o uno que opte por permanecer en el he-
la 4-2-6 rusa en F5, puede producirse una Emboscada ruso 4-5-8, que son marcados con una ficha de Melée. xágono de Melée, solo puede disparar sus armas
porque es una localización de edificio. El drm por Em- a unidades enemigas en ese hexágono. No obs-
En J3 la 4-6-7 alemana está en una melée desde el tante un vehículo, mantiene a todas las unidades
boscada de la 4-2-6 es +1 (conscripta) mientras que el turno anterior, con dos rusas una 4-4-7 y otra 5-2-7, y
drm alemán es cero. No se produce emboscada porque
enemigas de infantería en ese hexágono en
el jefe herido 9-2 en K4 avanza para reforzar la melée. Melée mientras el vehículo permanezca en esa
la dr del ruso es un 3 y la del alemán es un 2. El ale- No hay posibilidad de emboscada puesto que la melée
mán ataca con un factor 1:1, y también el ruso. El
localización a menos que este en Marcha.
ya existía. El alemán declara un ataque 1:1 contra la 5-
DRM de ambos ataques es cero. La DR del alemán es 2-7. La 4-4-7 no será atacada. El ruso ataca 3:2 contra Retire todas las fichas Pin al final de la CCPh
un 5, lo que provoca reducción por bajas, pero no cam- el pelotón y el jefe. El apilamiento alemán tiene un 3.9 Ficha de Registro de Turnos:
bia el factor. La DR rusa igual a 9 no tiene efecto. La DRM –1 (modificador por mando reducido en uno por El anterior DEFENSOR pasa ahora a ser el
4-2-6 rusa es reemplazada por una 2-2-6 y la localiza- estar herido). El DRM del ataque ruso es cero. La DR ATACANTE e invierte la ficha que están utili-
ción es marcada con una ficha de Melée. alemana para el CC es un 7, y la DR rusa es otro 7. zando para anotar el turno. Si ya hubiera sido el
Las alemanas 8-1, 9-1 y 4-6-7 en H5 avanzan a G5 Ambos resultados no tienen efectos y la melée conti- ATACANTE en ese turno de juego, avanzará la
con la 4-4-7 rusa. Es posible una Emboscada con un núa. ficha de turno una casilla en la Ficha de Registro
drm alemán de –1 (modificador de uno de los jefes) y La 4-6-7 alemana avanza a la localización de edi- de Turnos (Turn Record Chart). Cuando la ficha
un drm ruso de cero. La dr alemana es un 6; la rusa un ficio en I4 en la que está la 4-4-7 rusa. Es posible una de turno sea colocada sobre la casilla END
3, así que no existe emboscada. La 4-6-7 aporta cuatro emboscada. Los drm son cero para ambos bandos. La (final), el escenario habrá concluido. Si una ca-
FP y cada uno de los jefes, un FP para un factor de 6:4 dr alemana es un 4 y la rusa es un 1, lo que implica silla de Turno está dividida diagonalmente e im-
o 3:2. El ruso tiene que atacar a 1:2; dado que los jefes que el ruso embosca al alemán. Por tanto, el Combate presa en rojo, ello indica que sólo el primer
atacan con el pelotón, no pueden ser atacados inde- Cercano en esta localización es secuencial. El ruso de- bando en mover tiene un turno de jugador en ese
pendientemente. Los alemanes tienen un DRM –1 clara y resuelve su ataque(s). El alemán declarará y turno final de juego. Los símbolos de nacionali-
(modificador de uno de los jefes) y el DRM ruso es resolverá sus ataques con los supervivientes. El ruso dad en una casilla de Turno, sirven para recordar
cero. La DR alemana es un 6 modificada a un 5, y eli- declara un ataque 1:1. El DRM es –1 (emboscada). La que pueden entrar refuerzos en ese turno de
mina a la 4-4-7 rusa. La DR rusa es un 3 y todas las fi- DR de 6 conlleva una reducción por Bajas y la 4-6-7 juego.
chas alemanas son eliminadas también. El hexágono es reemplazada por una 2-4-7. Los alemanes declaran
queda vacío y no se coloca ninguna ficha informativa. Puntos de Acarreo (1) dr Reparación (1)
ahora un ataque 1:2. El DRM es +1 (por haber sido
Las tres 4-4-7 alemanas avanzan a la localización emboscada). La DR de 5 no tiene efecto. La localiza- Cadencia de tiro (1)
de edificio en H4 donde hay dos 4-5-8 rusas. Ambos ción es marcada con una ficha de melée. La melée
bandos tienen un drm de Emboscada de cero, y sus continuará en el siguiente turno, pero el DRM de CC
Lado Buen Orden

Lado Averiado

respectivas dr de Emboscada son un 3 para el alemán provocado por la emboscada, no será de aplicación en-
y un 5 para el ruso, lo que implica que no se produce tonces.
emboscada. El alemán tiene que declarar todos sus La 5-4-8 alemana CX avanza a E6 donde ya está
ataques primero. Cada uno de sus pelotones sólo una 4-4-7 rusa. No hay posibilidad de emboscada. El
puede atacar una vez y cada uno de los pelotones rusos alemán ataca a 1:1 con un DRM +1, y el ruso ataca
sólo puede ser atacado una vez. Las opciones del ale- 1:2 con un DRM –1, provocados ambos DRM por el
mán son: un gran ataque de 12 a 8 (3:2); dos pelotones estatus CX de la unidad alemana. La DR alemana es dr Eliminación (6)
contra uno ruso y un pelotón contra el otro, es decir, un un 9 y la DR rusa es un 2, lo que conlleva una posible
ataque a 2:1 y otro a 1:1; o los tres pelotones contra Potencia de Alcance (8; ignorar
Promoción en Combate. El ruso realiza una dr en la
uno de los pelotones rusos, con un factor de 3:1, y sin fuego (3) subrayado)
tabla de Creación de Jefes con un drm +1 (ruso). Su dr
atacar al otro pelotón ruso. El alemán anuncia enton- original de 1 es modificada a un 2, creando un jefe
ces dos ataques: uno de 2:1 y otro de 1:1. El ruso tiene
que anunciar ahora sus ataques. Las opciones son: un
ruso 8-0. El factor CC tiene que ser recalculado. El 4.0 Armas y
ataque alemán se mantiene en 1:1 (5:5), sin efectos.
gran ataque de 8 a 12 (1:2); una 4-5-8 ataca a dos 4-4- El ataque ruso pasa a ser 1:1, aunque la DR del CC de
Armas de Apoyo (SW):
7 (1:2) y la otra 4-5-8 ataca a la tercera 4-4-7 (1:1); las 2 eliminaría la 5-4-8 tanto en 1:2 como en 1:1. Una unidad puede poseer cualquier número de
dos 4-5-8 atacan a dos 4-4-7 en un ataque 1:1 mientras Armas (SW/Cañones). Un Arma no puede mo-
la tercera 4-4-7 no resulta atacada; cada 4-5-8 ataca a verse por sí misma; una SW tiene que ser acarre-
una 4-4-7 (dos ataques 1:1) mientras la tercera 4-4-7 ada por una unidad al coste indicado en PP
(véase 1.2.4); un Cañón puede ser movido a
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19
mano (6.5). Una unidad no desmoralizada puede MG a plena FP. Si una MMC va a disparar su hexágono desde el que la DC es emplazada)
recoger y abandonar un Arma en cualquier mo- propia FP y una MG al mismo objetivo (al igual al número de MF que tendría que gastar
mento de su movimiento siempre y cuando mismo hexágono y a la misma unidad al mismo esa unidad para entrar en la localización en esa
tenga suficientes MF para hacerlo, aunque nin- tiempo) durante la misma fase, tienen que cons- MPh. El acto de emplazar la DC se considera
gún Arma podrá ser movida más de una vez por tituir un FG; no pueden atacar de forma sepa- movimiento en la localización ocupada por la
MPh. Una unidad no desmoralizada puede aban- rada a menos que la MG retenga su ROF (o la unidad que hace el emplazamiento, no en la lo-
donar un Arma sin coste en MF durante su MPh MMC ataque con Subsiguiente Primer Fuego calización en la que está emplazada realmente
o APh. Si una unidad abandona una SW/Cañón sin utilizar la MG). la DC. Una unidad no puede emplazar una DC
al inicio de una fase en que tenga permitido ha- El fuego con SW MG está limitado a un al- si realizó Fuego Preparatorio o resultó parali-
cerlo y previamente a gastar MF, se asumirá que cance máximo de 16 hexágonos, a menos que zada o desmoralizada previamente a completar
ese Arma ha estado desposeída (y por consi- esté dirigido por un jefe. Dichos ataques a una el intento de emplazamiento. Si la unidad em-
guiente no movida por ninguna unidad) al inicio distancia superior a 16 hexágonos se dividen a la plazadora sobrevive a todo el Primer Fuego De-
de esa fase. Las unidades tienen que abandonar mitad como Fuego de Área contra Infantería no fensivo, Subsiguiente Primer Fuego y FPF que
Cañones y SW que excedan su IPC antes de pro- desmoralizada (además de los efectos propios se haga contra ella, entonces la DC estará ope-
ceder a retirarse. Si una unidad abandona un de disparar a larga distancia). rativamente emplazada. Si la unidad emplaza-
Arma o es eliminada, su Arma quedará desaten- dora estuviera CX, el DRM +1 por estar CX se
dida en la misma localización y tendrá que ser Una MG que no porte un B# en su ficha, tiene aplica a la DR de resolución del ataque DC. Una
recuperada para ser poseída. Infantería en Buen un B# inherente de 12. Si la DR original en la DC que haya sido operativamente emplazada
Orden puede reclamar la posesión de un Arma IFT de cualquier ataque que utilice una MG es durante la MPh, atacará en la AFPh con cual-
no poseída en su hexágono al inicio de su RPh, superior o igual a su B#, la MG funciona defec- quier DR original en la IFT menor a 12 (su X#;
como la única acción durante esa RPh, siempre tuosamente y es girada hacia ese lado después 10 si se usa por unidad no de elite) y es retirada
y cuando efectúe una dr de recuperación igual o de realizar su ataque. Si se hace uso de múltiples del juego.
inferior a 6 (drm +1 si está CX). Un Arma no MGs en un FG se usará selección aleatoria para
determinar que MG funciona defectuosamente. Para que un ataque con DC afecte a un AFV
puede ser transferida durante la misma fase en ha de ser predesignado como que será empla-
que fue recuperada. Infantería moviéndose El B# de una MG utilizado con Subsiguiente
Primer Fuego o Fuego Final si ya estaba mar- zada contra el AFV. Si el atacante emplaza la
puede también realizar un intento de recupera- DC en el AFV, lo atacará con la tabla HE TK
ción al coste de 1 MF. cada con una ficha de Primer Fuego, está redu-
cido en dos, y una MG será eliminada si la IFT (TK# 16) pero solo después de una DR especial
El acarreo actúa por objeto acarreado contra la DR original es igual al B# original. de posicionamiento de DC. Consultar la carta de
Capacidad de Acarreo de Infantería (IPC) de una posicionamiento de DC para el resultado. La DR
MMC o una SMC. Una SW puede ser arrojada Una MG no vehicular (o MA MG vehicular) de posicionamiento de DC también sirve como
en cualquier momento durante la MPh. Ningún puede atacar a un AFV como Artillería (3.2.4) DR de localización (casco/torreta). El encara-
objeto puede ser acarreado más de una vez por usando la tabla AP TK después de obtener un miento del objetivo se basa en el lado de hexá-
MPh. Una MMC tiene una IPC de tres PP, y una impacto como VTT. gono a través del cual la DC es emplazada,
SMC tiene una IPC de un PP. Una unidad de In- 4.2 Lanzallamas (FT): incluso si el AFV cambia su CA antes de la de-
fantería pierde un MF por cada PP que exceda su Un FT es una SW con un alcance tonación de la DC en la AFPh.
IPC, y un SMC nunca podrá acarrear más de dos normal de un hexágono y un factor de 4.4 Armas Anti-Tanque Ligeras
PP. Una SMC en Buen Orden puede añadir su FP de 24. Un FT puede atacar a (LATW):
IPC a la de una MMC en Buen Orden a efectos larga distancia (dos hexágonos) con la mitad de
de incrementar en uno la IPC de esta última, Las LATW son SW Artilleras, y se
FP. La FP de un FT nunca podrá incrementarse incluyen en el grupo el Bazooka
siempre y cuando comiencen la MPh juntas y se por PBF. La FP de un FT no se divide a la mitad
mueven en un apilamiento. (BAZ), Panzerfaust (PF), PIAT, Rifle Anti-tan-
durante la AFPh pero se ve afectada por Cobar- que (ATR) y Panzerschreck (PSK). Estas SW
Las SW pueden ser destruidas de forma volun- día. Los ataques con FT son resueltos en la IFT tienen que conseguir un impacto en la tabla Para
taria por la unidad que las posee durante la PFPh pero no reciben DRM por mando ni por TEM. Impactar al dorso de cada ficha si la tienen o en
o DFPh, pero dicha acción cuenta como el uso Los DRM aplicables por Estorbos (incluyendo la VTT si no. Después de conseguir un Impacto,
de una SW. Las SW también pueden resultar por Humo) y el DRM +1 por CX se pueden apli- los efectos se resuelven en la IFT si el objetivo
destruidas cuando una DR final en la IFT resulta car. Una unidad no puede usar 2 FT, pero un pe- es Infantería o Cañón. PF, BAZ, PIAT y PSK
en un KIA contra la unidad que la posee. Efectúe lotón puede realizar un ataque separado con su son Armas de Carga Hueca (SCW) que disparan
una dr subsiguiente en la misma columna IFT propio FP. Un FT no puede combinarse con nin- proyectiles tipo HEAT (Munición Antitanque
en la que hizo el ataque por cada SW que poseía gún otro ataque ni puede constituir un FG. Cual- Altamente Explosiva), no HE. Por tanto, estas
esa unidad. Si la dr final es un KIA, esa SW re- quier unidad que posea un FT tiene que deducir Armas sólo pueden ser disparadas contra Infan-
sulta destruida; si es un K, entonces esa SW fun- uno (por FT poseído) de la DR de resolución en tería si el objetivo puede recibir los beneficios
ciona defectuosamente. Una SW capturada tiene la IFT de todo ataque realizado contra ella. Si la TEM de un edificio. Las SCW también pueden
su ROF rebajada en 1 y su B# o X# rebajada en DR original de resolución en la IFT de cualquier ser disparadas contra Cañones. Si se disparan a
dos, y una SW utilizada por una MMC Inexperta ataque realizado con un FT es mayor o igual a un AFV el efecto del impacto de una SCW se
tiene sus B# o X# rebajadas en uno (ambos efec- 10 (su X#), el FT es retirado del juego después resuelve en la tabla HEAT TK. La FP del Arma,
tos se acumulan a otras posibles penalizaciones). de realizar ese ataque. MMC que no sean de su alcance, B#/X# y valores PP se indican en el
Un pelotón puede dispara cualquier SW sin elite que utilicen un FT, reducen su X# en dos. frontal de la ficha. Todas las DR Para Impactar
coste a su propia FP, o cualesquiera dos SW al Para que un FT ataque un AFV ha de prede- de LATW resultan modificadas en la forma ha-
coste de no poder utilizar su propia FP para la signar al AFV como objetivo antes de hacer el bitual por TEM, etc.
fase de fuego actual y restantes en ese turno de ataque. El ataque se hace en la tabla de HE y 4.4.1 Bazooka (BAZ)
jugador (excepto para SFF/FPF). Una HS sólo Fuego TK sin necesidad de intento para impac-
puede disparar una SW, y haciéndolo no podrá tar. El Factor de Blindaje no afectan a este ata- Panzerschreck (PSK):
utilizar su propia FP para el resto de fases de que pero el número TK se divide a mitad por Los Bazookas sólo estarán dispo-
fuego (excepto para SFF/FPF) en ese turno de disparo a larga distancia. El número TK de FT nibles a partir de noviembre de 1942
jugador (la CCPh no se considera fase de fuego). aumenta en uno si el AFV esta CE. (use fichas de BAZ 43). Los modelos más avan-
Una SMC puede usar una SW, pero pierde todo 4.3 Cargas de Demolición (DC): zados estarán disponibles en 1944 (BAZ 44) y
DRM por mando que pudiera haber ejercido du- 1945 (BAZ 45). Cualquier MMC de Infantería
Una DC es una SW que ataca la lo- no desmoralizada puede disparar un BAZ y su
rante esa fase de fuego.
calización objetivo en la AFPh con uso constituye uso de una SW. Cualesquiera dos
SW/Cañones no pueden ser emplazados des- un factor de 30 FP en la IFT. No ob-
poseidos. SMC pueden disparar un BAZ con pleno efecto;
tendrá modificaciones a la FP debido a PBF o sin embargo, un único jefe no puede disparar un
4.1 Ametralladoras (MG): uso en la AFPh. El TEM del defensor se aplica BAZ. Un BAZ será retirado de forma definitiva
Cada MG tiene un factor com- a la resolución del ataque, como también el es- del juego si su DR original Para Impactar es
puesto por dos números separados tatus CX de la unidad que la emplaza. Un pelo- mayor o igual a su X#. Un jefe puede modificar
por un guión que indica su efectivi- tón atacando con una DC puede usar su propia la DR Para Impactar si está dirigiendo ese ata-
dad; el número a la izquierda es su FP y el nú- FP en la AFPh. MMC no de elite utilizando una que; sin embargo, un jefe no puede modificar su
mero a la derecha es su alcance normal medido DC, reducen su X# en dos. propio ataque. Un BAZ ataca en la columna 8
en hexágonos. Una única SMC puede disparar Una unidad de Infantería que posea una DC de la IFT si obtiene un Impacto contra infantería
una MG como Fuego de Área, mientras que dos puede intentar emplazarla en un objetivo adya- en un edificio. Si se obtiene un impacto contra
SMC apiladas juntas pueden disparar cualquier cente durante su MPh, gastando MF extra (en el un objetivo vehicular, este se resolverá en la
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20
tabla HEAT TK (TK# 13 para un BAZ 43; 16
para un BAZ 44+). Ejemplo Para Impactar de LATW:
La 7-4-7 no puede disparar su BAZ 43 contra el pelotón italiano en
Todas las reglas de BAZ se aplican a los PSK,
excepto que los PSK tienen su propia tabla TH EE8 porque la 3-4-7 no está en un edificio. En su lugar, la 7-4-7 dispara
,, ataca infantería en edificios en la columna 12 el BAZ 43 a la 3-4-6 en el edificio de piedra en DD7. La tabla Para Im-
de la IFT, que tiene su propia columna en la pactar al dorso de la ficha del BAZ 43 indica que, a una distancia de 2,
tabla HEAT TK (TK# 26), y que estarán dispo- se necesita una DR final de 8 o menos para impactar. El DRM Para Im-
nibles desde septiembre de 1943 en adelante. pactar 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
4.4.2 Panzerfaust (PF): a la 3-4-6. Un impacto será resuelto en la columna de 8 FP sin ningún
El PF es una SW potencialmente inherente a DRM. Una DR original TH de 2 resultaría en un CH, que se resolvería
toda unidad de infantería alemana a partir de en la columna de 16 FP con -3 de TEM. Habiendo usado una SW, la 7-
Octubre de 1943 en cualquier escenario con un 4-7 puede utilizar ahora su FP inherente para atacar a la 3-4-7 –o bien in-
AFV enemigo o por SSR. Los impactos contra cluso a la 3-4-6 otra vez, dado que no los Grupos de Tiro Obligatorios no
vehículos se resuelven en la tabla HEAT TK se aplican a la artillería–. Si DD9 fuera una hexágono de edificio, la 7-
(TK# 31). Empezando en Octubre de 1943 toda 4-7 habría añadido un +2 a su DR TH o sufriría el ataque del Rebufo en
unidad de infantería alemana en buen orden que la columna de 1 FP utilizando la tirada del dado de color de la DR TH
todavía pueda disparar (p.ej. un jefe, dotación, o para determinar el resultado.
escuadra que no haya disparado o un pelotón
que todavía pueda disparar una SW a plena po-
tencia) durante su presente fase de fuego puede
potencialmente disparar un PF. Una unidad dis-
para un PF haciendo una dr de chequeo de PF. Si 4.4.3 Rebufo [Backblast]: 5. ELR y
la dr final de chequeo de PF es 1-3 la unidad Un BAZ, PSK o PF pueden ser disparados Características de Unidades
tiene un PF y esta en disposición de dispararlo y desde el interior de un edificio, con una o dos
puede intentar un TH DR contra un vehículo o 5.1 Valor del Nivel de Experiencia (ELR):
condiciones. Quien dispara puede elegir entre
infantería en un edificio. Si la dr final de che- usar un DRM +2 de penalización Para Impactar Cada fuerza en cada escenario recibe un nú-
queo de PF es 4 ó más, la unidad no podrá hacer por protegerse del consiguiente rebufo de este mero específico de jefes y SW y de pelotones o
un TH DR (podría tener un PF pero nola opor- tipo de Armas. Sin embargo, quien dispara HS de elite, Primera Línea, Segunda Línea, No-
tunidad de usarlo). Si la dr original de chequeo puede optar porque todos los ocupantes del he- vatas o Conscriptas. Sin embargo, durante el
de PF es un 6, entonces la unidad no tiene PF y xágono de edificio sufran un ataque del rebufo curso del juego, jefes y MMC pueden ser objeto
queda paralizada. Poner una ficha Pin sobre la en la columna 1 FP de la IFT utilizando sólo la de posibles reemplazos por unidades de peor ca-
unidad. Si ya está paralizada, quedará desorga- dr de color de esa DR Para Impactar; no se lidad. Cada OB indicará una ELR para ese
nizada. Hay un drm +1 si el PF se dispara contra aplica TEM. grupo de unidades. Ese número representa la
otro que no sea un AFV, un +1 si la unidad esta máxima cantidad por la cual una unidad no des-
4.4.4 Rifles Anti-Tanque (ATR):
CX, +1 si la unidad es una HS/Dotación, un +2 moralizada puede fallar cualquier MC (después
si la unidad es una SMC, y un -1 si el escenario Un ATR es una SW que usa la tabla de modificaciones) sin ser reemplazada por una
se desarrolla en 1945. VTT y la tabla de AP TK para atacar unidad de inferior calidad. Si una unidad que no
vehículos. Toda unidad de infantería puede ser reemplazada por una unidad de infe-
Una unidad no puede hacer un chequeo de PF no desorganizada puede usar un ATR. Un ATR
como Subsiguiente Primer Fuego o FPF sin im- rior calidad falla un MC por más de su ELR, no
tiene un alcance máximo de 12 hexágonos y no sufre penalizaciones adicionales.
portar si hizo un chequeo de PF como Primer dispone de capacidad de fuego a largo alcance.
Fuego. En el caso de que un pelotón no haya dis- Si una unidad no desmoralizada falla un MC
Un ATR usa la IFT contra infantería como una
parado su FP inherente todavía, esta puede in- por más de su ELR, es reemplazada inme-diata-
SW de 1 FP (que puede formar FG). Las reglas
tentar disparar un segundo PF enla misma fase mente por una unidad desmoralizada del mismo
normales de rotura y reparación se aplican a un
incluso si su primer chequeo no consiguió un tamaño pero un paso inferior en calidad como
ATR. Los modificadores de liderazgo pueden
disparo, pero esto constituirá el uso de dos SW indica la tabla de nacionalidad de la página 20.
aplicarse al uso de cualquier ATR. Un ATR no
y el pelotón perderá su FP inherente, el chequeo Dotaciones y MMC con moral subrayada no son
deja FP Residual.
de PF constituye el uso de una SW. Un disparo objeto de ELR.
de PF no deja Fuego Residual y solo puede afec- 4.4.5 PIAT:
5.2 Distinciones Nacionales:
tar a una unidad en la localización. Disponible por primera vez en Abril
Unidades de diferentes nacionalidades tienen
El alcance del PF esta determinado por la de 1943, el PIAT tiene su propia tabla
capacidades diferentes. En este juego esas dis-
fecha del escenario. Antes de Junio de 1944, el TH en el dorso de la ficha y resuelve
tinciones se reflejan en las MMC. Cada naciona-
Alcance de PF es un hexágono. De Junio de los impactos en vehículos en la columna PIAT
lidad principal y sus unidades y Armas son
1944 a Diciembre de 1944, el alcance son 2 he- de la tabla HEAT TK (TK# 15). Un PIAT no
representadas por un color común distintivo de
xágonos. Al comienzo de 1945, el alcance es de puede disparar a una unidad un nivel inferior y
las de otras naciones. En algunos casos, las na-
3 hexágonos. El número básico TH de un PF es en un hexágono adyacente. El PIAT puede ser
ciones menores serán representadas con el
10 y se reduce en dos por cada hexágono al ob- usada por un SMC a plena potencia aunque no
mismo color.
jetivo. Un jefe puede aplicar su modificador de se aplican beneficios por liderazgo a menos que
este otro jefe dirigiendo. Un PIAT ataca en la co- 5.3 Promoción en Combate:
liderazgo a un PF TH DR pero dicho uso cons-
tituirá su única capacidad de dirección de fuego lumna 8 de la IFT si obtiene un impacto contra Siempre que una MMC consiga una DR origi-
para esa fase. Un PF es un arma de un solo dis- infantería en un edificio. Un PIAT tiene un B10 nal de 2 en un intento de auto reagrupamiento o
paro y por tanto no esta afectado por reglas de en lugar de un X#, es reparado con un dr de 1- en un ataque CC, puede crear un jefe. La calidad
rotura. De todos modos, una tirada original PF 2, y eliminado con un dr de 6. del jefe se basa en una dr en la tabla de Creación
TH de 12 (11 ó 12 para infantería inexperta) no 4.5 Morteros Ligeros: de Jefes (utilizando el Nivel Moral de la unidad
solo es un fallo sino que resulta en Reducción en el momento de la DR original de 2). Si más
Los Morteros se clasifican bien como
por Bajas para el tirador. Un 12 original en la de un tipo de MMC realizó el ataque CC, use la
un Cañón, bien como una SW, depen-
tabla TK o IFT es una pífia [Dud]. Un PF ataca mejor como base de la dr.
diendo del calibre. Cualquier Mor-
en la columna 16 en la IFT si obtiene un impacto tero con un calibre menor o igual a 60mm es un 5.4 MMC Inexpertas:
contra infantería en un edificio pero no deja FP Mortero ligero y será representado por una ficha Las MMC Novatas no apiladas con un jefe en
Residual. Cuando un PF obtiene un impacto, de SW de 1/2”. Como tal SW no tiene CA y Buen Orden y todas las MMC Conscriptas su-
solo puede afectar a una unidad en el hexágono. puede ser disparada por cualquier pelotón/HS fren penalizaciones por su Inexperiencia. Tienen
De todos modos, antes de cualquier Selección sin detrimento y con las modificaciones habitua- 3 MF (no 4); si sufren cobardía rebajan dos co-
Aleatoria, el tirador puede elegir señalar el ob- les por mando Para Impactar. Si una única SMC lumnas (no una); su Artillería utiliza números
jetivo que será seleccionado en el caso de que dispara un Mortero ligero, perderá su ROF. In- rojos TH; el B# o X# de un Arma que estén uti-
dicho objetivo maneje un Cañón/SW. El número cluso aunque un Mortero ligero sea una SW lizando es rebajado en uno; sufren un drm por
total de disparos de PF realizados en un escena- puede usar y perder Objetivo Adquirido como emboscada de +1.
rio no puede exceder el número de pelotones un Cañón. Véase 6.9 en cuanto a las reglas ge-
Alemanes en el OB antes de 1944, 1.5 veces 5.5 Equipo Capturado:
nerales de Morteros de Artillería.
dicho número (redondeado hacia abajo) durante Cualquier Arma que haya sido recuperada por
1944, y 2 veces su número en 1945. una unidad enemiga podrá ser utilizada por su

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21
nuevo propietario pero con algunas penalizacio-
nes. Su ROF estará reducida en uno, los núme- Ejemplo de Impacto Crítico:
ros B#/X# descienden en dos, y todos los El 105mm norteamericano en wR6 dispara a los dos pelotones alema-
ataques con Artillería capturada utilizan núme- nes en wS8 usando Tipo de Objetivo Infantería. Dado que estamos en
ros TH rojos y añaden +2 a la DR Para Impac- 1943, se aplicarían números rojos Para Impactar a un cañón norteameri-
tar. cano, 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 norteame-
6.0 Artillería: ricano saca un 3 y añade los modificadores para una DR final TH de 4,
Toda Arma que tenga que obte- igual al 4 entre paréntesis después del número 9 Para Impactar, obteniendo
ner un impacto sobre un objetivo un Impacto Crítico (CH). Una de las 4-6-7 es elegida aleatoriamente para
utilizando el proceso Para Impac- recibir el CH, mientras que el otro pelotón sufrirá el ataque normal de
tar (3.2.4) antes de resolver el 105mm. El americano obtiene una única tirada para efectos en la IFT en
efecto de ese impacto en la IFT, se considera Ar- cuanto a los dos pelotones. El impacto normal usa la columna de 20FP sin
tillería (Cañones, LATW o SW). Un Cañón es DRM; el CH usa la columna 36 FP (el doble de 20) con un DRM -3 (TEM
un Arma en una ficha de 5/8” que, normalmente, inverso). Si la distancia hubiera sido de 7, el número rojo Para Impactar
dispara como Artillería. El calibre del Arma de 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
Artillería (en milímetros) está indicado en la
un CH.
ficha. Si el calibre del Arma está superrayado,
el Cañón no puede disparar munición AP. Si el
calibre es subrayado, el Cañón no puede dispa- al Número de Agotamiento, el Cañón/MA tiene WP (Fósforo Blanco): El WP sólo puede ser
rar munición HE. Si la línea de superrayado o esa Munición Especial, la utilizará para resolver disparado en Tipo de Objetivo Área y al
subrayado va acompañada por un asterisco, ese el probable impacto conseguido con esa DR, y inicio de la PFPh o de la DFPh o como Pri-
tipo de munición está disponible pero en canti- podrá volver a intentar utilizarla nuevamente mer Fuego defensivo.
dades limitadas después de una fecha concreta cuando vuelva a disparar. Si la DR original TH Una unidad impactada con WP tiene que
(6.2). es igual al Número de Agotamiento, el Arma pasar un NMC, con el TEM restado de la
dispone de esa Munición Especial pero sólo para DR del NMC; las Ráfagas Aéreas de Mor-
6.1 Impactos Críticos (CH): ese disparo, la utilizará para resolver el probable tero provocadas por WP añaden un +1 a la
Una DR original de 2 que obtenga un impacto impacto conseguido con esa DR, pero no podrá DR. Un CH con WP añade el TEM positivo
para una LATW o Cañón/MA en Tipo de Obje- volver a intentar utilizar esa Munición Especial a la DR: Trate el WP como Humo de Arti-
tivo Área/Vehicular, es un Impacto Crítico. En la otra vez. Si la DR TH es superior al Número de llería, excepto en que el WP normal es una
Tabla de Tipo de Objetivo Infantería, cada Agotamiento, el Arma nunca tuvo ese tipo de ficha +2 y el WP Disperso es una ficha +1.
Cañón/MA/LATW tiene una posibilidad de Im- Munición Especial y no ha disparado. Sin em-
pacto Crítico indicada entre paréntesis junto al bargo, si la DR TH resulta en malfunciona-
número Para Impactar (en rojo para números TH miento del Arma (o Munición limitada 7.21), 6.3 Emplazamiento:
rojos). La DR Final tiene que ser menor o igual dicha Arma habrá disparado y malfuncionado (o Todo Cañón que no se haya movido durante el
que dicho número a efectos de conseguir un Im- bajo munición limitada) y se habrá quedado sin escenario, está emplazado a menos que haya
pacto Crítico. Un Impacto Crítico contra un ob- esa Munición Especial. Anote el agotamiento en sido colocado inicialmente en una carretera pa-
jetivo de Infantería se resuelve en la IFT con la una hoja aparte. vimentada. Si está emplazado, un Cañón y la do-
FP de HE estándar del Arma atacante al doble tación que lo maneja reciben un TEM por
(sin reducción previa a la mitad por Tipo de Ob- Emplazamiento +2. Este TEM por Emplaza-
jetivo Área). Además, todos los TEM positivos AP: (Munición Perforante): Si se dispara a un
objetivo de Infantería, la artillería menos de miento no puede ser usado en conjunción con
a los que tendría derecho el objetivo a efectos ningún otro TEM o DRM por el Escudo del
TH o IFT, se aplicarán a la inversa como DRM 37mm disparando AP utilizan la columna
de 1FP en la IFT. Artillería de 37mm o más Cañón (6.6) (el propietario puede optar por uno
negativos a la DR en la IFT. Además, las Ráfa- u otro, pero no ambos) ni podrá ser utilizado si
gas Aéreas y FFMO/FFNAM todavía se aplica- que disparen AP utilizarán la columna de
2FP; la munición AP no deja ninguna FP el Cañón está siendo manejado por una unidad
rán como DRM negativos (si es que han de que no sea una dotación. El Modificador DR de
aplicarse) a los efectos del CH. Un Impacto Crí- Residual.
una Rafaga Aerea se aplica acumulativamente
tico automáticamente destruye el Cañón y a la APCR(A)/APDS(D): (Munición Perforante de con el TEM por emplazamiento. Si un Cañón es
Infantería que lo maneja. Un CH en Tipo de Ob- Blindaje de Composición Rígida/Perfo- movido, perderá su estatus emplazado.
jetivo Vehicular dobla el número TK de esa rante de blindaje de Carcasa Desprendible)
Si esta disponible esta listada en el dorso 6.4 Colocación Inicial Escondida (HIP):
arma. Un CH en Tipo de Objetivo Área se re-
suelve doblando el FP del arma en la IFT. El de la ficha como “A” o “D” respectiva- Un Cañón emplazado y su dotación siempre
TEM no se aplica. Sea cual sea el número de ob- mente y siempre usa la columna 1 FP en la podrán ser colocados inicialmente utilizando
jetivos en una localización impactada por un Im- IFT contra Infantería. Colocación Inicial Escondida (HIP) a menos
pacto Crítico, las disposiciones especiales de un HE: (Munición Explosiva): munición estándar que lo hagan en una carretera pavimentada. El
Impacto Crítico se aplican sólo a un objetivo de- contra-personal. propietario del Cañón anotará la localización del
terminado aleatoriamente. Cañón y el CA durante la colocación inicial. El
HEAT: (Munición Antitanque Altamente Ex- Cañón y la ficha de dotación se colocan la lado
6.2 Números de Agotamiento y Munición plosiva): sólo puede utilizarse HEAT contra del tablero, hasta que el Cañón pierda su condi-
Especial: infantería en edificios o contra Cañones y ción HIP. Un Cañón HIP en Campo Abierto o en
Los Cañones/MA tienen munición AP (ex- vehículos. Tienen su propia tabla para Des- una carretera no pavimentada, pierde su condi-
cepto morteros) y HE a menos que uno de estos truir y atacan en la columna de la IFT infe- ción HIP cuando una unidad enemiga en Buen
tipos de munición este listado en el dorso de la rior en uno a la HE normal. LATW indican Orden esté a menos de 16 hexágonos y tenga
ficha. Si dicha munición ilimitada esta disponi- su FP en la ficha. Si esta disponible para una LOS hasta el Cañón.
ble, se asume que los ataques ITT usan HE y los otro que no sea SCW, esta listado en el
dorso de la ficha como “H”. Un Cañón que dispara, cambia su CA o intenta
ataques VTT usan AP a menos que se anuncie moverse o cuya dotación se mueva, perderá su
otra cosa antes del ataque. Algunas Armas tienen s: (Humo): el Humo de Artillería (1.2.5) en una condición HIP. Además, si una unidad de infan-
la posibilidad de usar Munición Especial, lo cual ficha de 5/8” se coloca al inicio de la PFPh tería enemiga intenta entrar en un hexágono que
figura indicado al dorso de la ficha mediante un o DFPh consiguiendo un impacto en Tipo contenta un Cañón HIP, la unidad enemiga ten-
símbolo de Munición Especial seguido de un de Objetivo Área. Si se hace en la PFPh, drá que volver a su hexágono previo, su movi-
Número de Agotamiento. Si el Número de Ago- coloque una ficha de Humo +3; si se hace miento concluirá y el Cañón perderá su
tamiento tiene una fecha como superíndice en la DFPh, coloque una ficha de Humo condición HIP. Un cañón también perderá su
(p.ej.: 4 = 1944, J4+E = junio de 1944 en Eu- Disperso +2. Una vez que el disparador condición HIP si un AFV enemigo entra en su
ropa), entonces dicha posibilidad dependerá de haya disparado cualquier otra cosa que no hexágono. Un Cañón que pierda su condición
la fecha. El intento de disparar Munición Espe- sea Humo durante esa PFPh/DFPh, no HIP por cualquier razón será emplazado sobre
cial tiene que ser anunciado previamente a rea- podrá disparar más Humo en esa fase. el tablero en su localización anotada.
lizar la DR TH. Si la DR TH original es inferior
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22
Un ataque contra un Cañón HIP se resuelve
como Fuego de Área con la mitad de FP en la Ejemplo de Emplazamiento y Movimiento a Mano:
IFT o por Artillería, añadiendo un DRM +2. El Cañón AT de 57mm en xD6 manejado por la dotación 2-2-7 co-
Cualquier TEM o beneficio por Escudo de menzó el escenario emplazado y HIP; no podría haber sido emplazado ni
Cañón se aplican. Si el ataque resulta efectivo, el estar HIP de estar manejada por otra unidad que no fuera una dotación.
Cañón perderá su condición HIP y el ataque será Dado que está en un hexágono de Campo Abierto/carretera no pavimen-
resuelto. tada, 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
6.5 Movimiento de Cañones: contra todos los ataques. Por tanto, todo disparo de artillería añadiría un
Un Cañón QSU (1.2.6) puede ser movido a +2 a la DR TH. Si fuera impactado por artillería, una DR original en la IFT
mano durante el juego y desplazado a una nueva que resulte en un KIA eliminaría a la dotación y al Cañón (o si fuera un
localización. Cada Cañón tiene un número de K, eliminaría a la dotación y haría que malfuncionara el Cañón). Si la DR
movimiento a mano en la esquina superior dere- en la IFT original no fuera un KIA/K original, y el impacto se produjera
cha que comienza con una “M”. Para moverlo a a través del CA del cañón, la dotación añadiría el modificador +2 por el
una nueva localización en la MPh, el propietario Escudo (disponible en los Cañones AT) a la DR en la IFT.
tienen que sacar menos o igual que el número 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
de movimiento a mano, modificado por los
mano el Cañón en la MPh (perdiendo su HIP si no lo ha hecho ya); si
DRM apropiados que se encuentran en la plan- tiene éxito, le costará 4 MF (el doble del coste normal). El número para
tilla de ayuda al jugador. El coste en MF de mover a mano es 10, como se indica en la ficha. Los DRM aplicables (in-
mover a mano un Cañón es el doble del coste dicados en la QRDC) son +1 por TEM, +4 por el coste en MF y -1 por el
normal para el tipo de terreno al que se entra. jefe, para un total de +4. Si el norteamericano saca un 5 o menos, el
Una unidad moviendo un Cañón a mano no Cañón, la dotación y el jefe se mueven a D5, y pueden intentar mover a
puede utilizar Movimiento de Asalto ni acarrear 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
ningún PP. Puede utilizarse Paso Ligero pero no y se detendrá. En ambos casos, el norteamericano podrá cambiar el CA del Cañón. Si saca un 7 o más, no podrá
el bono por carretera. Si la DR final de movi- mover este turno ni cambiar su CA. Habiendo sacado menos de 6, se mueve a D5 y puede intentar mover a mano
miento a mano es menor que el número de mo- el Cañón otra vez a D4 con un coste de 2 MF más. Todavía necesitará una DR final menor de 10 para llegar allí,
vimiento a mano, el Cañón ha sido movido con pero los DRM son +2 por MF y -1 por el jefe para un total de +1. Si en lugar de haberse movido originalmente
éxito a la nueva localización y si la unidad(es) 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
tienen suficientes MF restantes, podrán conti- -2 por cruzar un lado de hexágono de carretera, para un total de 0. Si un pelotón poseyera el Cañón en lugar de
nuar intentado mover a mano el Cañón a otro la dotación, habría un DRM adicional de -1. Si un pelotón extra fuera parte del apilamiento que intenta mover
hexágono. Si la DR final de movimiento a mano el Cañón, tendrían un DRM -2 adicional. En todos los casos, cualquier ataque contra el apilamiento que mueve
es igual al número de movimiento a mano, el a mano el Cañón recibiría el DRM -2 por Movimiento Peligroso y no recibiría el DRM del Escudo. En todos los
Cañón y quienes lo empujan podrán entrar al casos, ninguna de las unidades que mueven el Cañón podría disparar en la AFPh ni avanzar en la APh.
nuevo hexágono pero no podrán moverse más Habiéndose movido, el Cañón ya no estará emplazado en adelante. Todos los ataques con el Armamento Per-
sonal, MG o DC a través del CA recibirán el DRM +2 por el Escudo del que disponen los Cañones AT, como
en ese turno. Si la DR final de movimiento a
también toda DR en la IFT después de un impacto de artillería a través del CA que no haya resultado en un
mano es superior al número de movimiento a KIA/K original.
mano, ni el Cañón ni quienes lo empujan podrán
moverse durante ese turno. Un Cañón no puede obtiene un impacto (distinto de un CH) sobre un SW (fichas de (1/2”). Los Morteros con un cali-
ser movido en la APh ni tampoco lo podrá hacer Cañón a través del proceso Para Impactar, el dis- bre superior a 60mm, son Cañones. Los morte-
ninguna unidad que haya intentado mover un parador tirará los dados en la IFT para determi- ros no pueden disparar desde un hexágono de
Cañón durante ese turno. Un Cañón o unidad nar el efecto sobre el Cañón y la dotación. Si la edificio. Los Morteros utilizan siempre Tipo de
que intente moverse mediante el movimiento a DR final (previamente a aplicar ningún DRM Objetivo Área, pero no pierden la ROF al ha-
mano no podrá disparar en la AFPh. Mover a por escudo) resulta en un KIA, el Cañón resulta cerlo. Los Morteros no pueden disparar a obje-
mano un Cañón, es un Movimiento Peligroso y destruido junto con la Infantería que lo maneja. tivos más cercanos que su alcance mínimo ni
toda unidad involucrada en mover a mano un Si es un K, implicará que el Cañón malfunciona más lejos que su alcance máximo. Dichos alcan-
Cañón recibirá un DRM -2 para cualquier ata- y que la Infantería que lo maneja sufre Reduc- ces figuran indicados entre paréntesis debajo del
que de fuego dirigido contra ella durante ese ción por Bajas. Estos resultados son considera- número que indica la ROF. Toda DR original de
dos Impactos Directos. Si la DR en la IFT no 2 que suponga un impacto para un Mortero, es
Turno de Jugador, sea cual sea la fase de fuego,
resulta en un Impacto Directo, entonces el resul- un CH (6.1).
hasta que quede paralizada. Ni FFMO ni tado es considerado un Fallo Cercano y cual-
FFNAM se aplican al Movimiento Peligroso. quier TEM por escudo aplicable se sumará a la 6.10 Adquisición de Objetivo:
Los Cañones no-QSU (es decir, Cañones que misma DR para determinar el efecto sobre la In- Cuando un Cañón/MA realiza una
tienen que ser sacados de su armón (unlimbered) fantería que maneja el Cañón. DR Para Impactar utilizando Tipo de
para poder disparar; 1.2.6) no pueden moverse Objetivo Infantería o Tipo de Obje-
durante el curso de un escenario ASLSK. 6.8 Equivalencia a Potencia de Fuego de
Infantería (IFE): tivo Vehicular puede colocar una ficha de Obje-
6.6 Escudo del Cañón: tivo Adquirido -1 de 1/2” sobre su objetivo (o
Cualquier número que aparezca entre parénte- girar una ficha -1 hacia su lado -2). Esta ficha
Todos los Cañones AT e INF tienen un escudo sis junto al calibre de un Cañón/Vehículo indi-
para ayudar a proteger a sus dotaciones. Los es- de Objetivo Adquirido se aplica como DRM a
can la IFE de ese Cañón. No todos los Cañones TH para disparos subsiguientes realizados por
cudos protegen a la dotación en Buen Orden que tienen esa opción. La IFE se utiliza directamente
los manejan (sólo) de la mayoría de los ataques esa pieza Artillera. Un mismo objetivo puede ser
en la IFT sin utilizar el proceso Para Impactar,
que se originan dentro del Arco Cubierto del adquirido por más de un Arma pero nunca por
como si el Cañón fuera una MG, aunque todavía
Cañón. Infantería moviendo a mano un Cañón sería aplicable del modificador de DR por cam- más de -2. El objetivo permanece adquirido
no obtendrá el beneficio protector del escudo. bio de CA si es necesario. Un Cañón que utiliza hasta que la pieza Artillera o la Infantería que la
La dotación protegida por un escudo, podrán su IFE tiene su ROF reducida en uno y no podrá maneja abandone su actual localización, cambie
añadir un +2 a la DR en la IFT (+1 contra fuego formar un FG con otras unidades, ni utilizar, el CA sin disparar, ataque a un objetivo distinto,
de Mortero; 0 contra FT). El DRM del escudo ganar o retener ninguna forma de Adquisición malfuncione, dispare Humo, o utilice su IFE, o
nunca será acumulable con ningún otro TEM (ni de Objetivo. La IFE tiene un alcance normal de hasta que la Infantería que la maneja resulte eli-
siquiera con el de Emplazamiento) pero pueden 16 hexágonos, no se considera Artillería y no su- minada, no esté en Buen Orden, ya no posea la
modificar una DR en la IFT después de que el frirá los efectos de la Cobardía. Al igual que una pieza Artillera, dispare su FP inherente, o utilice
TEM incluyendo emplazamiento haya sido uti- MG, un Cañón/MA usando su IFE podrá reali- Interdicción, o un AFV dispare su CMG aun he-
lizado para modificar la DR Para Impactar. El zar Subsiguiente Primer Fuego y Fuego Protec- xágono diferente o hasta que el objetivo aban-
DRM del escudo nunca se aplica a un Impacto tor Final en la MPh, y si estuviera ya marcado done la LOS después de haber entrado en un
Directo (6.7). con una ficha de Primer Fuego en la DFPh, nuevo hexágono. Sin embargo, en este último
podrá disparar a una unidad adyacente a la mitad caso, el último hexágono en que estuvo el obje-
6.7 Cañones como Objetivos: tivo previamente a abandonar la LOS, retendrá
de potencia y con su número B# reducido en 2
El color del número M# (6.5) indica el tamaño y sufrirá eliminación permanente con una DR la adquisición. Si otra unidad enemiga entra en
como objetivo del Cañón. Si el número M# es original de 12 en la IFT. ese hexágono, entonces recibirá la adquisición.
impreso sobre un círculo con el fondo blanco, el Cambie la ficha de Objetivo Adquirido de 1/2”
Cañón es un objetivo pequeño. Si está pintado 6.9 Morteros:
por una ficha de 5/8” si el Cañón dispara luego
en rojo, el Cañón es un objetivo grande. Un CH Los Morteros se cla- al objetivo utilizando Tipo de Objetivo Área.
destruye automáticamente tanto al Cañón como sifican bien como Ca-
ñones (ficha de 5/8”) o Si un apilamiento de unidades adquiridas se
a la Infantería que lo maneja. Una vez que se dispersa y entra en diferentes hexágonos, el
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23
tirador podrá retener una ficha de 1/2” sobre uno La sección de Vehículos (7.) emplea muchas abreviaturas que están definidas en el glosario en las
de los Objetivos Adquiridos previamente, a su páginas 5-7. Para facilitar las referencias esta tabla incluye algunas de las abreviaturas más
elección. Si un Objetivo Adquirido aparente- comunes en la sección 7.
mente abandona la LOS del Cañón/MA, se
podrá realizar un chequeo de LOS gratuito. Si AAMG: Ametralladora Anti-Aerea LOS: Línea de Tiro
el chequeo de la LOS revela que no hay LOS AF: Factor de Blindaje MA: Armamento Principal
hasta ese hexágono, la ficha de Adquisición de AFV: Vehículo Acorazado de Combate MG: Ametralladora
Objetivo de 1/2” será devuelta al último hexá- B#: Número de rotura MP: Puntos de Movimiento
gono al que el Cañón/MA tuvo LOS. BMG: Ametralladora del Casco NT: Arma sin Torreta
6.11 Adquisición de Área: BU: Escotillas Cerradas Tipos de Torreta:
CE: Dotación Expuesta. T: Torreta de Giro Rápido
Una Adquisición ganada mien- CMG: Ametralladora Coaxial ST: Torreta de Giro Lento
tras se utiliza Tipo de Objetivo DR: Tirada de dados RST: Giro Lento Restringido
Área, es marcada con una ficha de DRM: Modificador de Tirada de Dados TEM: Modificadores por Efectos del Terreno
Objetivo Adquirido de 5/8”. Todas FT: Lanzallamas TH: Para Impactar [To Hit]
las reglas de la adquisición de 1/2” son aplica-
HE: Alto Explosivo TK: Para Destruir [To Kill]
bles, excepto que la adquisición se consigue
sobre un hexágono en lugar de sobre un obje- IFT: Tabla de Fuego de Infantería TCA: Arco Cubierto de la Torreta
tivo. Una adquisición de 5/8” no puede “perse- ITT: Tipo de Objetivo Infantería VCA: Arco Cubierto del Vehículo
guir” a un objetivo; el disparador tendría que LATW: Arma Ligera Anti-Tanque VTT: Tipo de Objetivo Vehicular
volver a adquirir el objetivo en el nuevo hexá-
gono al que se mueva. Los Morteros siempre
utilizan Adquisición de Área. El Humo puede 7.1 Factor de Blindaje (AF): de 12 y sufre Munición limitada con cualquier
beneficiarse de una Adquisición de Área si se Cada AFV tiene listados dos factores de Blin- otro TH DR mayor o igual a la B# rodeada. Un
dispara dicha munición a un hexágono que ya daje (AF); uno sobre el otro. El AF superior es resultado de Munición Limitada incluye a todos
haya sido adquirido, pero los disparos de Humo para el encaramiento frontal del Vehículo mien- los tipos de munición que el vehículo pueda
no ganan adquisición y una vez que se realizan tras que el AF inferior es para el encaramiento usar. Un vehículo sufriendo Munición Limitada
se pierde cualquier adquisición que pudiera Lateral/Trasero del Vehículo. Señalar que 0 se es marcado con una ficha de Munición Limitada
haber tenido el Cañón. Cambie la ficha de Ob- considera un Factor de Blindaje. Cada AF lis- [Low Ammo], lo que crea un nuevo B# uno
jetivo Adquirido de 5/8” por una ficha de 1/2” si tado también representa el factor de blindaje menos que el rodeado B# original y causa que la
el Cañón/MA dispara luego a un hexágono uti- tanto del casco como de la torreta. El AF de MA este permanentemente deshabilitada con un
lizando Tipo de Objetivo Infantería o Tipo de casco/torreta solo es diferente si el encaramiento TH DR mayor o igual al B# original rodeado.
Objetivo Vehicular. esta encasillado por un circulo o un cuadrado, 7.3 Tamaño de Vehículo como Objetivo.
6.12 Rotura de Artillería: lo cual reduce o incrementa el AF de la torreta Todos los vehículos están marcados por uno
Un Cañón o Mortero SW que no tengan un nú- con relación con el AF del casco. Un circulo re- de los cinco posibles tamaños de objetivo que
mero B# en su ficha, tienen un B# inherente de presenta inferior blindaje de la torreta en el en- sirven como TH DRM para ese vehículo. Un
12. Si la DR original Para Impactar es superior caramiento y por tanto el AF de la torreta se Objetivo Muy Grande (-2 TH) tiene ambos AF
o igual a su B#, ese Cañón/SW malfunciona. Un reduce al siguiente valor menor de AF. Un cua- superior e inferior impresos en rojo. Un Obje-
Cañón disparado por un pelotón o una HS tienen drado representa superior Blindaje de torreta en tivo Grande (-1 TH) tiene su AF superior im-
su B# reducido en 2, como también un Cañón el encaramiento y por tanto el AF para la torreta preso en rojo. Un Objetivo Mediano (0 DRM)
capturado o un Cañón que utilice Fuego Inten- se incrementa al siguiente valor mayor de AF. tiene ambos AF impresos en negro. Un Objetivo
sivo (o IFE si ya estuviera marcado como Pri- Los valores de Blindaje son los siguientes: 0, 1, Pequeño (+1 TH) tiene su AF superior impreso
mer Fuego) mientras que un Arma disparada por 2, 3, 4, 6, 8, 11, 14, 18, y 26.
una MMC Inexperta tendrá su B# reducido en sobre un punto blanco. Un Objetivo Muy Pe-
1. En cualquier caso, una DR original Para Im- 7.2 Armamento Principal y Tipos de Torreta: queño (+2 TH) tiene ambos AF impresos sobre
pactar (o en la IFT) igual a su B# original pro- Cada vehículo armado tiene un arma inherente puntos blancos.
vocará la eliminación permanente. Si un Cañón como armamento principal (MA). El MA apa- 7.4 AFV como Protección y Resto [wreck]:
QSU o un Mortero SW malfuncionan, gire la rece como un número grande en la esquina infe- Toda la infantería en la misma localización que
ficha hacia su dorso; coloque una ficha de Mal- rior izquierda representando el calibre de la MA un resto/AFV amigo recibe un +1 TEM a menos
funcionamiento (Malfunction) si se trata de un y longitud de ánima. El MA puede estar mon- que el resto/AFV movió/este moviendo en la
Cañón que no está en su armón. Los Cañones y tado en la torreta o en el casco. Todo vehículo MPh del presente turno de jugador. En este caso
Morteros SW se reparan con una dr de “1” y con un círculo fino blanco rodeando el dibujo un +1 TEM DRM se aplicará después de la
ambas resultan definitivamente eliminadas con del vehículo tiene una MA de Torreta de Giro AFPh del presente turno de jugador. Este TEM
una dr de “6”. Rápido (T). Todo vehículo con un cuadrado fino solo es aplicable si la unidad no puede reclamar
blanco rodeando el dibujo del vehículo tiene una ningún otro TEM, pero es acumulativo con
Aunque toda la sección 7 es nueva, no ha sido MA de Torreta de Giro Lento (ST). Todo vehí- DRM aplicable al tirador por Humo o Estorbo.
sombreada. culo con un círculo grueso blanco rodeando el La infantería no resulta afectada por la elimina-
dibujo del vehículo tiene una MA de Giro Lento ción de un vehículo en su hexágono.
Restringido (RST). Un MA RST AFV esta con-
siderado un MA ST AFV para TH DRM excepto Un resto se crea cuando un vehículo es elimi-
7.0 Vehículos: en que no puede disparar su MA/CMG mientras nado. Esto se hace girando la ficha de vehículo
el AFV tenga su Dotación Expuesta (CE). Final- a su lado blanco. Cada AFV/resto incrementa el
Los vehículos son representados por fichas de coste para entrar en ese hexágono para otros ve-
5/8” con un dibujo cenital de un vehículo. Los mente, cualquier vehículo sin ese circulo o cua-
drado en la ficha se considera Sin torreta (NT) y hículos en 2MP si entran vía un lado de hexá-
Vehículos Acorazados de Combate (AFV) tie-
por tanto su MA esta montado en el casco. Un gono de carretera o 1 MP en otro caso; estas
nen Factores de Blindaje (AF) y se incluyen dos
tipos de AFV; Completamente con cadenas y MA sin B# escrito tiene un B# inherente de 12; penalizaciones se duplican en bosque. Los restos
Coches Blindados. La forma del símbolo blanco la rotura y reparación de MA es como la de un no contribuyen para sobreapilamiento.
detrás del lote de Puntos de Movimientos (MP) cañón (6.12) excepto en que la MA se marca con 7.4.1 Estorbo a la LOS por AFV/Resto:
en la esquina superior derecha de la ficha iden- una ficha “Malfunctioned” y con una ficha de Hay un DRM +1 por estorbo a la LOS al
tifica el tipo de vehículo y su tipo de movi- “Disabled” (Permanentemente estropeado) en mismo nivel por disparar a través (no hasta o
miento. Un fondo blanco circular detrás del lote lugar de seguir eliminado si en el intento de re- desde) un hexágono que contenga al menos un
MP identifica un Coche Blindado (AC) mientras paración se saca un 6. MA y MG de vehículo no resto/AFV pero este no se aplica hasta después
que un ovalo blanco detrás del lote de MP iden- pueden ser reparados cuando esta Conmocio- de la AFPh si el AFV/resto mueve/movió du-
tifica un vehículo completamente con cadenas. nado [shocked] o en Destrucción no confirmada rante la MPh del presente turno de jugador. El
Cualquier número MP impreso en rojo significa [UK]. estorbo no se aplica si el hexágono de
que el vehículo es propenso a fallos mecánicos
al arrancar. Los números MP negros son los es- 7.2.1 Munición limitada: resto/AFV no puede ser visto por ambos, el tira-
tándar. Ver el libreto de Notas Históricas de Ve- Una MA con un B# rodeado por un circulo se dor y el objetivo.
hículos y Artillería. estropea [malfunction] con un TH DR original
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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 arran-
car. 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 en-
trar en F4 donde intenta activar sus descar-
gadores 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 co-
locando un ficha de Humo +2 en F4. Si hu-
biera 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 Los Mortero de Humo (sM) ponen humo dis- El Nahverteidigungswaffe (sN) ponen humo
Descargadores de Humo (sD), Morteros de perso (+2, ficha de 5/8”) en cualquier he- disperso (+2, ficha de 5/8”) en el hexágono
Humo (sM), Botes de humo (sP), y el Nahvertei- xágono a la elección del lanzador que este del AFV. La tripulación debe estar BU para
a una distancia de 1-3 hexágonos del AFV usar el sN. El sN también puede ser usado
digungswaffe (sN) son todo lanzadores de humo
dentro de su LOS y TCA. Si el AFV cambia durante la CCPh como un ataque contra
de vehículos. Un AFV esta equipado con dichos
su TCA para disparar un sM, se aplicará un unidades enemigas, pero sin colocar humo.
dispensadores de humo si contiene en el dorso
de la ficha la abreviatura apropiada y un número DRM al número de uso como si estuviera
de uso. Un AFV puede intentar lanzar humo una disparando. Un vehículo en Marcha/No pa- 7.6 Empantanamiento [Bog] y Presión al
vez por turno de jugador en la MPh pero solo si rado debe añadir +2 a su DR de uso de sM. Suelo:
la tripulación no esta aturdida [stunned] o con- Los DRM por estorbos entre el AFV y su
El empantanamiento ocurre cuando un vehí-
mocionada [shocked] y el AFV no ha disparado hexágono objetivo también se aplican a su
culo falla un DR de chequeo de empantamiento.
todavía ninguna arma (incluyendo fuego en DR de uso. Un AFV no puede disparar un Un vehículo debe hacer un Chequeo de empan-
marcha o Primer Fuego Defensivo) durante ese sM desde dentro de un edificio. tanamiento cuando entra en bosque o un edificio
Turno de Jugador. Usar un lanzador de Humo Los Botes de Humo (sP) ponen humo disperso y no lo hace durante el emplazamiento inicial.
cuesta 1 MP durante una MPh propia del AFV (+2, ficha de 5/8”) en el hexágono del AFV El efecto del empantanamiento tiene lugar en el
pero no hay gasto de MP por un intento de uso cuando son disparados con éxito. La Dota- hexágono en el que se entra. Un vehículo em-
sin éxito. Durante un MPh del oponente puede ción ha de estar CE para usar sP. pantanado no puede salir de su hexágono o cam-
hacerse un intento de uso de un lanzador de biar su VCA hasta que se libere, pero puede
humo siguiendo cada gasto de MP/MF por una cambiar su TCA si puede hacerlo en cualquier
unidad enemiga en la LOS del vehículo como si otro caso.
estuviera interviniendo como Primer Fuego De-
fensivo. El uso de Lanzadores de Humo no Ejemplo de Empantanamiento [Bog]: inmediatamente, su MPh ha terminado, y una
constituye el uso de un Arma; por tanto, un ve- ficha de empantanamiento se coloca sobre él.
hículo puede disparar todavía después de usar En su próxima MPh el ruso declara un intento
un lanzador de Humo. Incluso un vehículo in- de quitar empantanamiento. No se aplica
móvil puede intentar lanzar humo. DRM, pero cuando saca un 5 en el dado de
Cuando un jugador desea intentar lanzar humo color, el T-34/85 se queda Mired. En su si-
hace un DR. Si la DR Final es menor o igual a guiente Mph, él lo intenta de nuevo, esta vez
su número de uso, se pone una ficha de humo con un drm +1 en el dado de color debido a
según el tipo de lanzador de humo. Si el DR estar Mired. Saca un 3 con el dado de color.
final es mayor que el número de uso, no ha sido que se convierte en un 4 – desenpantanando el
exitoso pero el jugador es libre de intentarlo de T-34/85 – y un 6 en el dado blanco. Multipli-
nuevo en otro turno de jugador. Un AFV debe cando los dos dados juntos se obtiene el coste
añadir +1 a su DR de uso si esta BU. 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
Los Descargadores de Humo (sD) ponen vT7. Si el T-34/85 hubiera sacado un 3 en el
humo disperso (+2, ficha de 5/8”) en el he- dado blanco en su segundo intento de desem-
xágono del AFV cuando tiene éxito. pantanarse, le hubiera costado solo 9 MP
Al principio de su MPh, el T-34/85 entra a vT7 arrancar (3 veces 3), y el tanque hubiera po-
a un coste de 8 MP – la mitad de su MP – y dido gastar para mover sus 7 MP restantes. Si
hace un chequeo de empantanamiento con un para empezar hubiera usado todos sus MP para
+4 DRM: +1 por Presión Normal al Suelo y entrar vT7, el único DRM aplicable al chequeo
+3 por entrar en bosque gastando la mitad de de empantanamiento hubiera sido +1 por la
su MP. El DR ruso es 9 que da como resultado presión normal al terreno, y no hubiera que-
un DR final de 13. El T-34/85 esta empanta- dado empantanado por sacar un 9 en su
nado en el hexágono vT7, y se para Chequeo de empantanamiento.
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25
Si la DR final del chequeo de empantana- disparado durante su PFPh. Se intenta quitar el humo) y puede disparar normalmente. De todos
miento es mayor o igual a 12, el vehículo se em- empantanamiento gastando una cantidad de MP modos, después de la fase en la que quede em-
pantana, se marca con una ficha de para arrancar igual al dr original de color por el pantanado se acaba, no puede cambiar su VCA
empantanamiento [bog], y se para, y tiene que dr original blanco. El coste de MP se dobla si el o disparar sus armas montadas en el casco a uni-
terminar su MPh inmediatamente. El chequeo vehículo es sin cadenas. Si la dr de color es 1-4 dades en su hexágono a menos que la unidad
de empantanamiento esta sujeto a los DRM que el vehículo se libera, incluso si el gaso de MP entre durante esta MPh por dentro de la VCA del
se encuentran en la QRDC incluyendo Presión para arrancar es mayor que su total de MP, pero vehículo y solo durante el uso de MF/MP para
al Suedlo. La Presión al Suelo de un vehículo se todavía esta en el hexágono de empantana- entrar al hexágono, no por otro MF/MP gastado
identifica por la letra de unidad en la esquina su- miento. El vehículo puede usar todos los MP en el hexágono.
perior izquierda de la ficha de vehículo. Cual- restantes para mover normalmente,. Si el dr de
quier vehículo cuya letra de unidad este color fuera un 5, el vehículo quedaría Mired y su
encasillada por un cuadrado tiene Baja Presión ficha de empantanamiento se gira a su lado 7.7 Dotación Expuesta (CE)/
al Suelo. Si esta encasillada en un circulo tiene Mired lo que añade un +1 a un futuro intento de Escotillas Cerradas (BU):
Alta Presión al Suelo. Si no hay nada, tiene Pre- quitar empantanamiento mientras este Mired. Si Una dotación inherente de AFV esta o con Es-
sión al Suelo Normal. el dr de color es un 6 ó más, entonces el vehículo cotillas Cerradas (BU) o Dotación Expuesta
Un vehículo móvil de otro modo, puede inten- queda inmovilizado. Un vehículo empantanado (CE). Un AFV se considera que esta BU a
tar eliminar el estado de empantanamiento al todavía puede gastar MP para actividades no re- menos que este bajo un ficha CE indicando que
principio de su MPh a menos que haya lacionadas con el movimiento (lanzadores de esta CE. Una Dotación BU no es vulnerable a

Ejemplo Para Destruir / Para Impactar 10, el ruso saca un 10 e inmoviliza el PzKpfw Si la arboleda estuviera fuera de temporada
[To Hit/To Kill] IIIN. (Noviembre a Marzo), entonces el KV-1E y el
(usar la ilustración de la página 24) En la AFPh el PZKpfw IIIN devuelve el fuego PzKpfw IIIN en C6 (atrás donde empezó) po-
al KV-1E. (El alemán hubiera podido disparar drían verse una a la otra al principio de la MPh.
Vamos a considerar las posibilidades de im- Cuando la PzKpfw IIIN gasta 1 MP para arran-
pactar del KV-1E en E3 durante la MPh del durante su MPh esencialmente con las mismas
probabilidades pero entonces no hubiera colo- car, el KV puede disparar. El TH# es 10, y los
PzKpfw IIIN que empieza en C6. Si la arboleda DRM son +1 BU (Caso 13) y +2 Estorbo de ar-
está en temporada (Abril-Octubre) los tanques cado una ficha de Adquirido para un futuro uso).
Él declara que intenta un disparar HEAT (H9) y boleda (Caso 18) por D4 y E4 (el lado de hexá-
no pueden verse entre ellos hasta que el PZKpfw gono E4 de este terreno inherente es suficiente
IIIN entre en G5 porque la arboleda en D4 y E4 también tiene un número básico para impactar
de 10. Los modificadores del DR para impactar para invocar el Estorbo) para un total de +3.
bloquea la LOS desde E3 al nivel inferior de los Aunque el IIIN ha arrancado, y no ha entrado
hexágonos C6, C5, D4, E5 y F4. Cuando el son +4 por Fuego en Marcha de Cañón T (Caso
14), +1 BU (Caso 13), +2 Estorbo de Humo todavía a un nuevo hexágono y por tanto no es
PzKpfw IIIN entra en G5, el KV-1E cambia su un objetivo en movimiento para aplicar el caso
VCA o TCA para incluir G5 dentro del CA de su (Caso 18), y -1 Tamaño del objetivo (Caso 22)
para un DRM total de +6. El alemán saca un 5 y 24. Si el KV impacta al IIIN, impactaría el AF
armamento principal, y cambiar el TCA incurre frontal de 6 da lo mismo que golpee el casco o
en una penalización menor. El KV-1E dispara falla ajustado pero todavía no agota su HEAT.
Si el PzKpfw IIIN no estuviera parado (o no es- la torreta. La LOS entra en C6 a lo largo del vér-
con Tipo de Objetivo Vehicular; cruzando la re- tice de hexágono que divide el frontal de torreta
ferencia de tipo de cañón (Ruso 76L) con la dis- tuviera inmovilizado) hubiera tenido que doblar
el dr inferior (Caso 16). y el lateral de torreta, el encaramiento del obje-
tancia (3 hexágonos) en la carta para Impactar tivo usado es el menos ventajoso para el tirador.
del Tipo de Objetivo Vehicular se obtiene un En el siguiente Turno cuanto del KV dispara (El AF lateral del casco del IIIN es 3; su AF la-
Para Impactar # de 10. El DR para Impactar se en la PFPh Rusa su Para Impactar # permanece teral de torreta es 4, un nivel por arriba de 3). El
modificará como sigue: +2 por el primer vértice en 10. Modificadores DR para impactar son +1 KV dispara y saca un 7 (dado de color de 4), im-
de hexágono cambiado por un Cañón ST (Caso BU (Caso 13), +2 Estorbo de Humo (Caso 18), pactando al IIIN en el casco; usando el AP TK#
8); +1 BU (Caso 12; indicar que este Cañón y -2 Objetivo Adquirido (Caso 20) Para un total básico de 12 deduce un Final TK# de 6. El ruso
RST no puede disparar estando CE); +2 por ve- de +1. saca un 7 en el TK DR, consiguiendo una Posi-
hículo en movimiento (Caso 24; el PzKpwf IIIN Asumiendo que el PzKpfw IIIN todavía sobre- ble Conmoción. El alemán pasa entonces su
gasta más de 3 MP en LOS para entrar en G5); viva en la DFPh, su para impactar # seguiría MC, evitando la conmoción. Al no haber efecto
+2 Estorbo de humo (Caso 18; La arboleda no siendo 10 y el TH DRM sería +1 BU (Caso 13), en el vehículo, la dotación CE sufre un ataque
estorba lo LOS entre dos niveles más altos); +2 Estorbo de Humo (Caso 18), -1 Tamaño de colateral de 2 FP para un impacto de AP usando
para un total de +7 DRM (el disparo sería el Objetivo (Caso 22), y -1 Objetivo Adquirido el mismo TK DR para resolver el ataque en la
mismo en la DFPh, asumiendo que nada cam- (Caso 20) para un total de +1 DRM. Si él im- IFT pero con un +2 CE DRM. En este caso en
biara). El ruso saca un 3 (1 en dado de color), pacta con HE, su HE TK# de 7 es básicamente particular (y muchos otros), cualquier AP TK
impactando al PzKpfw IIIN en el frontal de su inútil contra el KV. Si impacta con HEAT, tendrá DR que no afecta al AFV tampoco tendrá efecto
torreta. (Si el dado de color hubiera sido 2 y el un TK# de 13. Con un Impacto en torreta el IIIN en el Ataque Colateral 2 FP.
blanco 1, el Mark III hubiera sido alcanzado en golpearía al KV-1E en el Factor de Blindaje El ruso podría haber declarado que el KV
la trasera del casco). frontal de 11, y el TK# Final de 2 sería difícil de usaba munición HE, mientras aun usa el Tipo de
El AP TK# para el cañón ruso 76L a una dis- conseguir. Un impacto en el casco golpearía el Objetivo Vehicular con las mismas probabilida-
tancia de 3 es 12 en la tabla AP para destruir. Blindaje lateral de 8 (ya que el VCA no esta des de alcanzar al IIIN. Después de un impacto,
Restando el Factor de Blindaje Frontal de To- apuntado al Mark III), y el resulta un final TK# una mirada a la carta de HE y Llamas TK mues-
rreta de 6 obtenemos un TK# Final de 6. El ruso de 5 es más razonable de alcanzar. (El cuadrado tra que el HE TK# en la columna 70+ es 7, ob-
saca un 7, uno mayor que el TK# Final, resul- alrededor del Factor de Blindaje Lateral 8 indica teniendo un TK# Final de 1 contra el AF frontal
tando en Posible Conmoción. El PzKpfw IIIN que el Blindaje lateral de la torreta es 11, un de 6 – Imposible de conseguir. El Ataque Cola-
pasa su MC, evitando la Conmoción [Shock]. paso arriba del 8). teral subsiguiente sería en la columna 12 FP;
El Ruso entonces hace Fuego Intensivo con el Si en lugar de usar Tipo de Objetivo Vehicular añadiendo el +2 CE DRM al TK DR original de
KV-1E. (No podría hacer Fuego Intensivo a una (como se ha hecho en todos estos disparos) el 7, el final es 9 en la columna 12 FP resulta en
unidad no adyacente en la DFPh.) El Para Im- PzKpfw IIIN usara el Tipo de Objetivo Área, un MC sobre la dotación. Si la dotación saca
pactar # permanece en 10, pero con modifica- entonces su Para Impactar # básico a esta dis- igual a su moral y se paraliza, Cerrara escotillas.
dores ligeramente diferentes en el DR Para tancia sería 7 y el TH DRM sería el mismo para Si la dotación falla el MC, el AFV estará Atur-
Impactar: +1 BU (Caso 13), +2 Objetivo en Mo- un total de +1. Si este impacta en el KV, el resul- dido y Cerrara escotillas, parará y se pondrá una
vimiento (Caso 24), y +2 Estorbo de Humo tado se determinaría en la columna 6FP de la ficha Stun. Si la dotación saca un 12 en su MC,
(Caso 18) todavía se aplican; Caso 8 por cam- IFT (mitad de columna 12 FP usada normal- El AFV estará Aturdido y bajo Retorno; cerrara
biar el CA ya no se aplica, pero el +2 por Fuego mente para ataques 70+mm) con un +1 DRM escotillas, parará, y se pondrá una ficha STUN.
Intensivo (Caso 9) si lo hace, así como un -1 por por ser 8 el factor inferior de blindaje del KV.
Objetivo Adquirido (Caso 20) para un DRM El alemán necesita sacar un 2 ó 3 original para
total de +6. El ruso saca un 4 (dobles 2), impac- afectar al KV en la columna 6 FP con un Final
tando al PzKpfw IIIN en la trasera del casco, DR de 3 ó 4 (Dando un resultado K/# o uno
donde el AF es 3. Al ser un impacto trasero, el mayor) que podría o Conmocionar o Inmovilizar
TK# de 12 aumenta a 13, para un TK# Final de el KV, dependiendo de si fuera un Impacto en
torreta o Impacto en Casco.
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26
a ataques de fuego excepto a aquellos que pue- MG en la misma fase que su MA (contando dotación de otro vehículo si están CE pero solo
dan afectar al AFV. Una dotación BU debe aña- MPh y DFPh como una), anula su uso en otras puede apuntar a otro AFV como artillería si es la
dir +1 a todo TH DR de su MA. Estando BU se fases con la excepción de la CCPh, En su MPh, MA del vehículo. Las MG se averían con un DR
dobla el 1/2 MP de la tarifa de movimiento por un vehículo puede disparar sus armas solo desde de 12. Marcar esta MG con una ficha “malfunc-
carretera para AFV. el mismo hexágono, a menos que la MA retenga tion”. Se podrá reparar con un dr de 1 y estará
Un AFV debe estar CE para usar una AAMG. ROF. El FP de las varias MG/IFE de un vehículo permanentemente averiada con un dr de repara-
Un vehículo CE no puede entrar en un edificio; pueden disparar juntas para hacer un ataque asu- ción de 6, Marcar esta con una ficha “Disabled”.
de todos modos una vez un BU AFV esta dentro miendo que el objetivo este dentro de sus CA, o La AAMG solo puede ser reparada si la Dota-
de un edificio, puede ponerse CE. Una Dotación las IFE/MGs pueden hacer ataques separados ción esta CE. Una BMG con un punto blanco
CE esta dotada con un DRM protector de +2 de- contra diferentes objetivos; se aplica FG obliga- sobreimpreso sobre su factor de fuerza FP es una
bido a la protección parcial del AFV. El TEM torio. Si disparan juntas el peor CA DRM se MG de montaje fijo que requiere un drm +1 adi-
por CE no es acumulativo con otros TEM posi- aplica al ataque total. No importa si las MG dis- cional sea aplicado cuando la MG dispare a un
tivos. Una dotación CE no puede ser el objetivo paran antes o después que su MA. Adicional- objetivo que se mueva.
para artillería de otra forma que no sea como mente, una vez un vehículo dispara cualquier 7.9 Proceso Para Destruir:
parte de un AFV. arma montada en la torreta, cualquiera de sus
armas montadas en la torreta deben pagar las Un impacto obtenido sobre un vehículo
Una ficha CE puede ponerse durante el empla- mismas penalizaciones de CA que la primera usando un carta LATW TH o usando el Tipo de
zamiento y en adelante puede ponerse o quitarse arma que haya disparado. Si después de dispa- Objetivo Vehicular se resuelve en la tabla para
solo durante la MPh/APh del propietario ex- rar, otra arma montada en la torreta o MA que destruir (TK ) aplicable. Hay 4 distintas tablas
cepto debido a resultados de combate pero no haya mantenido ROF desea disparar a otro obje- TK (Tabla AP TK, Tabla APCR/APDS TK,
puede ser ambas cosas, puesta y voluntaria- tivo fuera de su TCA actual, el DRM solo apli- Tabla HEAT TK y la Tabla HE y Llamas TK) y
mente quitada o viceversa durante la misma cará el movimiento desde la TCA actual al cada una se consulta solo para resolver impactos
fase. Esta colocación no puede ocurrir en la nuevo TCA. Estos mismos principios se aplican usando su tipo de munición particular. Cada
MPh siguiendo una PFPh en la que el AFV dis- a armas montadas en el casco si cambia el VCA tabla TK lista un número TK para cada arma
pare o en la MPh simultáneamente con o des- para disparar. Si la VCA cambia, la TCA cambia capaz de usar ese tipo de munición.
pués de declarar Primer Fuego en Marcha. el mismo número de vértices de hexágono en re- El TK# de un impacto de artillería contra un
Ponerse CE o BU no constituye movimiento a lación con la VCA. Una Torreta de Giro Lento vehículo se encuentra consultando la tabla TK
efectos de Primer Fuego Defensivo, pero per- Restringido de AFV no puede disparar una usada por ese tipo de munición para encontrar
mite Primer Fuego Defensivo en su nuevo es- CMG mientras esta CE. el TK# listado para ese calibre de cañón, longi-
tado (CE o BU) por armas que de otra forma tud y distancia. El TK# entonces es modificado
pudieran disparar basándose en el último gasto Cualquier BMG/CMG/IFE disparando fuera
de su CA actual correspondiente debe añadir un por los modificadores aplicados listados en la
de MP o acción del AFV. Un vehículo que quede QRDC (si lo hay) para encontrar el TK# modi-
Conmocionado o Aturdido queda BU al menos DRM igual al caso pertinente TH DRM basado
en el tirador (MG casco = NT, CMG = T o ST ficado, Por último, el TK# Final se deduce res-
por el resto de la fase de jugador. tando al TK# Modificado el Factor de Blindaje
dependiendo del tipo de torreta). Un vehículo
7.8 Fuego de Ametralladoras/IFE vehicular. que use Fuego en Marcha de MG debe partir su del encaramiento del vehículo que ha sido al-
Muchos AFV tienen MG(s) de un tipo u otro. FP a mitad y un Primer Fuego en Marcha siem- canzado. El tirador ha de sacar menos que el nú-
el FP de MG esta listado en la porción inferior pre debe disparar dentro de su TCA (Usual- mero TK# Final para garantizar la destrucción
derecha de la ficha y esta listado por este orden mente deberá ajustar la TCA antes de disparar), del vehículo.
en Casco (BMG)/Coaxial (CMG)/Anti-aérea La MG vehicular que dispara durante la AFPh 7.10 Efectos en AFV:
(AAMG) tal como 2/4 o 2/4/4, o -/-/2. El arma- esta también a mitad a menos que sea una MA Un AFV ha sido destruido cuando el TK DR
mento MG/IFE de un AFV solo puede hacer un intentando un TK DR como artillería. Final hecho por fuego de artillería es menor que
ataque de fuego por turno a menos que MA del Una AAMG tiene un alcance de 8 hexágonos el número TK final. En este caso el vehículo se
vehículo tenga un ROF múltiple específico. El y puede disparar solo si la Dotación del AFV gira sobre su lado de resto. Hay algunos casos en
fuego de ametralladoras que no sea Combate esta CE. La CMG tiene un alcance de 12 hexá- los que un vehículo puede ser afectado por un
Cercano vehicular esta limitado a la misma fase gonos y la BMG tiene un alcance de 8 hexágo- ataque contra él pero no destruido. Todo AFV
que dispare la MA. Si un vehículo no dispara nos. Una MG vehicula puede atacar a la tiene una dotación inherente que no esta
representada

Ejemplo de MG Vehicular: para afectar al 4-5-8 solo con MGs). El Koenig cambio de eje de hexágono para Torreta de Giro
Tiger podría en lugar de eso haber optado por Lento). Esto quitaría la adquisición -1 sobre N9
En la Fase de Fuego de preparación el formar grupo de fuego con su BMG y CMG a la debido a disparar la CMG a un objetivo distinto.
PZKpfw VIb quiere disparar sus MG a los dos 4-4-7 en vO7, cambiando su TCA a M8/M9.
pelotones. El tanque dispara sus 3FP de Ame- Este ataque sería en la columna 8FP (añadir la
tralladora del Casco (BMG) y sus 2FP de Ame- AAMG no ayudaría) con +2 DRM (+2 por un
tralladora 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 preocu-
parse). 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 ma-
dera). El King Tiger podría haber elegido dispa-
rar 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

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27
por una ficha. Esta dotación chequea moral con que es conmocionado de nuevo no tiene penali- permanece con el AFV por el resto del escena-
el nivel de moral de su mejor MMC de infante- zación adicional excepto que la dicha de UK se rio. Un AFV que sufre un segundo resultado de
ría de élite no desorganizada (como se encuentra gira otra vez a su lado Shock. Aturdimiento hace Retorno [Recalled].
en la carta en la QRDC). Un TK DR Final igual al número TK Final de Retorno [Recall] también ocurre cuando un
Una posibilidad de Conmoción [Shock] ocurre cualquier AFV alcanzado por un impacto en el CE AFV sufre un resultado K/KIA o Bajas por
cuando una no-MG, no HE TK DR es uno casco resulta en inmovilización del AFV sin im- MC en la IFT. Poner una ficha STUN sobre el
mayor que el número TK Final de un AFV. portar el encaramiento del objetivo. Una HE/DC AFV el cual hace Retorno, que es tratado igual
Dicho AFV debe hacer un MC normal, el resul- TK DR Final uno mayor que el número TK que Aturdimiento excepto en que al final del
tado de fallarlo solo es la colocación de una Final en un impacto en el casco o un Ataque de turno de jugador la ficha STUN se gira sobre su
ficha Shock sobre el AFV. Una Conmoción au- fuego indirecto resultando en un K en la IFT lado Recall +1 y ese AFV debe intentar salir del
tomática es provocada por el efecto de HE en contra el casco también da como resultado in- área de juego a lo largo de un límite de tablero
torreta o el efecto de DC en torreta uno mayor movilización del AFV. Un ataque de amigo (el límite por el que cada bando ha en-
que el número TK Final/número de resultado K FT/MG/IFE nunca puede dar como resultado in- trado, o delante del que podía emplazarse sin
en la IFT o por un número TK por impacto en movilización. unidades enemigas entre medias) vía la ruta más
torreta igual al TK Final/resultado K en la IFT Si un la dotación CE de un AFV falla un MC, corta usando estado en marcha (3.3.2) lo más rá-
por fuego Directo o Indirecto y ataques con DC. o si una TK DR Final de una MG es igual al nú- pido que pueda. Si una MA AFV sufre rotura
La dotación de un AFV conmocionado es inca- mero TK Final la dotación esta aturdida y el permanente, el AFV hace Retorno (sin estar
paz de realizar cualquier acción. Si esta CE, AFV se marca con una ficha de Stun. Un AFV aturdido). No se ganan puntos de victoria por
debe inmediatamente ponerse BU. Un AFV Aturdido queda inmediatamente BU si estaba Retorno.
Conmocionado no puede mover ni para pivotar CE y no puede recuperar el estado CE hasta que 7.11 Resultados de Tipo de Objetivo Área:
o cambiar su TCA, interdicción o atacar, incluso pueda hacerlo en el subsiguiente turno de juga-
en CC. No hace falta gasto de MP para detener Un impacto usando el Tipo de Objetivo Área
dor. Un AFV Aturdido no puede disparar (in- contra un AFV se resuelve en la IFT usando la
el vehículo. Al final de la siguiente RPh, el AFV cluso en CC), mover (incluyendo cambios de
debe hacer un dr para recuperación. Con un 1-2 mitad de FP de la columna que representa el ca-
CA) o gastar MP por ninguna razón durante el libre de artillería. Usando la misma DR para
la ficha Shock se quita. Con un 3-6 la ficha restante turno de jugador, e inmediatamente se
Shock se gira sobre lado Destrucción no confir- efectos para todas las unidades alcanzadas por
para, aunque no gasta MP para parar si estaba el ataque. Un KIA final resulta en la destrucción
mada (UK). Un AFV bajo una ficha UK todavía moviendo/En marcha. Al final del turno de juga-
esta conmocionada y debe hacer un dr de recu- de AFV y un DR Final que resulte un K/# o uno
dor en el que se colocó el Stun, la ficha Stun se mayor que un K/# Conmociona el AFV con un
peración en la próxima RPh. Con un 1-3 la ficha gira sobre su lado +1. Esto indica que el AFV ya
UK es eliminada. Con un 4-6 el AFV se gira impacto en torreta o le inmoviliza con impacto
no esta Aturdido pero debe añadir +1 a todo TH, en el casco. El TEM modifica el IFT
sobre su lado de resto. Un AFV ya conmocio- MG/IFE, CC o MC DR. La ficha +1
nado

Ejemplo de PF y Fuego al mismo hexágono: 4-6-7 como resultado de la penalización del Re- de ataque CC de Fuego de Reacción antes de
bufo, que el pelotón pasa, siendo marcado con que el T-34/85 ataque. Si el tanque no hubiera
una ficha de Primer Fuego por haber usado 2 parado, su FP hubiera sido dividido a mitad de
El T-34/85 empieza su MPh gastando 1 MP SW. En la tabla Para Destruir de HEAT el PF nuevo por no estar parado. El Ruso saca un 7,
para arrancar. El 4-6-7 hace un intento de PF, tiene un TK# de 31, y restando el AF del lateral que se transforma en un 9 en la columna 8 FP
necesitando un dr Final de 3 ó menos. No se del casco de 6 resulta en un TK# Final de 25; para un PTC, El alemán saca un 10 y falla el
aplica drm si es antes de 1945, y cuando el ale- solo un DR de 12 – Una pifia – puede salvar al PTC, quedando paralizado, evitando cualquier
mán saca un 4 el pelotón no encuentra un PF T-34/85. El alemán saca un 12, dejando al T- otro CC Fuego de Reacción.
pero se considera que ha usado una SW (todavía 34/85 indemne.
puede usar su FP inherente normalmente o dis- El T-34/85 todavía tiene 7 MP restantes. Puede
parar otra SW). El no puede probar de nuevo La 4-6-7 no puede hacer más intentos de PF, gastarlos como Espera y terminar su MPh en
hasta que el AFV gaste otro MP. El 5-4-8 hace pero puede atacar al T-34/85 de nuevo ya que ha Z1,o puede arrancar y salir de Z1. Si se queda en
un intento de PF, saca un 6, falla en encontrar gastado 8 MP para entrar. El 4-6-7 ahora desea el hexágono queda trabado en CC con el 4-6-7
un PF, y esta paralizado. El tanque entonces conducir un ataque CC de Fuego de Reacción de nuevo durante la CCPh, sin requerir PAATC.
gasta otro MP para mover a Y2.El 5-4-8 parali- contra el tanque y primero hace un PAATC, pa- Si ambos sobreviven a la CCPh , la 4-6-7 que-
zado hace otro intento de PF, saca otro 6, y se sándolo sacando menos de 8. El CCV normal dará bloqueada en Melee; el AFV no quedará
desorganiza. del pelotón de 5 se reduce por 1 a 4 por haber bloqueado en Melee, pero quedará recluido para
disparado ya, y hay un +2 DRM pues el vehí- disparar fuera del hexágono mientras el 4-6-7
El T-34/85 entra entonces en Z1 con la mitad culo no esta parado. El alemán ha de sacar un 2 este allí.
de sus MP (8) para el coste de terreno de edifi- para que tenga algún efecto (Si saca un 2 en CC,
cio, y hace el requerido chequeo de empantana- la 4-6-7 sería elegible para Creación de Líder).
miento para entrar al edificio. Queda El alemán saca más de 2, de todos modos, de-
empantanado con un DR final de 12 ó más, y los jando el T-34/85 indemne, pero marcando la 4-
DRM son +1 por Presión Normal al Terreno y 6-7 con una ficha de Fuego Final.
+3 por entrar al edificio. El ruso saca un 7, pa-
sando el chequeo de empantanamiento. El T-34/85 entonces gasta un MP para parar, y
la 4-6-7 hace otro ataque CC de Fuego de Reac-
El 4-6-7 entonces hace un segundo intento de ción, esta vez como Fuego Protector Final (po-
PF y saca un 3, cogiendo un PF. A una distancia dría haberlo hecho antes de que el T-34/85 se
de cero hexágonos el PF tiene un TH# de 10. parara). El pelotón no ha de pasar otro PAATC,
Los DRM aplicables son +2 por TEM (Caso y ahora no hay DRM porque el tanque esta pa-
17), +2 por Objetivo Moviendo (Caso 24) y po- rado, aunque todavía el CCV del pelotón se re-
siblemente +2 por evitar el Rebufo causado por duce a 4. El pelotón saca un 5, pasando su FPF
disparar desde un edificio (Caso 12). El alemán MC pero sin efecto en el T-34/85.
declara que acepta la penalización de desespera-
ción por Rebufo, de todos modos, el TH DRM Ahora el tanque ataca al 4-6-7 en la columna 8
total es +4, y saca un 4 (3 en dado de color), im- FP con un +2 TEM; la columna 6 FP de combi-
pactando al AFV en el casco (Dado de color ≥ nar las MG (2 FP BMG y 4 FP CMG) se tripli-
dado blanco) y lateral (dr de color de 3 ó 4 can (TPBF) y a mitad (Primer Fuego en
cuando se dispara al mismo hexágono). Un 3 en Marcha). Al haber gastado el tanque solo 1 MP
la columna 1 FP resulta en un 1MC para la para parar, el pelotón no puede intentar otro FPF

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28
DR, como lo hacen los siguientes DRM: -1 si
Ejemplo de PAATC y Combate Cercano: todos los AF son menores o iguales a 4; +1 si
todos los AF son mayores o iguales a 8.
Es la APh Rusa, y todos los rusos quieren puede atacar la 4-4-7 a 1:1. Asumiendo que el 7.12 Ataques Colaterales:
avanzar a Combate Cercano(CC) con el PzKpfw AFV sobreviva a cualquier ataque de la 4-4-7
IIF alemán. La MMC primero ha de hacer un restante, el podría entonces atacar al 8-1 y 4-4- Un ataque con la Potencia de Fuego inherente
Chequeo de Actividad Previo al Avance/Ataque 7 a 1-2 (4:6). Decidiendo que la 4-4-7 no ha ata- de una MMC o un ataque de MG/FT que no se-
a AFV (PAATC). El jefe 8-1 modifica el DR de cado todavía y es la mayor amenaza. El alemán ñale específicamente un AFV como objetivo, o
las dos 4-4-7 que están apiladas con él y cada la ataca con ambas armas a 3-2 y sin DRM. El un ataque usando el ITT no puede afectar a un
una saca un 8, pasa y avanza inmediatamente alemán saca un 5, igualando el número # bajo la AFV, solo a su dotación CE. Un ataque usando
dentro de J2. La 6-2-8 falla su TC, y esta para- columna 3-2 de la CCT y inflinge bajas en la 4- el ATT o VTT que alcance a un AFV (o un ata-
lizada, y no puede avanzar. Después de observar 4-7, que es reemplazada por una escuadra 2-3-7. que de FT predesignado) pero no lo destruya,
este resultado, el 8-1 avanza a J2. Durante la La escuadra entonces ataca con su CCV de 3 y conmocione o aturda puede afectar a la dotación
CCPh los ataques CC son secuénciales debido un -1 DRM. El ruso saca un 12, causando Re- CE colateralmente. Usando la misma DR origi-
a la presencia de un vehículo. El jugador sin ve- ducción por Bajas para la HS y por tanto elimi- nal para efectos que resuelve el ataque contra el
hículos ataca primero, y el ruso elige atacar al nándola. El 8-1 y 4-4-7 esta ahora trabada en AFV, hace otro ataque contra la dotación usando
AFV con el 8-1 y un 4-4-7. No puede formar Melee con el PzKpfw IIF y marcado con una la potencia de fuego y tipo de munición del arma
grupo con los dos pelotones juntos, y el jefe de- ficha de Melee. El tanque no esta trabado en en la IFT (a mitad si el impacto es con ATT) y se
fenderá con la unidad con la que ataca. El pelo- Melee, pero no podrá disparar fuera de su propio aplica solo el CE DRM o el TEM del hexágono.
tón tiene un Valor de Combate Cercano (CCV) hexágono.
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 eli-
minado, 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 Com-
bate Cercano (CCT). Una de dos, puede formar
un Grupo de Fuego juntándolas contra un obje-
tivo (incluyendo el 8-1 y el 4-4-7), o puede ata-
car 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,

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 quijanotercio@eresmas.net © 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 ar-
ticles 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 illus-
trations (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

1 Squads, Leaders, Basic Sequence of Play 7


1.1 The Squads of ASL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
1.2 The Leaders of ASL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
1.3 The Basic Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.3.1 Rally Phase (rule 3.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.3.2 Prep Fire Phase (rule 3.2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
1.3.3 Movement Phase (rule 3.3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
1.3.4 Defensive Fire Phase (rule 3.4) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.3.5 Advancing Fire Phase (rule 3.5) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.3.6 Rout Phase (rule 3.6) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.3.7 Advance Phase (rule 3.7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.3.8 Close Combat Phase (rule 3.8) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.4 The ‘Rule of 7’ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.5 A Rematch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.5.1 Rally Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.5.2 Prep Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.5.3 Movement Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.5.4 The First Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.5.5 The Second Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.5.6 The Third Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.5.7 Defensive Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.5.8 Advancing Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.5.9 Rout Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.5.10 Advance Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.5.11 Close Combat Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

2 Support Weapons 23
2.1 Support Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
2.2 Demolition Charges (rule 4.3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.2.1 Rally Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2.2.2 Prep Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2.2.3 Movement Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2.2.4 Defensive Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
2.2.5 Advancing Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
2.2.6 Rout Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
2.2.7 Advance Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.2.8 Close Combat Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.3 Flamethrowers (rule 4.2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
2.4 Game or Simulation? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
2.5 Machine Guns (rule 4.1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
2.5.1 Rally Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

1
Contents

2.5.2 Prep Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33


2.5.3 Movement Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.5.4 Defensive Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
2.5.5 Advancing Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

3 Infantry in Battle 39
3.1 The Set-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
3.2 Two Rules of Thumb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
3.3 Set-Up Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.3.1 German Turn 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.3.2 Russian Turn 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
3.3.3 German Turn 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
3.3.4 Russian Turn 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
3.3.5 German Turn 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
3.3.6 Russian Turn 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
3.3.7 German Turn 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
3.4 Post-Game Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

4 Ordnance and the To Hit Process 59


4.1 Ordnance: SWs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
4.1.1 Bazookas & Panzerschrecks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
4.1.2 Light Mortars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
4.1.3 Ordnance: Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
4.1.4 Anti-Tank Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
4.2 Infantry Howitzers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.3 Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.4 Anti-Aircraft Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.5 Mortars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.6 Guns as Targets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.7 Red/Black To Hit Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.7.1 Firing at Range 0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.8 Manhandling a Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

5 Tanks 75
5.1 Vehicle Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
5.2 Vehicle Status Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
5.3 Vehicle Counter Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
5.4 Basic AFV Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
5.4.1 AFV Combat: Stationary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
5.4.2 AFV Combat: Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
5.4.3 AFV Combat: Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
5.5 AFVs in Close Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
5.6 Final Thoughts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113

6 Explanation of the Rout Phase 115


6.1 Desperation Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
6.2 The Rout Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
6.2.1 Who May Rout? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
6.2.2 Who Must Rout? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
6.2.3 How Far Can I Rout (And What Can I Take With Me)? . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
6.2.4 Where do Routing Units go? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
6.2.5 What is a Legal Rout Destination? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
6.2.6 What if I don’t have a Legal Rout Destination? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
6.2.7 What if I discover I cannot reach my Rout Destination? . . . . . . . . . . . . . . . . . . . . . . . . . 119
6.2.8 What is Interdiction? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120

2
Contents

6.2.9 What is Low Crawl? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121


6.2.10 When should I use Low Crawl? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
6.2.11 What Is Elimination For Failure To Rout? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
6.2.12 What happens if I Rout Adjacent to a Previously Unknown Enemy Unit? . . . . . . . . . . . . . 122
6.2.13 Must a Routing Unit always take the Shortest Path to its Rout Destination? . . . . . . . . . . . 123
6.2.14 Do I Have To Stop My Rout When I Enter My Rout Destination? . . . . . . . . . . . . . . . . . . . 124
6.2.15 When a Unit in a Multi-Hex Building Routs, may it Leave that Building? . . . . . . . . . . . . . 124
6.2.16 When I Rout, do I have to leave my Starting Hex? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
6.2.17 When can I Rout from an Enemy-Occupied Hex? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
6.3 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
6.4 Full-Throttle ASL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126

7 Explanation of ROF and Defensive Fire 127


7.1 Advancing Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
7.2 Prep Fire Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
7.3 Defensive Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
7.3.1 Shot: First Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
7.3.2 Shot: Subsequent First Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
7.3.3 Shot: Final Protective Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
7.3.4 Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

ASL Starter Kit Abbreviations 132

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 tem-
porarily unavailable to a new player, it’s clear that including illustrations would greatly increase the use-
fulness 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 actu-
ally 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: 4-
3-6. 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 fight-
ing. 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 effec-
tive 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 lead-
ers 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 DE-
FENDER. The Sequence of Play is thus executed twice each turn, with the players switching the ATTACKER/DE-
FENDER 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 Ger-
mans 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 advan-
tage 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 De-
fensive 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 casu-
alties 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 per-
centages, 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 ad-
vance 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 one-
half 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 at-
tacking 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 Movement Phase

2.2.3.1 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 de-
tailed 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 Figure 2.5: German Defensive Phase; the American
the squad and leader in zG7 to zF6 where the squad squad in zE6 is broken by German Defensive Fire
is pinned by German Defensive First 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 Amer-
icans 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 sit-
uations 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 Ameri-
can 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 German Turn 1

3.3.1.1 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 Russian Turn 1

3.3.2.1 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 German Turn 2

3.3.3.1 Rally Phase

The broken German squads, because they are not stacked with a leader, cannot make a rally attempt. But, be-
cause 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 threat-
ens 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 Russian Turn 2

3.3.4.1 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 German Turn 3

3.3.5.1 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 Russian Turn 3

3.3.6.1 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 The MGs in yCC3 will fire again, this time at yZ9. The Russian player immediately demands a
LOS check.
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 German Turn 4

3.3.7.1 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 an-
nounces 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 men-
tioned 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 Ex-
plosive (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 them-
selves. 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 Anti-
Tank 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 non-
tank 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 (PI-
ATs 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 play-
ers. 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:
• 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.

4.1.3 Ordnance: Guns

Weapons that use the larger 5/8” counters are called Guns. These are large weapons that are normally trans-
ported 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 defend-
ing 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 manhan-
dling 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 Fire-
power 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 sand-
bags, 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 op-
posing 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

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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 sur-
prise 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.

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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.

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Chapter 5

Tanks

This chapter assumes that the reader has read, and understood, all of the previous chapters. Rules and concepts
discussed in the earlier chapters will be used here with little or no explanation.

This chapter will cover ASLSK #3, which adds tanks to the ASLSK system and completes the basic ASLSK ruleset.
Tanks add a whole additional layer of complexity to the basic ASL game system, and the vehicle rules differ from
the Infantry rules in many fundamental ways. ASLSK #3 includes two types of vehicles: tanks and Armored
Cars. These two types of vehicles can be collectively referred to as AFVs (Armored Fighting Vehicles).

5.1 Vehicle Counters

Vehicle counters are absolutely packed with information. These counters may seem cluttered at first glance,
but this packed design actually benefits playability: ASLSK players have almost all of the information they need
during a game right on the counter itself, which is handier than having to look up tank data on a separate card
or chart.

Each vehicle counter includes a detailed overhead view line drawing of the vehicle, with the 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.

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Tanks

AFVs with a Breakdown number (circled B#) suffer MA malfunction normally, on an original TH DR of 12, but
if the original TH DR is equal to or greater than the circled B# (and is not a 12) the AFV is then marked with a
Low Ammo counter. The Low Ammo counter makes the original B# into a X# that will permanently disable the
MA, and creates a new B# of one less than the original circled B#.
To summarize how this works, if a Russian IS-2 rolls:
• Original TH DR 12 — MA malfunctions (can be repaired)
• Original TH DR 11 — place Low Ammo counter on the tank
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.

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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.

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Tanks

A wide variety of additional information can appear on the back of a vehicle counter. This information is pro-
vided 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 Ex-
posed (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.

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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 nec-
essary. 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.

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Tanks

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 with-
out 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.

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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 con-
junction 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

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Tanks

Figure 5.4: The tank moved from vF5 to vO4 with 1 MP remaining.

MP to move one more hex, or should it pay 1 MP to come to a full stop where it is? If it chooses to
stop, it remains where it is and its MPh is completed. If it continues moving, then it could spend
its last MP to enter either vP3 or vP4, at which point it would be marked with a Motion counter to
remind the players that this tank has not stopped, and then its MPh would be over.

Whenever an AFV expends any MP during a MPh, it must spend all of its MPs. A tank with 14 MP, for example,
cannot just spend 1 MP to start, 1 MP to move one hex, 1 MP to stop and then declare that its MPh is over... it
still has 11 unused MP unaccounted for, and they must be spent on something.
This is one of the biggest differences between AFV movement and Infantry movement. AFV movement works
this way in order to account for the different vulnerabilities of AFVs and Infantry.
A squad becomes less vulnerable to enemy fire when it stops moving: the troops ‘go to ground’ to take advan-
tage 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.

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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.

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Tanks

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.

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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:

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Tanks

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!

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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

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Tanks

common situations in their heads. This list looks daunting, and it does take a while to understand
everything that affects a TH DR... but once you get the hang of it the system is actually pretty simple
to use.
For this first look at a shot against a tank, 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:

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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

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Tanks

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.

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5.4. Basic AFV Movement

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 mul-
tiple 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 Mod-
ifiers 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

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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.
• 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

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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 unex-
pectedly 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.

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Tanks

Figure 5.13: Setup for combat example #2. Figure 5.14: The HIP American crew and 57L AT ap-
pear 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 vT6-
vU7. 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.

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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

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Tanks

It is the start of the American MPh. Both tanks have only AP and HE ammunition remaining. There
is no LOS between these two tanks, as it is blocked by the Woods in vCC7. Note that because both
tanks are on a hill, only LOS obstacles that are also on a hill can block LOS between them.
The American M4A2(L) first expends 10 Delay points (4 MP remaining). It then spends 1 MP to
start (3 MP remaining), and 1 MP to enter vDD6, changing its TCA to vCC6-vCC7 as it moves (2 MP
remaining).
A LOS now exists between the two tanks; the range is 19 hexes. A shot from the German Pz IVH
would hit the American 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, when-
ever 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 expen-
diture (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 In-
tensive 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.

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5.4. Basic AFV Movement

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/Non-
Stopped 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 Amer-
ican 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 Amer-
ican 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.

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Tanks

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 vL3-
vL4. 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 Bound-
ing 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.

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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)

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Tanks

TK DR 7 or more no effect
This is now a very even matchup. The German tank is slightly more likely to score a hit, and slightly
more likely to score a kill with a turret hit. The key difference between these two tanks is that the
German high-velocity 75L is a better antitank weapon than the American 75: it is more accurate at
long range, and it has better armor penetration (even though the American tank has better armor
protection than the German tank).

The previous Combat Example developed in a way that was typical of real WWII tank battles: stationary tanks
exchanging shots at long range. But battles of maneuver did occur during the war, and you will see them occur
quite often in ASL/ASLSK scenarios.
A word of warning: the next Combat Example is extremely complex. 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 de-
crease 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.

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5.4. Basic AFV Movement

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 possibil-
ity 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 dis-
pensers 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,

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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

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5.4. Basic AFV Movement

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. Unfortu-
nately 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 re-
quired.

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 uT7-
uU7. This shot is again a TH10/+4, and the TH DR is 8 (colored dr is 3), so the shot misses and ROF
is lost. A First Fire counter is placed on the Tiger, and the –1 Acquired Target counter is placed on
Tank ‘C’.

Tank ‘C’ now takes its Bounding First Fire shot, which is a TH 10/+2 (+1 BU, +4 BFF, –1 large target,
–2 point blank range). The TH DR is 10, which is a miss. A Bounding Fire counter is placed on Tank
‘C’.

Tank ‘C’ now spends 1 Delay point (8 MP remaining). The Tiger could now take an Intensive Fire
shot, but declines to do so because there are other T-34s yet to move. But Tank ‘C’ does decide
to take an Intensive Fire shot. This shot is a TH10/+4 (+2 Intensive Fire, +1 BU, +4 BFF, –1 large
target, –2 point blank range), and the TH DR is 11, which is a miss and the 76L MA malfunctions.
Tank ‘C’ is marked with an Intensive Fire counter and a MA Malfunction counter.

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Tanks

Figure 5.20: Russian tank ‘C’ moves to uP9, changes VCA to P8-uQ9, moves to uT7 and stops. The Tiger changes
TCA to uT7-uU7 and takes a Defensive First Fire shot that misses. Tank ‘C’ takes a Bounding First Fire shot at
the Tiger, but also misses.

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

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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)

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Tanks

Figure 5.22: Tank ‘D’ moves to uT5, changes VCA to uT6-uU6 and stops. The Tiger now takes an Intensive Fire
shot at the T-34 but misses. Tank ‘D’ takes a Bounding First Fire shot that results in a side hull hit, but to no
effect.

Figure 5.23: Tank ‘D’ starts and moves to uU6, changes VCA to uT6-uU7 and stops. It then takes an Intensive
Fire shot that scores a rear hull hit. This results in a possible Shock, but the Tiger crew succeeds the morale
check.

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5.4. Basic AFV Movement

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.

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Tanks

Figure 5.25: Tank ‘E’ starts again and moves to uS6 through uT6, changes VCA to uS7-uT6 and stops. It again
has a rear shot at the Tiger. The Tiger fires its BMG, changing VCA to uS6-uT5, so to T-34 again faces the 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 remain-
ing 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 arti-
cle 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.

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5.4. Basic AFV Movement

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 am-
munition, 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
Tanks

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
5.5. AFVs in Close Combat

(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 de-
scribed 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 anti-
tank 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.

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Tanks

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:

• 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.

5.6 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.

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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:

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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

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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.

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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 destina-
tion.

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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 desti-
nation, 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 yQ8-
yP7-yP6.
Upon entering yP7, the routing unit will suddenly see the American squad in yO6, which immedi-
ately 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 re-
maining MF to rout to any hex that does not violate the basic Rout rules. One good option would
be yP8-yO9 to get next to building yO10, so that you could rout into yO10 in the next Rout Phase.
(This situation was originally posted by David Ramsey on the SZO ASL forum. SZO = Strategy Zone
Online; now part of GameSquad: www.gamesquad.com).

6.2.8 What is Interdiction?

Panicked troops in a reckless, disorganized retreat are highly vulnerable to even sporadic fire from anyone who
happens to see them running across a field. ASL calls this situation Interdiction. Whenever a routing unit
enters an Open Ground hex that is in the LOS and normal range of an enemy unit that is not broken, pinned,
CX, or in Melee, it may suffer Interdiction.

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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 possi-
bility 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.

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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.

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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:

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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 zC6-
zD5-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 non-
woods/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.

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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 inter-
dicted, 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, entrench-
ments, and pillboxes to avoid Interdiction... even if doing so means that it cannot reach its rout destina-
tion 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.

126
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, affect-
ing 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 un-
limited 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: target must be moving, defender must not have a First Fire or Final Fire marker

Penalty: none

Result: place First Fire marker on defender, but not on any weapon that makes its ROF

7.3.2 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 previ-
ously marked, and even if the MG did not fire with the squad)

7.3.3 Shot: Final Protective Fire

Restriction: target must have moved ADJACENT to defender

Penalty: MGs must fire, Area Fire + Point Blank Fire, Sustained Fire, IFT DR is also a NMC roll for the defender

Result: Final Fire marker remains on defender and any MG defender possesses, unless the defender fails the
NMC and breaks
A squad can take one First Fire shot, one Subsequent First Fire shot, and an unlimited number of Final Protec-
tive 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 ex-
pert 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 argu-
ments and counter-arguments! If you find that I have made an error in my analysis, please let me know so that
I can make the necessary corrections.

131
ASL Starter Kit Abbreviations

® : not equipped with radio . . . . . . . . . . . . . . . . . . 78 FFMO : First Fire Movement in Open Ground 12
FFNAM : First Fire Non-Assault Movement . . . 11
AA : Anti-Aircraft gun . . . . . . . . . . . . . . . . . . . . . . . . . 62 FG : Fire Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
AAMG : Anti-Aircraft Machine Gun . . . . . . . . . . . 76 FP : Firepower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
AF : Armor Factor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 FPF : Final Protective Fire . . . . . . . . . . . . . . . . . . . . 17
AFPh : Advancing Fire Phase . . . . . . . . . . . . . . . . . 13 FT : Flamethrower . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
AFV : Armored Fighting Vehicle . . . . . . . . . . . . . . . 75
AP : Armor Piercing . . . . . . . . . . . . . . . . . . . . . . . . . . 59 G : Gyrostabilizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
APCR : Armor Piercing Composite Rigid . . . . . . 59
APDS : Armor Piercing Discarding Sabot . . . . . 59 HE : High Explosive . . . . . . . . . . . . . . . . . . . . . . . . . . 59
APh : Advance Phase . . . . . . . . . . . . . . . . . . . . . . . . . 14 HEAT : High Explosive Anti-Tank . . . . . . . . . . . . . 59
ART : Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 HIP : Hidden Initial Placement . . . . . . . . . . . . . . . 72
ASL : Advanced Squad Leader . . . . . . . . . . . . . . . . . 7 HMG : Heavy Machine Gun . . . . . . . . . . . . . . . . . . 32
ASLSK : Advanced Squad Leader Starter Kit . . . . 8 HS : Half Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
AT : Anti-Tank gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
ATR : Anti-Tank Rifles . . . . . . . . . . . . . . . . . . . . . . . . 59 IF : Intensive Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
ATT : Area Target Type . . . . . . . . . . . . . . . . . . . . . . . . 67 IFE : Infantry Firepower Equivalent . . . . . . . . . . . 70
IFT : Infantry Fire Table . . . . . . . . . . . . . . . . . . . . . . 10
B# : Breakdown number . . . . . . . . . . . . . . . . . . . . . . 76 INF : Infantry Howitzer . . . . . . . . . . . . . . . . . . . . . . . 62
BAR : Browning Assault Rifle . . . . . . . . . . . . . . . . . . . 8 IPC : Infantry Portage Capacity . . . . . . . . . . . . . . . 24
BAZ : Bazooka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 ITT : Infantry Target Type . . . . . . . . . . . . . . . . . . . . . 63
BFF : Bounding First Fire . . . . . . . . . . . . . . . . . . . . . 97
K : Kill number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
BMG : Bow Machine Gun . . . . . . . . . . . . . . . . . . . . . 76
KIA : Killed in Action . . . . . . . . . . . . . . . . . . . . . . . . . 12
BU : Buttoned Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

LATW : Light Anti-Tank Weapons . . . . . . . . . . . . . 60


CA : Covered Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
LLTC : Leader Loss Task Check . . . . . . . . . . . . . . . 27
CC : Close Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
LMG : Light Machine Gun . . . . . . . . . . . . . . . . . . . . 23
CCPh : Close Combat Phase . . . . . . . . . . . . . . . . . . 14
LOS : Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
CCV : Close Combat Value . . . . . . . . . . . . . . . . . . . 112
CE : Crew Exposed . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
MA : Main Armament . . . . . . . . . . . . . . . . . . . . . . . . 75
CH : Critical Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
MC : Morale Check . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
CMG : Co-axial Machine Gun . . . . . . . . . . . . . . . . . 75
MF : Movement Factor . . . . . . . . . . . . . . . . . . . . . . . . . 9
CS # : crew survival number . . . . . . . . . . . . . . . . . . 78
MG : Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
CX : Counter Exhausted . . . . . . . . . . . . . . . . . . . . . . 55 ML : Morale Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
MMC : Multi-Man Counter . . . . . . . . . . . . . . . . . . . 35
DC : Demolition Charge . . . . . . . . . . . . . . . . . . . . . . 24 MMG : Medium Machine Gun . . . . . . . . . . . . . . . . 32
DFPh : Defensive Fire Phase . . . . . . . . . . . . . . . . . . 13 MP : Movement Point . . . . . . . . . . . . . . . . . . . . . . . . 76
DM : Desperation Morale . . . . . . . . . . . . . . . . . . . . . 12 MPh : Movement Phase . . . . . . . . . . . . . . . . . . . . . . 11
DR : Dice Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 MTR : Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
dr : die roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
DRM : Dice Roll Modifier . . . . . . . . . . . . . . . . . . . . . 11 NMC : Normal Morale Check . . . . . . . . . . . . . . . . . 13
drm : die roll modifier . . . . . . . . . . . . . . . . . . . . . . . . 20 NT : Non-Turreted . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

ELR : Experience Level Rating . . . . . . . . . . . . . . . . . 9 PAATC : Pre-AFV Advance/Attack Task Check 112

132
ASL Starter Kit Abbreviations

PBF : Point Blank Fire . . . . . . . . . . . . . . . . . . . . . . . . 12


PF : Panzerfaust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
PFPh : Prep Fire Phase . . . . . . . . . . . . . . . . . . . . . . . 10
PIAT : Projector, Infantry, Anti Tank . . . . . . . . . . 59
PP : Portage Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
PSK : Panzerschreck . . . . . . . . . . . . . . . . . . . . . . . . . . 59
PTC : Pin Task Check . . . . . . . . . . . . . . . . . . . . . . . . . 11

QRDC : Quick Reference Data Card . . . . . . . . . . . . 9


QSU : Quick Set UP . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

RFP : Residual Fire Power . . . . . . . . . . . . . . . . . . . . 36


RMG : Rear Machine Gun . . . . . . . . . . . . . . . . . . . . . 76
ROF : Rate of Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
RPh : Rally Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
RST : Restricted Turret Traverse . . . . . . . . . . . . . . 76
RtPh : Rout Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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 . . . . . . . . . . . . . . . . . . . . . . . 76


TCA : Turret Covered Arc . . . . . . . . . . . . . . . . . . . . . 78
TEM : Terrain Effects Modifier . . . . . . . . . . . . . . . . 10
TH : To Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
TK# : To Kill number . . . . . . . . . . . . . . . . . . . . . . . . . 87

VC : Vehicle Covered Arc . . . . . . . . . . . . . . . . . . . . . . 80


VTT : Vehicle Target Type . . . . . . . . . . . . . . . . . . . . . 67

WP : White Phosphorous . . . . . . . . . . . . . . . . . . . . . 59

133
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 You should also print and use the excellent game-
your new game! It is a very richly-detailed game aid tip sheet for this game available at:
that simulates battle in historic settings. Though this http://www.boardgamegeek.com/filepage/5398/asl
is a starter kit game, it still has a steep learning -starter-tip-sheet11-5-pdf
curve (though less than the full–blown ASL version) (one point of errata for same: in the “Special DR/dr
when compared to other typical board games and Rolls to Watch For” box, insert “B/” before “X
the best way to learn it is by playing with someone (breakdown)…” in the 6th item so as to read “-
who is ahead of you on the road to mastery of the Rolling ≥ SW B/X (breakdown)…”
game mechanics.
Then stage for battle to replay scenario S1, Retaking
Tactics is another thing all together, and it is Vierville, by preparing the stuff you need (i.e. find all
possible to be good at one and poor at the other. the required unit counters and place on the
Plus, as in real life, nothing is certain and sometimes scenario card as indicated). One other thing; I like to
the cookie just crumbles even though you “did make a photocopy of the board(s) in play for
everything right.” I am happy to include in this checking LOS, rather than moving units and using
latest version a running critique of tactical matters the actual play board.
by Andy Daniels (andydaniels). This will provide a
great opportunity for new players (and experienced This scenario is limited to infantry units with only
ones too) to review tactics and improve their game. their inherent weapons (rifles, sub-machine guns,
Warning: this at times is quite unvarnished … but side arms, fragment and smoke grenades, etc.,) not
what did you expect when you joined the Army? using support weapons (SW, 4.0) such as heavier
All such commentary will appear in red text and is machine guns (MGs), flame throwers and
bracketed thusly: <Tactical commentary by Andy demolition charges, and is therefore best suited for
Daniels> starting to learn. Believe me, there is plenty for us
to get started without all the other macho stuff.
They say that “A picture is worth a thousand ASLSK1 does not include a dedicated turn counter,
words.” I say that a full EOP is worth about one so just use a Russian MMC (see 1.2.2 for this
hundred hours of study! So here it is. abbreviation, front side [good order] for German
player turn, and back side [broken] for American
First, just familiarize yourself with all the stuff in the player turn) for that purpose on the turn record
box. Then read the short (in ASL terms) rules chart on the scenario card. A word about
booklet (skipping section 4.0 Support Weapons for abbreviations: they permeate everything military,
now) but don’t try to comprehend it all. and are found everywhere in ASL and ASLSKs too.
You just have to learn the language and do so fast!
Print and apply the official errata for SK1 from the
publisher at: Section 2.0 Definitions, is a list of abbreviations, but
http://www.multimanpublishing.com/Support/ASL is not complete. The following are not included.
ASLSK/tabid/64/Default.aspx Scroll down to “ASL Make a note in your rule book:
Starter Kit Official Errata” and hit the print icon at
the bottom right. 1. OB, is used as an abbreviation in Rule 5.1
and is first mentioned in expanded form in
Then print the “unofficial” errata available from Mr. the third paragraph (P3, to introduce yet
Savarese’s site at: another abbreviation convention I will use)
http://www.savarese.org/simulation/aslsk1errata.p of the first page (Introduction) of the rules.
df It stands for “Order of Battle,” and is the
specific units with which to battle, called for
Then also add items 1, 2 and 3, that I have listed
by the scenario card.
below.

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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

2. SMC, Single-Man Counter, is introduced in with calling the hex yN3 and just call it N3 (see
1.2.1. 1.1).> Then put the 8-1 leader (Ldr) in M5 (middle of
3. MMC, Multi-Man Counter, is introduced in the pack, sort of). With the Americans deployed, we
1.2.2. are ready for German Turn 1 (GT1). The side whose
turn it is to move is the ATTACKER; the other side is
<See the DEFENDER. In this Scenario, the German player
http://www.history.army.mil/books/wwii/utah/ma is the ATTACKER first.
ps/Map15.jpg for a great map diagram of the area
where this scenario occurs with unit dispositions as Following the Sequence of Play (which I have color
of the night of the following day; look NE of St. coded to assist in reminding which counters are
Côme-du-Mont and directly north of Carentan to managed with the phase):
find Vierville (not to be confused with Vierville-sur-
Mer), and note that by the night of June 8/9, the 1st GT1 RPh (German Turn 1 Rally Phase, 3.1): There is
and 2nd battalions of the 506th Parachute Infantry no possible rallying at this stage since no units are
Regiment (PIR) have moved on to St. Côme-du- broken yet; and since there are no SWs in this
Mont, and that elements of the 501st PIR are being scenario, there will not be any repairing [or
held as division reserve in Vierville. If you have or malfunctioning/ breakdown or capturing] or
can get your hands on the excellent U.S. Army Atlas transferring of SWs throughout the game either. No
of the European Theatre in World War II published DM (Desperation Morale) counters to remove –yet.
by Barnes & Noble, ©2004, (and sold for a scant
$9.99) see page 18 for a disposition of “The Special Rally Phase Lesson: SK1 rules section 3.1a
Airborne Assault” on 6 June 1944, showing the states that "ATTACKER...sets up off-board all
advance of the German 2nd Battalion/6th forces due to enter this player turn," but doesn’t
Fallschirmjäger (paratrooper) Regiment on Vierville. specify how. When required to move units onto
History is what players of ASL, and this Starter Kit the playing area from off-board/non-playing area
version, love!>
(as in the arriving German units or later
Here we go. Per the scenario card, the Americans reinforcing units for both sides in this scenario),
set up first (you’ll need every strength factor 7-4-7 you must stage your units in off-board/non-
unit for this battle). The Americans start on-board playable hexes at the start of the Rally phase
with 3.5 squads and a leader; the others follow on during your player turn. To do so, you may use any
later turns as reinforcements. Review on the QRDC
other board (or photocopy of one) placed adjacent
(Quick-Reference Data Card) what the three-
numeral strength factor and the upper right corner to the board edges from which units enter, or add
abbreviation represent on the MMCs and what the additional rows/columns of non-playable hexes
two numbers on the SMCs represent (see P1-2 of (like row W for the north edge of this board on
1.2.2). The first tactical question is how to deploy this scenario). The terrain in these added (or
your on-board resources. Since the scenario card imaginary) hexes, e.g. K11, is considered open
stipulates that they are all on four contiguous road terrain, and road hexes continue off the board in
hexes, and no more than one MMC per hex, the
play (i.e., I11 and I0 (“I” zero) are road hexes). You
question becomes: on which road hex do you want
your half squad, and with which MMC do you want may only set-up off-board on “full” hexes, as half
your leader? I don’t know if there is a good answer hexes of the board in play are fully playable.
to this question … probably there is, but I’m here to
teach mechanics and not necessarily tactics, so, let’s Pre-staging units:
just put the 3-3-7 half squad in N3 and the 7-4-7s in German player only (the ATTACKER in this Player
the remaining three road hexes. <Since there is only turn):
one board (y) in play on this scenario, I can dispense 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 them yet, or vice versa, because the LOS between
In I0: 7-0,447 the center dots of N3 and Q6 crosses the corner of
In H-1: 447 building P5.

GT1 PFPh (Prep Fire Phase, 3.2): Again, not possible Now the guys from the 919th GR enter from the
yet since there cannot be LOS between off-board west, and do so not all bunched-up-together (single
and on-board units. 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 447 alone (has only 4MF since not stacked with a
(1st line troops with a good leader) and one on the Ldr) enters J0 (half-hexes are fully playable,
west side (2nd line troops with an average leader). counting aloud: MF1-2, [2MF cost for woods]) …
<Right away you can learn the fact that the German and the American 337 half squad in N3, yells “Oh
1058th Grenadier Regiment (GR) was pretty good $*&#!, There’re Jerries in the woods over there!”,
stuff compared to the 919th GR. > Which group pointing to J0. <As you move your units, you’re
should enter first, is up to the player. Think about supposed to count off the MFs that you’re spending
this: this is occurring on D+1. The battle for control hex-by-hex, and give a moment’s opportunity for
is ongoing and still undecided. The Germans want the DEFENDER to declare fire.> The American
to stop the Americans from going down the road declares fire. <This is done with the
that passes through Vierville to St. Côme-du-Mont, assumption/suspicion of having LOS, and if
so they want to control this little village. The challenged, is checked with a thread between hex
Germans know the Americans are approaching from centers (see 3.2 P2) only after the declaration of a
the northeast (Utah beach and Ste. Marie-du- fire attack. The worst that can happen when you
Mont). The leader of the east-entering German find out that you don’t have LOS is that you had
group wants to prevent more enemy from fired your MG and it happened to malfunction on
occupying the village and hopes to bottle-up the you! But declaring fire now and not having LOS can
Americans in town until other German units, the limit your options moments later. Since we’re not
elite, very tough 6th Fallschirmjäger (paratrooper) using MGs in this scenario, it’s no big deal at this
Regiment, arrive later to pitch battle. Therefore he point to declare fire and find out that you only
wants to sneak over to the north side of town and thought you saw the enemy (no LOS).>
occupy the buildings just south of open terrain that
can serve as a “killing field” in order to cut the The defensive fire that happens during the MPh is
advance of the enemy <just my fiction, whether called Defensive First Fire (D1F, see 3.3.1) and
good or bad tactics>. Multi-Man Counters (MMC, affects only moving units (consider that there could
both Squads and Half Squads) stacked together with theoretically [but not in this scenario] have already
a Leader for movement have their Movement been Germans in these woods prior to the arrival of
Factor (MF) increased from 4 to 6. This leader is this squad). Read the three paragraphs of that rule
moving these guys quickly (though not double- again right now.
timing).
The unit in N3(337) is attacking J0(447): Now the
8-1/467x3 (i.e. the Ldr and the three 4-6-7 squads) math. The firepower (FP) of the MMC (a half squad
move as one stack: Q10 [no LOS to L5, so no in this example) is the first numeral of its strength
Defensive First Fire (D1F, 3.3.1) possible]-Q9-Q8-Q7 factor, in this case 3. The second numeral is the
(expending 4MF, thus far because roads are easy to normal range to which it can apply its full strength,
travel on and have an MF cost of 1MF per hex).Then but this attack is at a range of 5 hexes, which is
the entire stack enters the stone building (grey) in therefore a Long Range Fire (LRF) shot. Units can
Q6 at a cost of 2MF, for a total of 6MFs spent, and fire at Long Range [up to a distance of twice their
stop their move. The Americans have no LOS to 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 Second, the Fire Group attack just described (4FP)
QRDC, third item under Area Fire). So our unit can would have left a green-on-white 2FP (half of the
only apply 1.5 FP. There is, however, no column on original attack strength) Residual Fire counter (see
the IFT for 1.5 FP, so the attack shifts left-ward to 3.3.1 P7-10 and Figure 2 on page 8 for an image of
the “1” FP column. <This isn’t going to be a frightful what they look like), but as the actual attack was
attack, but you never know what can happen.> Now only 1FP, it was not of sufficient strength to leave
let’s detail the target unit. They moved normally, any Residual Fire (which attacks other moving units
that is to say not carefully by declaring “Assault as they pass through the same area during the
Move” prior to the move (3.3 P5) for a careful Movement Phase, and is intended to portray
single-hex move, thereby giving the DEFENDER a abstractly the simultaneous movement of several
FFNAM (First Fire Non-Assault Movement) -1 dice- units through an area but the direct targeting of
roll-modifier (DRM). They entered a woods hex, only one of them during the MPh of a turn.
which denies the DEFENDER a FFMO (First Fire
Moving in Open) -1 DRM because it’s not open Third, if the 3-3-7 had rolled doubles on the attack,
ground and, in fact, confers some protection (see they would have cowered since no leader was
the Terrain Effects Chart [TEC]) by adding +1 TEM present directing their fire (3.2 P3), resulting in no
[Terrain Effects Modifier] to the DEFENDER’S dice more than squirting water guns or just yelling at the
roll (DR) for the attack. To sum up: we have a 1FP Germans because there is no FP column less than
attack (3FP/2 for LRF=1.5FP which is insufficient for one on the IFT.
the 2FP column and is therefore resolved on 1FP)
Fourth, the original attacking 3-3-7 unit does not
with a -1 FFNAM and a +1 TEM DRM, which cancel
have the theoretical option of repeating the D1F
each other for net DRM of +0. All of this may be
attack, known as Subsequent First Fire (SFF, 3.3.1
summarized as follows below: Shooters location
P3) because the target unit is at greater than
(Shooting units) -> [an arrow meaning against]
normal range, even though the German spent 2MF
Target location (targets included), # of Fire Power
in that hex (J0) in the American unit’s LOS.
(FP)/net DRMs.
However, even if it had been possible by range, the
attack FP is halved again for SFF, and in this
N3(3-3-7)->J0(4-4-7), 1FP/+0,
example would be only 0.75FP and insufficient to
and the dice rolled: 2,4=6 (By convention, the first
attack at all.
number listed is the colored die, though we don’t
need that detail yet). Fifth, had the original 3-3-7 been attacking with a
Crossing a 6 on the 1 FP column of the IFT yields a MG that retained ROF [Rate of Fire, or the ability to
result of “-“, or nada. We needed to roll a 5 to continue shooting in the same fire phase] by the
possibly Pin them. Now for the administrative work: colored die of the IFT attack DR being less than or
Mark the American 337 with a violet-on-white “First equal (≤) to the boxed ROF number of the MG, then
Fire” counter. A Few additional comments: it would now be able to shoot on it a 2nd time
because the target German unit spent 2MF in its
First, If the American 747 in N4 had had LOS to J0,
LOS. <This will become an issue in the ASL scenario
the two adjacent American units could have
S2, The War of the Rats, which uses MGs. ROF is
combined to form a Fire Group (FG, 3.2 P4) and
even better explained and illustrated in ASLSK2
would have applied 3.5FP (7FP/2 for Long Range
(Guns)!>
from N4), +1.5FP (3FP/2) from N3, =5FP for the FG,
which would have been resolved on the 4FP column Sixth, if other American units have LOS to this
on the IFT, and with the same final IFT DR (6) would German unit, they may now D1F on it too.
have resulted in a “NMC” result that might have led
to breaking the German squad. 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 GT1 DFPh (Defensive Fire Phase, 3.4): Here, the
they left off… DEFENDER shoots at hexes to affect all targets in
them, for what is termed Final Fire, without the
… J1(4MF cumulative, 2MF cost for the woods and 2 benefit of FFMO or FFNAM DRMs. The Americans
MF cost to enter the stone building). There is no have no such opportunity presently, so we continue
LOS between them and any enemy (American) unit forward. Remove any violet First/Final Fire markers
due to the obstructions of buildings in between.
They end their move. GT1 AFPh (Advancing Fire phase, 3.5): If you wish,
read the short entry in 3.5, but there is no
7-0/447: Move as a stack: I1(MF1), J1(MF2-3, and opportunity for any more fire of any kind between
declare their end of movement. enemy units because there is no LOS. More later
when we have some. Prep Fire markers are
Last 447: H0(MF1-2), … Americans in M5 wonder if
removed at the end of this phase.
they see Germans in those woods but see no reason
to shoot at such Long Range while the enemy has GT1 RtPh (Rout Phase, 3.6): Here the broken
the benefit of woods protecting them and having infantry try to seek cover. We have no broken units
learned from their buddies in N3 on the concept of thus far so there is no Routing to be done. More on
extremely low probability shots. But if they did this later, but simply put, broken units run away
shoot and had LOS, it would be a 2FP/-1DRM, from the enemy to find a safer place to regain their
definitely better than before. Can you figure why? nerve.
<Try to calculate it, then proceed>
GT1 APh (Advance Phase, 3.7): Here any of the
It would be 7FP/2 for LRF, [7 hexes, the squad’s ATTACKER’S unit that are in Good Order and are not
normal range is 4] =3.5FP. That is not enough for pinned may move one hex, including into enemy-
the 4 column, so it falls to the 2 column. The DR occupied hexes.
modifiers (DRM) are: 447x2 in J1 (not the Ldr)->K2
-1 for FFNAM, +1 TEM for woods and -1 for the 447 H1->I2
leader’s Leadership Modifier in directing fire, whose 467x1 Q6->P5
presence and direction also prevents the squad
from cowering in case they roll doubles. GT1 CCPh (Close Combat Phase, 3.8): This is close
quarters battle for enemy units in the same hex. If
Moving on … H1 (3rd MF) and stop. They have 1MF they don’t settle it right away (this CCPh) they
remaining which they could use to go into H2 if they remain in Melee, and ignore the world and battle
wanted, but they want to enter the building in I2, outside until their own battle is finally settled. Pin
and do not have the sufficient MFs left (requires markers are removed at the end of this phase.
2MF more, and a MMC (squad or half squad) only
has 4MF total). They could have declared Double This is end of GT1. Flip the turn marker over to
Time (3.3 P6) at the start of their turn to get 2 extra indicate that it is now American Turn 1 (AT1) and
MFs and a nice CX counter to carry on them for a the American is now the ATTACKER.
while until they recuperated, but these guys are
MAP INVENTORY @ END of GT1:
smart and know that even if they are the only ones
GERMAN:
out in the street right now, there is an Advance
I2: 447
Phase (APh) coming right up that they’ll use to
J1: 7-0
enter the building. This ends the GT1 MPh. If there
K2: 447x2
had been Residual Fire markers or Smoke markers
P5: 467
from smoke grenades used by German units during
Q6: 8-1, 467x2
their movement, those markers would be removed
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

AMERICAN: longer in LOS of Q6 due to building in R7 (3.5MF,


L5: 747 1.5MFs per grain hex when in-season [June-
M5: 8-1,747 September]), T9(5MF), S9 (6.5MF), S8 (8MF), end
N3: 337 their move.
N4: 747
747x2 Assault Move to V5, and end their move. The
AT1 RPh: Place your units entering this turn along Germans in Q6 are thinking about shooting at them
the north board edge as stipulated in the OB in and finally decide to declare fire (Defensive First
anticipation of moving them in the MPh. Fire), since they have no other visible targets and
Pre-Staging (American): they have nothing to lose. <The Germans may as
W10: 8-1,747 well wait until the DFPh to shoot at these 747s and
W5: 747x2 see if any more interesting targets present
Otherwise, there is no one to rally yet. No DM themselves during the MPh. The attack will be
markers yet to remove at end of phase. exactly the same. Although they forego the
opportunity to take a second shot (4/+1) at the two
AT1 PFPh: Here is the first chance for some American squads by doing so, maintaining the
significant fire from the Americans to the Germans. threat of defensive fire against other moving
There is LOS between the N4 and N3 units to the P5 American units is much more valuable.>
unit. LOS also exists from I2 and K2 to N3. There is Q6 (8-1/467x2) -> V5 (747x2), 8FP/+0. It is at range
LOS between I2 and M5, and between L5 and K2. All 5 hexes and within normal range for the 4-6-7s.
of a sudden there are enemy everywhere the eye Here’s how it figures: FP is 4FP/unit x 2 units = 8FP.
can see. The Americans realize they are encircled The modifiers are:
with enemy to their NE and SW. Prep Fire (PF) is for -1 Ldr, +1 Orchard hindrance of +1/hex between
laying covering fire “during which” (i.e., in the MPh units (T5) = +0 net. However, the American
of the turn) other of your units may be able to move challenges LOS and they determine that the west-
safely if you manage to get those enemy to duck most edge of U6 is (though barely) obstructing fire.
their heads (i.e. break). You exchange the ability of The units in Q6 are “considered to have fired for all
a unit to move in the MPh if they attempt Prep Fire purposes” (3.2 P2) therefore, place a First Fire
now. So the decision here is, do the Americans stay marker on them!
in the street and shoot at the Germans, or do they
head for cover in the buildings (don’t forget the L5 (747) Assault moves to M6.
Victory conditions)? They decide to maneuver into
the buildings, i.e., the Americans pass on any Prep M5(8-1/747) Assault move to N5. P5 declares
Fire. defensive first fire (D1F) on same.
P5(467)->N5(8-1/747), 4FP/+4
AT1 MPh: Question number one: Which units to (4FP, +3 TEM for stone building, +1orchard
move first, the guys in town or the guys entering hindrance, = net +4DRM. Note: The Note for the
along the north edge? I think the guys entering (that Orchard Terrain Type on the Terrain Effects Chart
way they’re sure not to be forgotten; yep, that on the QRDC explains that an orchard hex is
happens). “Inherent Terrain, fire *even just+ along *the+
8-1/747 stacked together declare double time hexside still hindered.” “Inherent” here means that
[place CX counter on them], so now have 8MF (4MF the orchard hex, not the green orchard symbols in
as MMC, plus 2 MF for Leader (Ldr) Bonus, plus 2MF the hex, is what hinders, even only along the
for everybody CX’d) enters V10(2MF), … possible hexside. See “Inherent Terrain” under 2.0
line of sight to Q6 but the Germans forego long Definitions). Continuing … And the dice are: 1,4=5,
range fire through four hexes of grain that is in- +4 DRM=Final DR of 9. Crossing 9 on the IFT with
season (+4 Hindrance DRM, +1 Hindrance per hex 4FP yields a result of “-“, nada again. Place a First
between firer and target) … continuing: U10, 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

Fire Counter on the German unit, and a 1FP1 This is equal to its Morale Level (ML) of “7” (third
Residual Fire counter (green-on-white star burst numeral of the Strength Factor; may be different
with 1) on hex N5. If P5 wanted to, they could fire when broken) and means that he just barely
on the same unit again with Subsequent First Fire succeeded in not breaking by not rolling higher than
(SFF, see 1a on the Synopsis of Defensive Fire at top 7, but is therefore Pinned instead, and can’t move
of page 7) since the target unit(s) spent 2MFs OR ADVANCE in this turn and has its FP cut in half
entering the hex (building), but pass for now. More until the end of this turn! The German has pinned a
on SFF below. unit that would have certainly advanced upon it
later for Close Combat! Rats!!!! Mark the American
Again not sure this is good strategy, but will make unit with a red-on-white “Pin” counter (note what it
for good exercise of rules: the unit in N4 is tossed says on it) and turn the First Fire marker on the
between heading into M4 to help avert the attack German unit over to the Final Fire side. Also, SFF
from the southwest, and going into N5 for better leaves Residual Fire so place a 2FP Residual Fire
protection and nearness to his leader (but would Counter on O5, in case anybody else decides to
need to first undergo the 1FP residual fire counter walk through that orchard right now. <Note that by
attack with a DRM of +32 if using Assault Move keeping the same dice rolls for the German attack
(unlikely to cause any damage), or Assault Move to and the American Morale Check, but pretending
the orchards in O5 in hopes of closing with and that the Germans had not already First Fired and
eventually destroying the unit in P5, who was therefore would have been firing at full strength
distracted by firing on N5 (i.e. is marked with First 4FP doubled for PBF to 8FP, this would have
Fire marker and therefore will now shoot at half resulted in a 2MC for the Americans and they would
strength for Subsequent First Fire (3.3.1 P3 and see have broken with their roll of 6 (+2=8, which is
Synopsis Table on page 7). They chose the Orchard. greater than 7, their morale factor). The lesson to
learn is that order of events can be very important,
N4(747) Assault moves to O5. P5 declares SFF on
even decisive.
target. The 4FP of the Germans is halved for SFF
(they are already marked with a First Fire marker) to N3(337) Assault moves to M4. The Germans in K2
2FP, but then doubled for Point Blank Fire (PBF) for declare fire. Mark them with a First Fire marker. The
being adjacent to their target, back to 4FP. The Americans object that there is no LOS, they check,
modifiers are 0 (zero). The Germans do not get and the Germans have LOS. The attack is:
FFNAM benefit because the Americans moved only 8FP/+3 (make sure you know why).The dice:
one hex carefully by declaring Assault Move, and 6,5=11 +3(sBld)=14 resulting in absolutely nada.
they don’t get FFMO benefit because an orchard Pretty bad shot from those second-line units! The
hex is not considered Open ground. On the other Americans are in safe. This ends the MPh. Remove
hand the Americans get no TEM for being in the all Residual Fire markers.
orchard because it only provides a Hindrance DRM
when between the target and firer. So it’s what we AT1 DFPh: I2 (447) declares fire to N5.
call a clean shot (no DRMs). In summary: 4FP/+0 2FP(4FP/2 for LRF)/+3 (sBuild TEM), The dice: 6,2=8
DRMs. And the dice say: +3=11, results in nada. Mark firing unit with Final
3,2=5 resulting in a 1MC or a Morale Check with Fire counter. End of DFPh. Note that P5 was
difficulty increased by 1. Take a moment and read prohibited from firing on the adjacent pinned unit
3.2.1 Results, section “NMC” and “#MC.” The because it was already marked with a Final Fire
American unit is now checked to see if it held up counter. Now remove all First/Final Fire markers.
under this fire, and rolls a: 4,2=6, +1 DRM =final 7.
AT1 AFPh: Advancing Fire is halved. The only
1
American units with a target are: M4 (against K2 but
Why 1FP instead of 2FP? The orchard hindrance of +1 too little FP to bother with); M6 to J1, but again too
reduces RFP by one column. See Errata for 3.31.
2 little FP at that great distance; V5 can see K2 but
Just the in-hex TEM/(smoke if applicable).

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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 +3DRM=Final DR of 13, and a big NADA! Mark with
cannot even begin to touch them (if possible the PF. This ends the AFPh. Remove any Prep Fire
DRM would be +4, see why?). V5 can also see P5, markers
but the target is beyond normal range so they can’t
use their Assault Fire Bonus (see 3.5) and therefore AT1 RtPh: There are still no broken units yet, so no
the attack is a 2/+6! They’d have to roll a 0 just to routing.
get a PTC result. Is this shot allowed per the rules
AT1 APh:
(last sentence of upper paragraph, 3rd column on
S8(CX’d 8-1/747)->R7
page 4): “Any combination of smoke or terrain LOS
V5 (747x2)->U6,
hindrance DRM greater than or equal to +6 blocks
M6(747)->N6,
that LOS completely”? Yes. Only +3 of the DRM is
N5(747 only)->O6,
from LOS Hindrance, the rest is TEM. What about
M4 (337)->L3 (good luck guys!)
V5 firing on Q6? LOS is reciprocal: if Q6’s D1F shot
earlier was blocked against V5, then V5 can’t see Q6 AT1 CCPh: None yet. Remove Pin marker(s).
either. Finally there is N5 and O5. O5 can and will
give the good ‘ole American try against P5. Now pay End of American Turn 1 and Game Turn 1. Flip turn
attention. The American 747s have Assault Fire Marker over to front side for German Turn 2 and
Bonus (3.5) capability by virtue of their underlined advance along the Turn Record Chart to indicate
Fire Factor (so will the coming Germans!) that that we are now in turn 2. <Whew! That was a lot of
reflects an increased ability in Assault attacks (Firing learning. Things will move faster now.>
while simultaneously moving forward) because they
have goodies like Thompson sub-machine guns. The BOARD INVENTORY end of AT1
bonus is that after all modifications to their FP, you AMERICAN:
add 1 and any fraction is rounded upwards (FRU). L3: 337
Therefore, the O5 unit has 7FP which is halved for N5: 8-1
being pinned to 3.5FP, which is halved for N6: 747
Advancing Fire to 1.75, which is doubled back to 3.5 O5: 747
for Point-Blank-Fire (PBF, i.e., being adjacent). Now O6: 747
we add 1 for Assault [Fire] Bonus and have 4.5, then R7: CX:8-1,747
round upwards to 5FP! Not bad. That will be U6: 747x2
resolved on the 4FP column. (If they weren’t Pinned
GERMAN:
it would have been an 8FP [7/2 for AFPh, x2 for PBF,
I2: 447
+1 for Assault Bonus =8]). The DRM is +3 for the
J1: 7-0
stone building (sBldg). And the die roll is 5,1=6, +3=
K2: 447x2
Final DR of 9 for nada, but a good try! Though it’s
P5: 467
not in the rules, I like to mark my Advancing Firing
Q6: 8-1,467x2
units with a Prep Fire (PF) counter, so I don’t use
them twice accidentally. GT2 RPh: Place the units that are to enter this turn
along the east edge of the board to remind you to
Now N5 (8-1/747) ->P5(467): 4FP/+3. Here’s how:
move them in at the MPh.
7FP /2 for advancing fire = 3.5. add 1 for assault
Pre-Staging:
bonus = 4.5 and FRU to 5. No column for 5 on the
I11: 9-1, 548x3
IFT so back down to 4 FP. The target is in a sBldg for
Otherwise, still no broken units to rally.
+3 TEM, and the orchard hex adds +1 for one hex of
hindrance between them (hex O5), and finally the GT2 PFPh: To remind you again, if you Prep Fire
Ldr provides -1 for directing fire, for a net of +3 units (i.e., provide cover fire), then those units don’t
DRM, another long shot. The dice: 4,6=10, 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 he knows if he can get him to break, it will be worse
to advance upon and eliminate that lonely half for the squad with him, but if the Ldr is muy macho
squad in one of the victory condition buildings (L3). and doesn’t break, it might be tougher to break the
This could be safely performed if the FG (Fire squad alone. He also knows there is a whole lot of
Group, in case you forgot) in K2 could break them FP staring at him from across the way in the sBldg
with Prep Fire. So they try. (O6) adjacent to the orchard (also an 8FP/+2
attack). He decides to shoot at R7 and leave what’s
K2(447x2)->L3(337), 8FP/+3 (the DRM is for the behind him to the other squad to handle … if they
sBldg. And the DR=2,1=3, +3=6! Oh, oh … this could can.
be bad. Crossing the Final DR of 6 with the 8FP
column yields a “1MC.” If you don’t know what that Q6(8-1/467x2)->R7 (CX’d:8-1,747), 8FP/+2. The DR=
means, then read again the meaning of “NMC” and 2,6=8, +2=final 10, which is nada. Mark them with a
“#MC” under 3.2.1 or on the QRDC under the IFT. PF counter.
The 337 rolls for its 1MC and gets: 2,1=3,+1=4!!!! (I
swear before God, these are actual die rolls!) So Now P5 chooses the target in the orchard since it
they survive VERY nicely! Had they rolled a 12 (Box provides no TEM (Terrain Effects Modifier) benefit.
Cars), they would have suffered Casualty Reduction,
P5(467)->O5(747), 8FP/+0, and the DR is … 3,5=8,
which eliminates a HS (explained under 3.2.1 “K/#.”
for a “NMC”. Mark the firing squad with a PF
<If they had rolled a 2 (Snake Eyes) and this were
marker. The American unit in O5 rolls for their NMC,
the full blown ASL version, they might have Battle
DR=6,1=7! They pass their MC but just barely
Hardened, created a new Hero (SMC), gone Berserk,
missed breaking by passing their MC with the
or had a 1/36 chance of actually surrendering (if not
highest number possible, thereby getting Pinned
an elite unit)!> Mark the firing units with a Prep
again! (Place a Pin counter and review the last
Counter (1 on top of the stack).
paragraph of page 5). Since it is now the German
The German units on the other end of town aren’t turn, and the Americans wouldn’t be moving
planning on going anywhere (moving) so they fire at anyway, the pinned squad suffers only by having
any and all available targets. P5(467) has two their FP reduced in half, again. This ends the GT2
enemy units adjacent where he can get the benefit PFPh.
of doubled FP for PBF on either one. He definitely
GT2 MPh: “Then came, arriving from the East, three
wants to hurt or kill one of them before it’s their
squads of German paratroopers!”
turn to gang-up on him with a FG. However, the
9-1,548x2(the other comes behind separately) enter
units in Q6 have LOS to the unit in O6, and all three
on I10(MF1), I9(MF2), J8(MF3-4),K8(MF5-6) and end
units (in two hexes) could form a FG, since they are
their move. Upon entering the sBldg in K8, one of
adjacent to one another (allowing them to share
the guys in L3 noticed them AND RECOGNIZED
selected targets with each other for a concerted
them, and yells to his buddies, “Oh crap! There’re
effort), but they could only use the 8-1 Ldr to direct
Fallschirmjäger behind us!” Then he frantically
fire by those present with him in Q6. Should Q6 join
begins giving hand signals to alert and inform his
with P5 to attack O6, or should he fire to the north
leader in N5.
(at U6), or across the road at R7? He could also use
one unit one way and the other the other way, but Last 548 enters I10(MF1),I9(MF2),I8(MF3-4) and
could only apply his Leadership modifier in directing ends movement, and is also seen by L3.
the attack of one attack. If they all gang-up for a FG
on O6 it will be a 16FP!/+3, that sounds pretty While L3 is thusly distracted, I2(447) moves
devastating. If Ldr directs both of his squads at R7, I3(MF1), J3(MF2-3) and ends its move. [Before we
he gets an 8FP/+2 (+3 for sBldg, plus -1 for this go on, if you noticed that L3 has LOS to the open
Leader directing fire). He caught a glimpse of a yard of I2/I3 prior to the squad actually getting to
Leader moving with the squad that is now in R7 and 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 rolls an original 12 for a MC suffers casualty
isn’t allowed to fire on them as the Germans are reduction (meaning in this case, that half the squad
screaming out of the house to cross the street, then is killed or wounded and is unable to fight; the
you want the full blown ASL game where this kind remaining fighters are now only a half squad).
of fire, termed a Snap Shot, and everything else
imaginable, is accounted for. But let’s continue one BUT, … now it’s time to read both 3.2.1 “NMC” first
step at a time.+ The squad in L3 knows it doesn’t paragraph, and then read 5.1 (both paragraphs).
have much to work with but shoots with Defensive This German squad that broke so miserably that it is
First Fire (D1F) at the moving Germans anyway. now only as effective as a half squad, is also
reduced in quality, because it failed its MC by more
L3(337)->J3(447), 2FP/+2 (2FP because 3FP is not than the OB-stipulated Experience-Level-Rating
enough for the 4FP column, and +2DRM because of (ELR) limit of 3 (see the scenario card). It failed its
+3 sBldg and -1 for FFNAM). And the DR is 3,1=4, MC by 6, the difference of 13 (final MC DR with the
+2=6, a PTC. Place a First Fire counter on L3, and a DRM) and 7 (their ML). So, checking the Nationality
1FP residual fire marker on J3. Now the 447 rolls for Chart on the back cover of the rule book for which
its PTC and gets … 4,1=5, thereby passing the check kind of half squad is 1st line in quality, we find it is
and are NOT pinned. The Americans in L3 know that the 247. Therefore, the squad would have been
if they shoot again with SFF, it will be even less replaced by them for casualty reduction purpose,
effective and so they don’t. except that they must also be ELR’d (past tense of
the “verb” to ELR, meaning to suffer unit
<As a quick check, you should have the following substitution by a lower quality unit) to the next
information markers on the board at this moment: lower quality half squad for having failed their MC
Prep Fire x3 (K2, P5, Q6), by more than their ELR limit/rating of 3. Therefore,
Pin x1 (O5), the original 467 squad is finally replaced by a
First Fire x1 (L3), broken (flipped) and DM’d (place a blue-on-white
1FP Residual Fire marker (J3) and DM counter on them) 237 2nd line half squad!
CX on R7.> Dispense with the PF counter. The first blood has
been finally spilled. <Notice that this half squad’s
German player does not wish to move the leader in
broken morale level is only 6.>
J1 and ends the MPh. Remove the residual fire
marker (green-on-white). No smoke was laid so Continuing:
there is none to remove, yet.
U6(747x2)->Q6, 12FP/+4 (again 12FP not 14, and
GT2 DFPh: Fire group: O5(7FP halved for being DRM of +3 sBldg and +1 Orchard Hindrance. The DR
Pinned, but doubled back to 7FP for being adjacent is … 4,2=6, +4 = 10, for a result of “PTC.” Mark the
(PBF)) and O6 (7FP doubled for PBF to 14FP) join to firing units with a Final Fire marker. The units in Q6
contribute 21FP (use the 20FP column) against the must now check, Ldr, with ML8, goes first. His
adjacent P5(467). DR=5,5=10. He Pins, and therefore cannot give any
O5(Pinned 747)+O6(747)->P5(467), 20FP/+3. The benefit to the guys with him (i.e. they don’t get the
DR is … 4,2=6, +3=final 9, resulting in a 1MC. First benefit of the leader’s -1 DRM). 1st 467 squad (ML7)
mark both firing units with a FINAL Fire marker. rolls: 3,2=5 and passes their PTC. 2nd 467 squad
Then P5 rolls for its 1MC, and gets … 6,6=12! Box (ML7) rolls: 4,4=8, and fails their PTC, precisely by
Cars! (I swear before God this is really happening!) the amount that the Leader would have helped by
Adding the additional +1 DRM to make it 13 makes had he not been pinned. Arrange the stack so that
no difference at this point. They had to roll a 6 in the Leader and one squad are at the bottom of the
order to add the +1 DRM and still end up with a 7 to stack and have a red Pin counter on them. The
not break (for a Pin result, but not breaking). other squad is on top of them and the entire stack
Instead they failed miserably! An unbroken unit that 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 have 5FP/2 for AFPh = 2.5FP, +1 Assault Bonus
the Germans in K8, they’re too far away to hurt =3.5FP, and FRU to 4FP! For two such units, 8FP!
them, so they’ll apply their FP across the street What a difference.] So our attack is going to be a
against the German Schwerpunkt (focal point) in 2FP/+2 (+3sBld and -1 Ldr direction). And the DR is
Q6. Since they are still recovering from the huffing … 3,1=4, +2=final DR of 6, for a result of a “PTC.”
and puffing they did last turn to get here, they Mark the Firing units with an orange-on-white Prep
suffer a +1 DRM for being CX’d for just about any Fire counter (just for me). The L3 squad rolls …
reason (see 3.3 P6), including IFT attacks. 5,1=6, and is not Pinned. (Given that they (the
R7(CX’d 8-1,747)->Q6(Pinned 8-1 and 467, 467). American 337) are not in a position to be advanced
6FP/+3 (+3sB, +1CX,-1Ldr=+3). And the DR is … upon by an adjacent enemy unit for CC (where the
1,1=2 (Snake Eyes!!) plus 3=final DR of 5! (I can’t Americans would not wish to suffer with FP being
believe these rolls myself!). Mark R7 with a Final halved for Pinning), and this is the German turn so
Fire counter. This fire results in a “1MC”. The Ldr the Americans wouldn’t be Moving or Advancing
(ML8) rolls first, and gets … 4,1=5, +1=6 and does anyway, it makes no difference even if they had
not break, but is still Pinned from the prior attack. been pinned. If you can understand what I just
Then, the Pinned 467 rolls … 4,2=6, +1 =7 and does wrote, you have come a long way . Now J3 jumps
not break [barely, and is already Pinned], but in with some Advancing Fire of their own.
remains pinned. Lastly the other 467 rolls … 5,3=8,
+1=9 ,failing his MC and breaks [flipped over] and J3(447)->L3(337), 2FP/+3 (you should definitely
gets a nasty blue-on-white DM counter placed on understand this one by now). And the DR is …4,3=7,
him [move him in the stack to below the pinned +3=10, for an absolute nada, not even close. Mark
units and you can discard the Prep Fire counter. them with a Prep Fire counter. The squad in I8
(This unit failed by only 2 [needed 7 but got 9], knows that if they tried to harm L3 it would be a
which is less than or equal (≤) to the maximum ELR 1/+4, with an impossibility of even getting a PTC,
of 3, so he is not going to devolve to lower quality). and don’t even try. End of AFPh. Remove the Prep
<As a technique note for stacking, I like to slightly Fire counters.
misalign my stack in Q6 so that I can see the white
of the DM counter second from the bottom, and GT2 RtPh: Finally, we have something to do here.
see the top Pin counter, to remind me that there is Both sides rout during this phase (if they both have
something down there. Or you can rotate the broken units) but the ATTACKER (the German right
pinned units above the DM’d ones, etc.> American now) goes first. Basically put, broken units seek
units desire no further Defensive Final Fire, so ends cover and safety. They never move towards the
the DFPh. Remember what to do now? Yep, remove enemy and they try to find a building or woods to
all violet First/Final Fire counters. rally in. It’s better if you take a moment and read
section 3.6 and review the Rout Phase example.
GT2 AFPh: The newly arrived Fallschirmjäger in K8 <Do so now>
arrive at the windows with their guns blazing away
at L3. Accordingly, the broken squad in Q6 would actually
K8(9-1,548x2)->L3(337). Let’s calculate their FP. make matters worse if they stepped out of the
Though they have an underlined Fire Factor (5), building in any direction, and since there is no
they are not able to take advantage of the Assault enemy adjacent, they can stay in the same building,
Bonus because the target is beyond normal range. AND the leader is there anyway. So they are not
So each 548, has 5FP/2 for AFPh=2.5FP, divided by required to rout, and stay put.
two again for long range fire (LRF) equals 1.25FP.
Two such units raise the FG’s FP to 2.5 for this The unit in P5, however is adjacent to enemy and is
attack (resolve on the 2FP column). [If the target required to rout or be eliminated. They wish to rout
would have been in normal range, each 548 would 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 W5: 8-0,747x2


U6! P4 is adjacent to the enemy in O5. In effect, P5 The American has no broken units to rally, but the
is encircled and has no possible legal rout, so is German player does (both sides attempt rally during
eliminated for failure to rout! If only there were no the Rally Phase3). The German has no self-rallies to
Americans in O5, then P5 could have either run attempt, so he proceeds with the unit-rallies.
west through P4 and risked Interdiction, or Low
Crawled to P4 and not have risked (been subject to) The Ldr in Q6 attempt to rally his broken 467 squad.
Interdiction. <The noose is tightening>. This ends They have a broken ML of 7 (coincidentally the
the RtPh. same as when in good order). They have the benefit
of being in good terrain (woods and buildings) that
GT2 APh: provides a rally bonus of -1, plus the leader has a -1
447(J3)->K4. DRM. However, the unit just finished breaking and
The two squads in K2 advance separately to K3 and is sweating it very badly (i.e. has a DM counter on
L2 (yep, the road). The guys in L3 see their doom them conferring a penalty of +4!) Adding up the
approaching. modifiers: -1, -1, +4 =+2. Since the unit’s ML is 7,
J1(7-0) decides it’s safe enough to get closer by they would have to roll a 5 or less to still get a 7 or
advancing to K2. less (after adding the +2 DRM) and rally. It’ll be tuff
The 548 in I8 ->I7 (in the road). but the Ldr tries, and rolls … 1,2=3, +2=5 and rallies
K8 (9-1,548x2)->L7. Thus ends the Advance Phase. those buggers! Flip them to good order (GO) side.

GT2 CCPh: None yet, but almost. Remove the two The DM counters are removed at the end of the
Pin markers. Rally Phase (except for the reasons mentioned in
the rules).
End of GT2. Flip the turn marker over for the
American turn 2. AT2 PFPh: If the American can break Q6, the
approaching units from the north could just run
BOARD INVENTORY End of GT2 right up and take ‘em.
GERMAN:
I7: 548 U6(747x2)->Q6, 12FP/+4, and the DR is … 2,4=6,
K2: 7-0 +4=10 for a PTC. Mark with Prep Fire counter. The
K3: 447 German Ldr rolls first and gets … 5,6=11, and is
K4: 447 Pinned again (place counter and move him to the
L2: 447 bottom of the stack) and cannot use his leadership
L7: 9-1,548x2 modifier to help the others. 1st 467 rolls … 3,1=4
Q6: 8-1,467,Bk/DM’d:467 and is not pinned. 2nd 467 rolls … 3,2=5 and is not
pinned.
AMERICAN:
L3: 337 Now R7 tries the same.
N5: 8-1 R7 (CX’d 8-1 and 747)->Q6, 6FP/+3 (the CX penalty
N6: 747 and the Ldr benefit cancel, leaving us with the sBldg
O5: 747
O6: 747 3
R7: CXd:8-1,747 To be absolutely literal to SK rule 3.1, both players
U6: 747x2 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
AT2 RPh: American stages his turn-2-entering units
play it the way I will be using here: Attacker attempts
along the North edge.
rallies (all) then Defender attempts rallies (all). This
Pre-Staging: 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, DFPh, they could fire on both targets
but mark them with a Prep Fire counter. simultaneously. On the other hand, they fear more
American reinforcements from the North and
The 337 in L3 knows they must try to break up the simply don’t know what to do! They have to decide
24FP FG that is getting ready to swallow them whether to First Fire now, before the unit ends its
whole, or retreat from the fire. Time to introduce movement, and they decide to pass on it. Maybe
the most famous ASL sleaze technique: skulking … they’ll fire on it during the DFPh, we’ll see.
learn it, love it! Knowing that this is the American
turn, the American player knows that the Germans Then, … O6 (747 originally in there [now you can
don’t move or advance during this turn, therefore see why each individual MMC counter is also
those Germans surrounding him in L3 aren’t coming identified by a unique letter in the lower right hand
yet. But the 337’s MPh is next. If he shoots at the counter]) surprisingly Assault Moves to P5 and ends
squad in K3 (or any of them for that matter) with its movement! The German player asks for a
Prep Fire, his unit is stuck there and will receive fire moment to think. These guys are breathing down
in the DFPh. If he doesn’t fire on them so that he his neck, but he is worried about the
can move next phase, and instead carefully reinforcements sure to come from the north. He
(Assault) moves back to M4, he can only receive fire decides that he can’t let this move go unchallenged
from two individual 447s in turn (K4 and L2) of only and directs ONE squad in Q6 to the south side of
4FP and he has a stone building to protect him. the building to attack the Americans (with D1F),
Then he can advance back during the APh, so that leaving one squad to hopefully cover the northern
during the German turn, the Germans must either approaches.
Prep fire and not move, or sit there in the open
street in hopes of moving, either way he may be Q6(467x1)->P5(747), 8FP/+3 (4FPx2 for PBF. The Ldr
able to Defensive Fire on one or more of them. This is pinned, so can’t help with the attack, the
squad elects to skulk by not Prep Firing now and Americans are not moving in open terrain and used
moving out of the LOS of the FG in the MPh. No Assault Movement, so no FFMO or FFNAM DRMs
other American units will Prep Fire now, ending the for the Germans, so the only DRM is the TEM for
PFPh. the sBldg. And the DR is … 2,3=5, +3=8, for a
“NMC.” The Americans check with a DR of … 1,5=6
AT2 MPh: First, remove the CX counter off of R7, and pass! Mark one of the two 467s (the lower one)
they have finally recuperated (but can’t Double with a violet First Fire marker, and place a green
Time this movement phase and aren’t going 4FP (half of 8) Residual Fire marker in P5.
anywhere anyway because they Prep Fired and are
marked as such [actually, the CX could have been Now O5(747) Assault moves into P5 also! This was
removed when they Prep Fired]). actually happening during the last attack (since the
L3(337) assault moves to M4. Since the L2 and K4 MPh and the D1F across the entire board are all
German units have no benefit of First Firing now happening simultaneously in real life but are
during the movement phase (the Americans denied portrayed in separate steps in game terms)
them the FFNAM -1 DRM by using Assault Move) however, the Germans were more attentive with
they’ll wait and shoot in the DFPh with Final Fire. their fire against the 747 that came from O6 than
these guys coming from the orchard, and this is why
Then, N6 Assault Moves into O6, getting out of the the Residual Fire attack (3.3.1 P7-9) that they must
LOS of L7 (and into the LOS of Q6, whose Ldr is now first undergo is half strength (4FP Residual Fire
presently pinned). The units in Q6 know that if they counter). 4FP Resid Attack on 747 entering P5 from
shoot at him now with First Fire during the MPh, it the orchard (O5): 4FP/+3, and the DR is … 6,4=10,
would have a possible effect on only the moving +3=13 for nada, nada!
unit, not the 747 already there. If they wait until 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

Now those Germans looking out the south side continues forward to S6(MF4) and ends its move.
(marked with First Fire) take the new entering The same German squad that just attacked it
squad (moving) under fire with Subsequent First declares a SFF attack on the 747 encroaching upon
Fire (SFF, 3.3.1 P3), because they have already D1F it. BUT WAIT! The rule for SFF states that the target
and are presently marked with a First Fire marker, cannot be “at a range greater than that to the
and because they have no closer enemy, and they closest enemy unit,” which is at this moment in the
are in their normal range, and … they are nervous! adjacent hex P5! Therefore, they CANNOT SFF on
Q6(1st F 467)-> P5 (new 747 from orchard) 4FP/+3 them! They also cannot say, “Well then we SFF on
(the FP is: 4FP/2 for SFF = 2FP, doubled for PBF P5!” Why? Because the guys in P5 are no longer
=4FP). And the DR is … 2,2=4, +3=7 for a PTC, BUT moving and SFF affects “only moving units” (see
WAIT! The German squad rolled doubles while NOT “Synopsis of Defensive Fire” at top of page 7).
being directed by a Leader, and therefore COWERS
(3.2 P3 15th line)! Therefore the attack is resolved Now comes the remaining 8-0 Ldr and 747 in stack
one column over to the left (on the 2FP column) together (having 6MF for Ldr Bonus), and this Ldr
and actually results in nada! SFF leaves Residual Fire knows his stuff! V4(MF1), U4(MF2), <Pause: The
but in this case it would be less than what is there Germans in Q6 see him but can’t fire with SFF for
already, so don’t change anything, other than the same reason that they can’t fire on S6 *farther
bringing the residual fire counter to the top of the away than the closest enemy unit, in this case
stack in P5. The 747 that was already there had adjacent]. The unit in L2 sees them, however, and
already been attacked (with 8FP if you remember) will wait for a possible Long Range Fire (LRF) shot.>
and had already ended its move, so cannot be Continuing: T4(MF3), and German unit in L2
attacked by this residual fire. The German unit that declares D1F:
attacked must have its First Fire counter now
flipped to the Final Fire side (even if it had just First L2(447)->T4(8-0,747), 2FP/-2 (4FP/2 for LRF = 2FP,
Fired, because Cowering causes placement of Final and DRMs are -1 FFMO, and -1 FFNAM=-2). The DR=
Fire counter [or Prep Fire in weapons that 5,4=9, -2=7, for nada. Place a 1FP Resid counter on
otherwise would have retained ROF, like Machine T4 and a First Fire marker on L2. Continuing
Guns, firing in the PFPh] see last paragraph of page movement: S5(MF4, the 1FP Resid stays in T4),
4). R4(MF5) and finally Q5(MF6) ending movement.
The Germans scream … in German, of course! In Q6
747 (only) enters on V5(MF1), U5(MF2), <German there are 3 German units of differing status: Pinned
squad in Q6 can see him through the orchards, but Leader, Final-Fired squad and First-Fired Squad. The
waits for him to get closer, if he will. L2 can also see Germans want to respond to this last American
him very far away (360m).> Continuing: T5(MF3) move. How is this accomplished? Does one squad
the German opens fire with D1F. Final Fire and then the other Final Protective Fire?
<The German is well advised to wait and see if the Remember that FPF is a type of SFF. But what
American squad moves out into the open before about the Mandatory Fire Group rule? (Read last
declaring fire.> sentence of 1st full paragraph on page 5.)
Q6(unfired 467)->T5(747), 4FP/-1 (The DRM is -1 for
FFNAM. The orchard is not open ground so no Given the review thus far, we understand that the
FFMO DRM for the German, who also is still German response here must be unified and not
leaderless due to pinning.) The DR is … 5,3=8, -1=7 serial. There will be one combined attack from Q6
for a PTC. The 747 rolls: 2,2=4! Passing his PTC! Now with one DR, with one squad performing SFF, the
mark the German with a First Fire counter, and other FPF and the pinned leader just watching.4
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
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. As for those two squads in Q6, they cannot Final
(8FP/2 for SFF, then x2 for PBF=8FP, and the DRM is Fire in this phase because they are already marked
-1 for FFNAM only.) The DR is … 2,5=7, -1=6 for a with Final Fire markers. If I7 wished to attack M4
1MC. Put both 467s under the same Final Fire and assuming LOS, it would be a 2FP/+4 (make sure
counter. To be a stickler you would put a 4FP Resid you understand why), requiring rolling snake eyes
counter in Q5 (but since there is NO possibility of just to get a PTC, and they decide not to waste
anybody stepping in that hex during this MPh, just ammunition.
forget it). Now let’s apply the results for the 1MC.
First the Ldr checks and rolls: 6,3=9, +1 =10 (failing K4(447)->M4(337), 4FP/+3. The DR is … 6,6=12,
only by 2, note that the American ELR is 5!), and +3=15. Mark K4 with Final Fire marker. What about
breaks. Flip him over and put a blue-on-white DM L2? They can’t fire on M4 now because in the DFPh,
counter on him. Next the squad checks and rolls: if you’re already marked with a First Fire marker,
1,3=4, +1=5 and passes in style! Now the one you can only fire on adjacent units (see 3.4).
German squad that was already Final-Fired just End of DFPh. Remove all the violet First/Final Fire
performed Final Protective Fire (FPF, 3.3.1 P4) counters.
against the moving units in Q5. Essentially, FPF is
AT2 AFPh: The Americans in O6, P5 and Q5 are
handled just like SFF, except that since the guys are
intent in utterly destroying the Germans in Q6, and
so desperate, they may make mistakes and injure
attempt to do so by forming a killer FG. Remember
themselves. This is abstractly portrayed by the
that the 747s have Assault Fire capability because
Firing unit(s) suffering a NMC with the original IFT
their Fire Factor (first number of the 3-number
DR applied against them, immediately after the
Strength Factor) is underlined. Let’s calculate the
attack. Let’s watch how.
FG’s FP. O6(747) has 7FP/2 for AFPh =3.5FP, then
The original DR of this attack (2,5=7) is applied add +1 for Assault Bonus (AB) =4.5FP, and FRU to
against the German squad performing FPF as a NMC 5FP. P5 has two 747s in it. We calculate for one of
penalty. Their ML is 7 and the original DR =7, so them and finally double it as follows: P5(747x2) has
7FP/2 for AFPh =3.5FP, x2 for PBF =7FP, +1 for AB
they survive the morale check, but just barely (by
=8FP (no fraction to round up), x2 units as such
the highest roll possible) so are pinned! Move one
squad to bottom of stack with leader under the Pin =16FP. Next Q5(747) calculates exactly as one of the
counter. two units just calculated in P5, for 8FP. Adding all
together we have 5FP+16FP+8FP=29FP! Now the
We’re almost done. Since the American Leader that American has to think, and realizes, there is no 29FP
just broke in Q5 has a higher ML (8) than the squad column; he’s one short for 30FP, so will have to use
with him (ML7), the squad has to prove their mettle the 24FP column, but that’s a waste of 5FP!
by surviving a Leader Loss [Pin] Task Check (LLTC). Fortunately, the extra 5FP are at the end of the FG
Please read the second-to-last (or more properly, in hex O6 and can be shot separately as a second
the penultimate) paragraph of page 5. This leader attack with a resulting loss of only 1FP, as it would
had no negative leadership DRM, so it will be a be executed on the 4FP column. So the American
simple, straight PTC. And the DR is … 5,1=6, and the first Advancing Fires with a FG of
squad is NOT pinned. [This step is superfluous if the P5(16FP)+Q5(8FP)=24FP. DRM is +3 for sBldg:
squad had been pinned already, or worse, broken; 24FP/+3. And the DR is … 4,3=7, +3=10 for a 1MC.
not so, however, if the leader had been eliminated.] First the Pinned Ldr checks, DR =3,6=9,+1=10, and
breaks (by excess of only 2 [no ELR reduction]). Flip
End of MPh. Remove all the green Residual Fire the Ldr counter and place under DM counter at
counters (no smoke counters yet to remove). bottom of stack (his Pin status no longer applies).
Also remember that since this leader has a higher
AT2 DFPh: Not many targets for the Germans since ML than the units with it, after this fire is resolved,
the Americans skulked out of their LOS, remember? 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 S6(747) decides to get in on the action. 4FP/+3, just
5), unless they’re already broken (worse than like O6. The DR=5,4=9,+3=12, for no effect. Mark
Pinned) by then. And if the leader ends up later them with a Prep fire counter, then remove all the
being eliminated, then any surviving units will have Prep Fire counters to end the AFPh. Wow! What a
to undergo a Leader Loss MC (LLMC, see the phase!
antepenultimate paragraph of page 5). Continuing
the attack resolution: 467#1 (top unpinned one), AT2 RtPh: Best if you read 3.6 and the Rout Phase
rolls … 5,2=7,+1=8 and breaks *but no ELR Example on page 9 first, if you didn’t before. The
reduction]. Flip and place on the bottom of the American routs first since he is the ATTACKER (this
stack. 467#2 (pinned) rolls … 6,5=11,+1=12, which is the American turn).
breaks (pin no longer applies) and suffers ELR
Broken 8-0 Ldr in Q5 with DM counter elects to
reduction (for failing by more than 3) to a 447 2nd
rout5: R4(MF1, and is NOT subject to interdiction by
line squad (see the Nationality Chart on back cover
unit in L2 because beyond normal range), S4(MF2),
of Rules to see the devolution of quality). Therefore,
T3(MF3), U3(MF4-5) and ends rout. As for the
remove the 467 and replace at the bottom of the
German broken units in Q6, they are encircled and
stack with a broken (flipped) 447 squad. Finally,
if they were to step into any of the open hexes
since the squads are broken (worse than Pinned),
around them (P6, Q7, R6, and R5), they would move
there is no point to undergoing the Leader Loss
closer to known enemy units in their LOS, yet they
[Pin]Task Check (LLTC), and it is forsaken. Now mark
cannot stay where they are since they are adjacent
P5 and Q5 with Prep Fire counters (so not to forget
to enemy units and cannot step into a hex adjacent
that they Advancing Fired).
to an enemy. Therefore, they have NO possible
Now O6 attacks with 4FP/+3 (calculated earlier rout, and are all eliminated for Failure to Rout!
above), and rolls … 2,1=3, +3=6! For a NMC. Place Finally, the Schwerpunkt falls! Clear the hex of
PF. The leader rolls first and gets … 3,6=9, breaking counters. <In full blown ASL, there is also surrender,
again. According to the rules (see also under taking of prisoners, and the giving of no quarter.>
“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
<This space intentionally left blank.>
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.
<Of course, there’s no need to make this attack or
any of the following others against the broken 5
This unit is not required to rout since it is neither
German stack since it’s going to be eliminated adjacent to a “Known unbroken enemy unit,” nor in the
during the RtPh, anyway. This is a more valuable same Open Ground location in the Normal range and LOS of a
lesson than the details of wounding an SMC.> 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

BOARD INVENTORY end AT2


RtPh Special Lesson:
AMERICAN:
When does a unit have to rout? The situation: a
L3: 337
broken unit in cover (bld or woods) is DM'd by arrival
N5: 8-1
of adjacent enemy also in cover. That enemy is then
N6: 747
broken by D1F from elsewhere. In the RtPh we now O6: 747
have adjacent broken/DM combatants in cover and P6: 747
we'll stipulate that there are no unbroken Known Q6: 747
Enemy Units (KEU) adjacent to either. This situation R6: 747
is never mentioned directly in the rules for SK or full R7: 8-1,747
ASL, but is addressed in the "Comprehensive Rout T5: 747x2
Example" (CRE) in ASLRB2. The question is: “Must U3: bk/DM:8-0
this DEFENDER rout if this ATTACKER is no longer
adjacent because he routed away first?” The answer GERMAN:
is, “No.” Here's why. The rout rules stipulate "Broken I7: 548
units not in melee under DM must rout away K2: 7-0
(ATTACKER first - one unit at a time) during that RtPh
K3: 447
K4: 447
or be eliminated for failure to rout." But the
L2: 447
elimination mentioned is for: A.) Not removing
L7: 9-1,548x2
adjacency to a "Known unbroken enemy unit," or
for, B.) “Remaining in the "same Open Ground <At this point, at least 95% of the rules (without
location in the Normal range and LOS of a Known support weapons) have been practiced. We have
Good Order enemy unit that would be able to yet to see (Road Bonus in moving, Close Combat
interdict.” Therefore, as the CRE demonstrates on (CC), Ambush and Melee, Interdiction, LLMC, Field
page A28 for enemy adjacent in O5 and P5, neither Promotion (possible in CC and MMC self-rally), and
of the adjacent DM'd combatants are required to some smoke grenades!>
rout because neither is adjacent to a "Known
GT3 RPh: Place the reinforcing German units
unbroken enemy unit". Therefore, whether this
entering this turn along the east edge of the board.
ATTACKER elects to rout or not, this DEFENDER is
Pre-staging:
under no compulsion to do so, and both units may
I11: 9-1,548x2
end the RtPh adjacent to each other.
Otherwise, there are no German units to rally
AT2 APh: (unfortunately). So now the American may try. The
M4(337)->L3 (this is Medal of Honor stuff), American has only one unit broken, a SMC, the 8-0
O6(747)->N6, Ldr in U3. He is in a great place to rally (buildings
747#1(P5)->O6, and woods have a -1 Rally Bonus), but trying to rally
747#2(P5)->P6, yourself is tough and always suffers a +1 Self-Rally
Q5(747)->Q6, penalty. This 8-0 Ldr has just arrived from his fretful
S6(747)->R6, and finally rout and is still shook up badly (i.e., has a DM
U6(747x2)->T5. counter on him), making it much harder (DRM of
+4) to rally. But he tries. With broken ML of 8, and
AT2 CCPh: None possible and no Pin counters to net DRMs of +4, he must roll ≤4 to rally; not likely.
remove either. He rolls … 2,3=5, +4=9! So close … but no bananas.
This ends AT2 and Game turn 2. Flip the turn No other activity for this RPh. At the end of the RPh
marker back to front side and place on “3” for the DM counters are removed. Ah, that Ldr is
German Turn3. 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 N6(747)->J6(548) with D1F, 6FP/-2 (-1 for FFMO and
covering fire) then they don’t move. The squads -1 for FFNAM), and rolls … 5,3=8,-2=6 for a 1MC.
surrounding L3 are not interested in moving … or Mark N6 with a First Fire marker. German rolls …
are they? Being adjacent to one another AND the 3,2=5+1=6, passing handsomely. Place a 2FP
enemy, they can bring a FG with 4FP x3 units, x2 for residual fire counter on the hex (6FP/2=3FP but
PBF = 24FP, with very good chances that they could there is no 3 so gets a 2FP). Continuing their move:
eliminate the HS. However, there’s always a chance K6(MF2-3) and end (remember, the Residual Fire
that the attack might go FUBAR, and that the counter is in the hex (J6), not on the squad (now in
defending HS may not lose their discipline. So the K6).
German is thinking that he could also get a good
16FP shot using only K3 and K4, leaving L2 freedom Now L2(447) Assault Moves to M3. The American
to Assault move to M3 in case the HS doesn’t get tries to do something!
eliminated, so they can advance into M4 to L3(Pinned 337)->M3(447), 2FP/-1 (for FFMO only),
surround the HS and claim a victory condition and rolls … 4,4=8,-1=7, for nada, even before
building at the same time. (I let the die make this adjusting for having cowered. Mark the American
decision, 1st approach odd, second even, and it with Final (not First) Fire counter (because they
came up even.) cowered). What about Residual FP (RFP), you may
ask? Since this 2FP attack cowered, it is resolved on
K4(447)+K3(447)->L3(337), 16FP/+3, and the DR= the 1FP column. And since RFP use half the FP used
3,3=6, +3=9 but Cowers to 12FP column, for a NMC to resolve the attack, we don’t have enough FP to
(the other attack would have resulted in a 1MC leave any RFP (thanks to cowering).
given same DR). Mark K3 and K4 with Prep Fire
counters. The 337 squad checks for a NMC with a But wait … that attack gets the attention of the
DR of … 4,3=7, again barely passing and becoming troopers in T5, who attempt to help their buddies.
pinned! Place Pin marker on them. T5(747x2)->M3(447), 6FP/-1 (7FPx2units, /2 for LRF
=7, goes on 6FP column) The Germans says,
Units in L7 are looking along the eastside of the “Through the orchard, I think, for a +1 Hindrance
village at a six-hex 42FP FG!! They also know that you’re shooting!” They check, and indeed the line of
more of their Fallschirmjäger buddies are fire (LOF) does clip the inside vertex in Q5 [see
approaching from the east and may get mowed Inherent Terrain in 2.0]. Therefore there is hindered
down by same. They want to break that FG up by LOS, and they proceed with the DRMs of -1 for
attacking right at its center as best they can. FFMO and +1 for Orchard Hindrance to equal a final
DRM=0. The DR is … 2,4=6, for a 1MC. Place First
L7(9-1/548x2)->P6(747), 8FP/+2 (sBld and Ldr), and Fire on American, and a 1FP RF counter. <See the
the DR is … 4,2=6, +2=8, for a NMC. Mark L7 with official errata for RFP calculation in 3.31 or the
Prep. P6 checks with DR=4,4=8, breaking [but no unofficial errata referenced at the opening, under
ELR ever for the American 747s because their ML is Residual Firepower, 3rd bullet. The amount of RFP is
underlined [see last sentence of 5.1]]!6 Success for reduced 1 column per hindrance value located
the German Commander! Flip and DM the unit in outside the target hex. This is included in the
P6. No other Prep Fire from the German. ASLSK2 rule book, and therefore was an
unintentional omission in the first kit. The result in
GT3 MPh: I7(548) gets cocky and moves, not Assault
this case would be the placement of 1FP residual
Moves, into J6(MF1), … and the American screams
fire because this Residual fire would have to shift
“I kill you!”
one column to the left (from 2 to 1) for the +1
Orchard hindrance modifier. >
6
But in ASL (there’s always a “but” in ASL), any unit with
German 447 checks for a 1MC and rolls …
underlined Morale that fails an MC so badly that it 3,4=7+1=8!, breaking [only failing by one, so no
exceeds its (5) ELR is replaced by two of its half squads.

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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! <For the But now comes the LLTC. Remember that any
record, this is worlds of fun SOLO!> negative leadership modifier is used against the
squad as a positive DRM. In essence, the better the
Now for more Germans. This is an easy tactical leader that breaks or dies, the harder it is on the
question, at least for me, once you think about it. guys with him *doesn’t this game have beautiful
Basically, the reinforcements will either battle for logic?!+. The squads have a ML of 8. 548#1 rolls …
N5/N6, the approach against which is over much 1,1=2,+1 (for -1Ldr)=3. These guys must get medals
open ground and possibly against several powerful after today. 548#2 rolls … 2,6=8,+1=9! They fail and
squads of paratroopers, or run to the far side with are Pinned! Place a Pin counter on them. I have my
less exposure, to battle for L3/M4. To win, all they stack arranged thusly from the bottom up: broken
have to do is deny the Americans the Victory leader, DM, 548, Pin, 548, CX, and 2FP residual fire
Conditions: there must not be good order (GO) marker. The Americans, however, are not done yet
German Units in any of the four structures! So if with these guys.
there is a GO German unit in any one of them, the
American fails to meet the criteria and the German Now R7 opens with D1F!
wins. OK, now we’re getting nasty and personal! R7(8-1/747)->J6(contents just described), 2FP/-3.
Given these facts, the German reinforcements Hope you can figure why by now. <<If not: 7FP/2 for
chose to double-time it over to the far side: LRF=3.5FP, resolved on 2FP column. The DRMs are -
1 each for FFMO/FFNAM, plus -1 for American
9-1/548x2 declare “Double Time!” (place CX on Leader directing fire.>> The American rolls … 5,2=7,-
them, they now have 8MF all together [see the 3=4, for another 1MC. Place a First Fire counter on
MF/PP Chart (top row) on the QRDC]: I10(MF1), them. No residual counter is placed because 1FP,
I9(MF2), I8(MF3-4), I7(MF5), J6(MF6), they must from this fire, is less than the 2FP already there.
now undergo a 2FP Residual Fire attack: 2FP/-2 (-1
each for FFNAM/FFMO), The leader checks first again (why? What if he dies
<Running a stack through a 2RFP/-2 attack with a this time?), and rolls 5,6= 11 (original), +1=12(final).
possible 2/-3 attack against it to follow as well? If he had rolled an original 12, he would have been
Even though the units have 8 Morale and a good eliminated]. You may remember that a broken unit
leader, this stack and the player who attempted this that breaks again suffers Casualty reduction, and
deserves what they get.> that SMCs do so by wounding (or dying, depending
and the DR is … 5,1=6,-2=4 for a 1MC! Oh, oh! on the die (not dice)-roll (dr)). The leader rolls and
Leader 9-1, checks first and rolls … 4,6=10+1=11, gets, dr=4. Place a Wound counter on him directly.
and fails/breaks [by 2 so no ELR reduction]! Flip and This status is summarized on the counter itself, and
place DM. This has HUGE consequences, for no says 3MF (limiting his movement/routing severely),
matter what else, the leader cannot proceed WITH and ML/LD -1 (reducing BOTH his morale level and
the squad to its ultimate objective of J4, so they leadership by one, in this case to that effectively of
lose the 2MF leader bonus in movement, and are an 8-0 leader. The only part not included, is that he
left with that of only a MMC that is double-timing, suffers a +1 die (not dice)-roll-modifier (drm) for
i.e., 4MF (MMC) +2MF (Double Timing)=6MF, which any further wound checks because he is wounded
is exactly what they have spent thus far, and can already.] Next the pinned squad rolls … 3,5=8, +1=9
move no further!! Additionally, after everything failing [only by 1 so no ELR] and breaks. Flip them,
else, the squads may face a LLTC too (if they don’t discard the Pin marker, and place them under the
break in the next moment)! Now for the squads’ broken leader and DM marker. Now the last 548,
1MC check: 548#1 rolls … 4,1=5,+1=6, passing rolls … 1,4=5,+1=6, passing yet again!
handsomely! 548#2 rolls … 2,2=4+1=5, passing
impressively! Way to show your leader, guys! 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 GT3 APh: K3(447) and K4(447) to L3. Place Red-on-
demonstrated some important principles, some of White “CC” counter on top of stack.
which include: Leadership (especially when helping
direct fire, but also its effect when lost), the value of GT3 CCPh: Best that you read the pertinent rules
low FP shots if also benefiting from negative DRMs, section now. See 3.8. First we determine if one side
situational awareness, the attrition caused by ambushed the other. The only die-roll-modifier
repeated attacks upon a unit, and how military (drm) in play here is +1 for the American for Pinned
planning can evaporate under the cauldron of status. The German rolls: 5; the American rolls
battle. 6+1(Pinned)=7, a difference of two. The German
<The GT3 MPh also demonstrates the foolhardiness missed ambushing the American by one, so there is
of running stacks through Open Ground.> no Ambush. The German may not do two separate
attacks, because “no unit attacks or is attacked
GT3 DFPh: The American has one shot, from O6 to more than once per CCPh.” The American must
M3. O6(747)->M3(bkDM447), 6/+1 (for the Orchard decide whether he wants to attack both of the
Hindrance of O5 hexside). Place Final Fire. squads, or only one squad this time, and he quickly
DR=5,2=7, +1=8 for a useless PTC. In the DFPh, decides to attack only one squad.
those units marked with First Fire can only fire at
adjacent targets. If only L3 had not cowered,
CC Special Lesson: Pinned units Attack in CC at
thereby getting a First Fire marker instead, they
half FP for being pinned, but DEFEND at FULL FP.
might have tried again against M3 in this phase.
Remove all First/Final Fire markers. Though this is not clear in the ASLSK1 rules,
consider that even broken units defend in CC [at
GT3 AFPh: The only units that can do anything are full strength, 3.8 P3], therefore it is inconceivable
K6 and unbroken squad in J6. K6(548)->L3(337),
that pinned units would defend at less FP than
4FP/+4. <<5FP/2 for AFPh=2.5FP, +1 [Assault
broken units! Unfortunately, this is not made any
Bonus]=3.5, FRU to 4FP. DRMs = +3sBldg, +1
Orchard Hindrance=+4.>> And the DR is … 4,2=6, clearer in the rules for ASLSK2 (Guns) or ASLSK3
+4=10, for nada. Mark them with Prep Fire counter. (Tanks), but is explicitly clear in ASL.

Now J6(CX’d 548)->N6(747), 4FP/+4 (don’t forget +1


The American HS is suffering the effect of being
for CX’d), and the DR is … 2,5=7, +4=11, for nada.
Pinned, which results in Half FP for their attack
Mark with Prep Fire (PF). End of AFPh. Remove all
calculation, but not their defense calculation.
PF markers.
Therefore the German Attack-to-American defense
GT3 RtPh: German, as current ATTACKER, goes first. FP ratio is 8:3, which is more than a 2-to-1 odds
M3->M2, L1, K2 (no closer to L3 in hexes than L1) ratio (6FP:3FP), but insufficient for a 3-to-1 odds
and equal expenditure of MFs (4) than if routing to ratio (9FP:3FP), and will therefore be resolved
L0 (woods). <Note: the American Pinned HS in L3 is under 2-to-1 odds ratio with Kill # of 7. The German
not capable of Interdicting the routing German qualifies for none other of the FP/DR Modifiers
squad [see 3rd full paragraph of page 9.]> Next, J6 listed on the Close Combat Table (CCT) on the
(broken wounded-leader and squad only, not the QRDC. The American’s attack is focused only against
CX’d 548) to I6 (rather than J7 because out of LOS one German squad, so its pinned attack ratio is
and line of fire (LOF)). Then the American: P6 (could 1.5FP:4FP, which is better than 1-to-4 odds ratio
technically stay put because no adjacent unbroken (1:4) but not sufficient to qualify for 1-to-2 odds
enemy, but prefers to get out of the LOS and fire of ratio (2:4), therefore is resolved under the 1-to-4
bad guys) to P5. He can now see the Germans in K4. column with a Kill # of 3. The German rolls 4,2=6,
End of RtPh 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 over to good side). <Having that extra time to settle
counters. End of CCPh and the GT3. your nerves (read: lose the DM counter!) is very
helpful in rally attempts.>
You may have thought, “Seeing what was coming,
that HS should have run for their life!” And you Now the German attempts self-rally of wounded
would be right. If only they had come from an ASL leader in I6. Remember, his ML is lowered by one
box instead of an ASLSK box, they would have had (to 8) secondary to his wounded status. His DRMs
that ability! Flip the turn counter over for AT3. We are DM (+4), Self-rally (+1) and in building (-1) for
are now exactly halfway through the available turns net DRM=+4. He must roll ≤4 to rally, and rolls …
for resolution of this battle. 3,6=9, +4=13 (way over 8) and fails to rally. The
squad with him is stuck because there is no good
BOARD INVENTORY end of GT3 order (GO) leader present with them to attempt
GERMAN: unit-rally.
I6: bk/DM:548,wnd9-1
J6: CX548 Next the 7-0 in K2 attempts to rally the broken/DM
K2: 7-0,bk/DM447 447 (broken ML of 7). DRMs = -1 for building and +4
K6: 548 for DM, =+3. They roll … 3,6=9, +3=12, and fail to
L3: 447x2 rally. End of RPh, so remove all DM counters!
L7: 9-1,548x2
AT3 PFPh: This is a critical tactical moment for the
AMERICAN: American. He has to decide whether he wants to
N5:8-1 consolidate his hold on the central building area, or
N6: 747 move those forces to try to recapture the
O6: 747 southwesterly victory-condition (VC) buildings.
P5: bk/DM747 Should the approaching reinforcements (which
Q6: 747 include the finest leader in this battle) hustle to
R6: 747 occupy those VC buildings before those nasty 548s
R7: 8-1,747 to the south, or help in town? Should he pace
T5: 747x2 himself (having three turns including this one) or
U3: bk8-0 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
AT3 RPh: Place the approaching reinforcements need for moving to spare any Prep fire.
along the north board edge to remind the American
to move them in the MPh. AT3 MPh:
Pre-Staging: O6(747) moves: N5(MF1-2) and pauses for the
W5: 9-2,747x2,337x2 German to consider. Note that the American did not
declare “Assault Movement,” prior to moving so it
Since the American is the ATTACKER for this RPh, he seems to the German that he will continue moving.
may attempt one and only one MMC self-rally in If he shoots on him now, he cannot affect the
addition to the regular SMC self-rallies. The squad in leader in the same hex; in order to do that he would
P5 is DM (+4), attempting self-rally (+1), in a need to wait for the DFPh. If the American is
building (-1), for a net DRM of +4. With a broken ML proceeding into the street, that will be a desirable -
of 8, they’ll have to roll ≤4 to rally, They roll 2DRM (for FFNAM and FFMO) shot. The German
…2,5=7,+4=11 and fail to self-rally. decides to wait for the next move. The American
then declares that the squad will proceed to spend
The SMC in U3 now attempts self-rally with
MF3-4 by attempting smoke placement in the M5
following DRMs: self-rally (+1), in building (-1), for
adjacent hex! The American squads have a “3”
net of DRM=0. He rolls … 4,2=6, and rallies (flip him

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smoke exponent on their “7” Fire factor (see … 1,1=2! Place a 4FP residual counter on P4 and
counter), meaning that if they roll ≤3 with one die, mark L3 with First Fire. Move continues to O5(MF5),
they successfully place smoke. No drm applies in N4(MF6) ending move. Make sure only one 747 (the
this case (leaders do not affect smoke placement, bottom one) is marked with CX.
[why would they?], and the squad is not CX’d). They
roll … 2, and are successful! Place a green smoke Now the American must make an EXTREMELY
counter in hex M5 [smoke, like Orchard, is Inherent IMPORTANT observation! Note first that N5 is
terrain]. The German is baffled and doesn’t know visible from both K6 and, through the smoke, from
whether he should fire at the squad in N5 for D1F L3, and is at range of 3 hexes from each. Second,
(placing smoke expends MFs and qualifies for D1F realize that both of those hexes are marked with
attacks) or wait for coming move sure to be First Fire counters, limiting them to only SFF which
screened by smoke. … He decides to save his fire for disallows any SFF at targets greater than this range
expected move. (“not at a range greater than that to the closest
enemy unit” [L3 cannot see and has no knowledge
Simultaneously, the squad in R6 attempts to “pop of N4]). Those units are essentially “fixed” on N5
smoke” in Q7 (MF1-2), and roll … 3, successfully until someone else gets at least that close to them.
placing smoke! Place smoke counter in Q7, and Therefore, T5(747) now moves: S5(MF1), R4(MF2),
then R6 moves to Q7(MF3-4, smoke costs 1MF Q4(MF3), P3(MF4) and stop.
more to move into) and ends its move. <Note: many
players find it convenient to rotate the orientation Then N6 assault moves to O6.
of moved counters so as to distinguish easily those
Then R7 orders “Double Time!” Place CX on them.
that have moved from those which haven’t,
They move R6(MF1) … and the German declares
reorienting them at end of MPh.> The German is
D1F from L7, as he sees his targets disappearing.
baffled by all the smoke, and a bit frustrated.
The American objects “No LOS,” then very
Q6(747): P5(MF1-2), O5(MF3), N4(MF4) and stop. importantly requires the German player to identify
K6 thinks it sees movement through the smoke and the specific firing units before checking for LOS. The
opens fire. K6(548)-> N4(747), 4FP/+1 (-1 FFNAM, German thinks he has LOS and declares “the whole
+2 smoke hindrance [no FFMO because of the stack.” Now they check, and sure enough, LOS is
hindrance modifier+), and rolls … 4,6=10, +1=11 for BLOCKED! Place a First Fire marker on L7 for ALL its
no effect. Place no residual fire in target hex and units. The Americans keep moving: Q6(MF2-3),
mark firers with First Fire marker. <See the official P5(MF4-5), O6(MF6-7) and ends (with 1MF left
errata for 3.31 or the unofficial errata referenced at over). Make sure the non-CX’d squad already there
the opening, under Residual Firepower, 3rd bullet. is placed on top of the CX counter, not under it.
This is included in the ASLSK2 rule book, and
Now the leader in U3 moves directly SE to P5(MF1-
therefore was an unintentional omission in the first
6).
kit. The result in this case would be the placement
of 0FP residual fire because this Residual fire would Then the entire reinforcing platoon arrives en
have to shift two columns to the left (resulting in no masse along the road: V4, U4, T4, S5, R4, Q4 (having
FP) for the +2 hindrance modifier of the smoke. > spent 6MF thus far), and P3 (spending the Road
Bonus extra MF). The German player is observant
T5(747#1) declares double time (place CX on them)
and objects, “You are Űberstacking!” (see “Stacking
and runs: S6(MF1), R5(MF2), Q5 (MF3), P4(MF4), …
Limits” in 2.0), and the American is required to back
drawing fire from L3. The American objects “No LOS
up one hex and cannot redeem the extra speed on
because of M4.” They check and it seems there is
the road because his ending hex would be
LOS, so attack proceeds. L3(447x2)->P4(CX747),
overpopulated! Rats! (Alternatively, if the German
8FP/-2, (-1 each for FFMO and FFNAM). The DR is …
player was agreeable, and this was a friendly game
6,4=10, -2=8 for a NMC. The squad checks and rolls

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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1
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(not a tournament, which occurs all over the world


Attack DRM Special Lesson
for ASL) the American could redo this entire last
For clarity sake, this ASL rule should (in my
move.) This completes the MPh. Remove all the
opinion) have been included in the SK Rules. It is
“green” information counters (i.e. smoke and
so fundamental to the game that it is included in
residual fire counters), and reorient the moved unit
the preamble section of Chapter A in the
counters if you rotated them.
ASLRB(2):
AT3 DFPh: The German has no possible attacks (the “A.5: ATTACK DRM: Whenever an attack is made
First Fired units may fire only at adjacent targets against multiple defending units, if a modifier applies
to some but not all of the defending units that attack
(none) and the unit in J6 (CXd) has no targets in LOS
is made with only one DR by applying the appropriate
(thanks to some more skulking by the American). DRM only to those units – thus getting two or more
Remove violet First/Final Fire counters. Final DR from the same original DR. Conversely,
whenever an attack is made by multiple attacking
AT3 AFPh: Q4(9-2/747x2,337x2)-> L3(447x2), units/weapons, if a modifier applies to some, but not
4FP/+1 (20FP/2 for AFPh=10FP, /2 for LRF(Assault all, of the attacking units, it applies to the attack only
Bonus not possible)=5FP, resolve on 4FP. DRM= if detrimental to the attacker. This often advocates
+3(sBldg)-2(Ldr)=+1). DR= … 6,1=7, +1=8 for no the breaking up of a FG into separate attacks [if
effect. Mark with PF counter. possible] – not all of which are so penalized.”
{Modification added}
Now P3(747)->L3(447x2), 4FP/+3 (this one can use
the Assault Bonus (AB) because target in normal AT3 RtPh: There are no routs required or possible.
range. 5FP resolved on 4 column). DR= … 2,3=5,
+3=8 for no effect (NE). Mark them with PF counter. AT3 APh:
747(N4)->M4,
The squads in N4 and N5 are adjacent and have LOS CXd747(N4)->N3,
to K6, BUT … one squad in N4 is CX’d and has a +1 P3->O4,
DRM that the others do not have. Unfortunately, a Q4(entire stack)->P3,
FG suffers any positive DRMs of its member units. 747 only (N5)->M6,
Furthermore, “if units in the same hex are going to 747(O6)->N5,
attack the same unit, they must do so as a FG, they CXd:8-1/747(O6)->N6,
may not make separate attacks.” This requirement Q7->P6. End APh.
is known as “Mandatory FG.” The end result is that
N4 must fire at K6 as a FG that is penalized by the AT3 CCPh: None available. No pin counters to
+1 for CX of only one of its squads; and if they join remove either.
with N5 for a larger FG, the entire FG suffers the
BOARD INVENTORY end of AT3
same penalty. The American will split his attack by
AMERICAN:
hexes. <Another option is to forego attacking with
M4: 747
the CX squad, which would allow for a multi-hex FG
M6: 747
without the +1 CX DRM.>
N3: CX747
N4(747,CXd747)->K6(548), 8FP/+4 (10FP with AB
N5: 8-1,747
resolved on 8FP, +3sBldg +1CX’d), DR= 5,2=7, +4=11
N6: CX: 8-1,747
for nada. Mark with PF.
O4: 747
Now N5(8-1,747)->K6(548), 4FP/+2 (5FP with P3: 9-2,337x2,747x2
assault bonus resolved on 4FP), DR= … 4,5=9, +2=11 P5: 8-0,bk747
for NE. Mark with PF. End of AFPh. Remove all PF P6: 747
markers.
GERMAN:
I6: Brk: wnd9-1,548

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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1
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J6: CX548 detrimental DRM, it applies to the entire FG


K2: 7-0,bk447 (cumulative as per A7.3).” Anyway, even though this
K6: 548 isn’t clear in the rule book provided, you would find
L3: 447x2 great frustration when you tried to calculate and
L7: 9-1,548x2 resolve such fire, thereby revealing the error of the
way. Therefore, the American can still use the huge
End of AT3 and Game Turn 3. Flip and advance the FG, but will have to add +1 for CX; the German
turn counter. For the coming game turns, no more doesn’t know what the American is thinking,
explanations for attack FP and DRMs will be however. The German can attempt to break up the
explained, with possible exception. You should FG by harming unit in M4 or O4. He may try with
know it pretty well by now. Additionally, both 447s or with one, and then attack the adjacent
information counters will now be only mentioned, unit in M4 with the other. The guys in K2 are
and you’ll have to put them yourself on the units or preparing to move.
hexes that require them.
Finally, one 447 in L3 attacks O4(747) thinking that
GT4 RPh: The leader in I6 is wounded (reducing his the CX’d unit in N3 is already suffering a +1 DRM, so
broken ML from 9 to 8. He is not DM’d (thank God), maybe he can spread the damage. 4FP/+0, DR =
is in a building (-1), but is attempting self-rally (+1) 3,5=8, for NE. Mark with PF (“One ping [unit] only
for net DRM=0. He rolls … 6,3=9 and fails to rally. please.”) <I hope you have seen “The Hunt for Red
October.”>
Since the broken squad in I6 is not with a good
order leader, he can technically attempt MMC self- Then other 447 in L3 attacks adjacent 747. 8FP/+3,
rally (it is the German’s Turn now). The one MMC with DR=3,2=5, +3=8 for NMC. Mark with PF (put
self-rally attempt during the ATTACKING player’s both 447s under same counter). 747 checks with
Rally Phase is limited to an MMC without a good DR=2,2=4 and keeps their discipline! The German
order leader. DRM=0 (+1SR, -1 Bldg) and DR=5,5=10 shifts attention to other side of town where he will
for no rally. attempt to break M6 with fire from L7, then lay
smoke in L5 with K6 to provide protection from the
Now the 7-0 in K2 attempts to rally broken 447
O4 area, and then move same to L6, hopefully
(broken ML 7) with DRMs of -1 (building) and rolls …
surviving fire from N6 due to ML of 8 and CX status
3,3=6, -1=5 and rallies. Flip them to front side.
of attackers. Hopefully, hopefully, …
American:
L7(9-1/548x2)->M6(747),8FP/+2, DR=4,2=6, +2=8,
No Self rallies. Unit rally in P5: bk747 with 8-0 Ldr,
for NMC. Mark with PF. Squad checks and rolls …
DR=5,4=9, -1(for building terrain rally bonus [RB])
1,1=2! Wow! (In ASL [rule A15.1], this would result
=8 for no rally.
in a Heat of Battle check, usually resulting in some
End of RPh and there are no DM counters to improvement of the unit!) The guys in K6 are very
remove. disappointed, but proceed with the Übermensch
plan. End of PFPh.
GT4 PFPh: The German has many options to
consider. The units in L3 are facing a huge FG, or are GT4 MPh: K2(7-0/447) bravely Assault Move to K3.
they? If the American were to use a FG of M4, N3, <Moving a stack through the open again (against a -
O4, P3, the entire FG would suffer a +1 DRM 2 Leader!), this time with stack completely
because of the one CX’d unit for reasons that are unnecessary to reach the goal hex. Tsk. Tsk.>
not illuminated in the ASLSK1 rules (as mentioned P3 responds with D1F (place First Fire):
before), but is clearly stipulated in the errata for the P3(9-2/747x2,337x2)->K3(7-0/447), 8FP/-3,
ASL RB(Rule Book) 2nd Edition [ASLRB2] for rule DR=3,3=6, -3=3 (no cower) for K/2 result! Place 4FP
A7.52: “Should any member of the FG incur a residual. Think of the K as meaning “Kasualty

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Retaking Vierville, Advanced Squad Leader Starter Kit 1 (ASLSK1) Scenario S1
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reduction.” Review “K/#” on the QRDC under the unbroken unit but accomplishes no further hurt to
IFT. this already-broken HS.

Now for Random Selection7: There are only two N3(CXd747)->K3(Brk/DM236), 6FP/+0 (Ok, the -
units in the hex so we’ll assign the colored die to 1FFMO is negated by CXd +1 DRM to IFT rolls), and
the leader and the white die to the squad. We roll rolls … 3,3=6 but cowers to 4FP column, for an
both, and whichever is higher suffers casualty NMC. (No resid because it would be less than that
reduction. If the highest rolls are a tie, all tying units already there.) The poor broken 236 squad has a
suffer reduction. And the DR (2 simultaneous dr’s) is broken ML of 4, and rolls … 6,2=8, breaking again
… 1,1 (TIE! Believe me!) so both suffer casualty and suffers casualty reduction, which eliminates a
reduction. <<Let me explain again. Pretend there HS. Goodbye! Mark firer with Final Fire (for
were four units undergoing this test. You would roll Cowering).
4 different colored dice together, assigning a color
for each unit (or a single die four times, once for K6 (smoke exponent of 2, see counter) attempts to
each unit). Pretend that the results are 1,2,5,5. Both lay smoke in L5 (MF1-2), dr=2, successfully! Place
dr=5 units are casualty reduced. But let’s say the smoke counter. Anticipating a move out of the
results are 1,4,4,5, then only the dr=5 unit (the building, the American holds fire. Sure enough, the
highest) is casualty reduced. Thus Random 548 continues with his arrogant move to L6 (?!)
Selection.>> First apply the casualty reductions. The (MF3) and ends his move. M4 opens fire.
leader has to undergo a wound check and rolls, <If the K6 squad is only going to move one hex (and
dr=5 (fatal wound), thereby being eliminated not into L5), the German should declare Assault
outright. Remove his cardboard carcass from the Movement to try to mitigate the damage
field of battle. Per the Nationality Chart, the somewhat.>
corresponding 2nd line HS for a German 2nd line 447
M4(747)-> L6(548), 6FP/+1 (-1 for FFNAM but not
squad is a 2-3-7. Replace with same (front side up).
FFMO because of the smoke hindrance modifier,
Now the +2MC (from the K/2 result). The half squad
and +2 smoke hindrance). DR= 3,5 =8, +1=9, for NE.
rolls … 6,4=10, +2=12, failing *by 2 more than ELR
Mark First Fire and place NO residual fire counter.
limit of 3] AND suffering ELR. Replace with 2-3-6 HS
(Remember how residual fire is reduced per
and flip to broken side with a DM. With the attack
hindrance and CX by the Official Errata for
fully resolved, we can observe that the remaining
paragraph 3.3[.]1. A 6FP attack would leave a 2FP
HS now has a morale level of only 6, which is less
resid counter, which is then reduced by two
than the morale level of the Leader that was
columns for the smoke +2 hindrance to zero FP.)
eliminated (7). Therefore, this HS must now
Now N6 fires at same target.
undergo a LLMC8. As the leader eliminated had no
“negative leadership modifier,” there will be no N6(CXd: 8-1/747)->L6(548), 6FP/-2, (DRMs of -2 for
positive DRM to this check. LLMC DR=4,2=6 which FFMO/FFNAM, -1LDr and +1CX) with DR = 2,3 =5, -2
equals the HS’s current ML and would Pin an = 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
7 238 HS. Then the HS undergoes the 2MC and rolls …
This discussion teaches the ASL version of Random
Selection. In the SK version (“select randomly”), only one 5,2=7, +2=9 failing and breaking. Flip and DM. <Why
(1) unit may suffer, selected randomly by whatever didn’t they go through the smoke?!!>
means you wish. I contend that the difference to game
play is statistically so insignificant that the ASL version Now the coup de grâce:
should have been the SK rule. M6(747)->L6(Brk/DM 238), 12FP/-2!, Death roll =
8
If the Leader had instead broken and ELR’d down to a 3,4=7, -2=5 for a 2MC. Mark with First Fire and
6+1 leader, then this HS would not be subject to the
9
LLMC. Don’t forget, CX status also reduces RFP.

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replace resid with a 6FP one. The half squad rolls … L3: 447x2
5,2=7, +2 =9 and suffers Casualty reduction which L7: 9-1,548x2
eliminates them.
AMERICAN:
J6(CXd548) first remove the CX, they may not CX M4: 747
this turn (see 3.3 P6, last sentence); then assault M6: 747
move into K6 (MF1-2). O4 opens with D1F. 6FP/+5, N3: CX747
DR= 1,1=2, +5=7, but cowers one column to result N5: 8-1,747
in a PTC!!! Mark with Final Fire. The squad checks N6: CX:8-1,747
and rolls … 6,4=10, pinning. Place no resid (same as O4: 747
M4’s attack on L6). P3: 9-2,747x2,337x2
P5: 8-0,bk747
End of MPh. Remove residual counters and the P6: 747
smoke clears, to reveal a lot of hurt for the
Germans. AT4 RPh: American attempts unit rally in P5. DRM=-
1 for building. DR = 2,6=8, -1=7 and rallies. Flip to
GT4 DFPh: good side.
N5(8-1,747)->L3(447x2), 6FP/+2, DR= 5,4=9, +2=11
for NE. Mark with Final Fire. Wounded German leader in I6 (broken ML of 8 for
wounded) attempts self-rally. DRM=+0 (building vs
Now M4(1st Fired 747) at adjacent L3(447x2), self-rally). He rolls 3,3=6 and rallies! Flip to good
6FP/+3, (FP is halved for already First fired and side but keep the wound counter. He now attempts
doubled for PBF). DR = 6,4=10, +3=13 for NE. Flip to unit rally, but remember that his Leadership is also
Final Fire side. End of DFPh; remove all First/Final suffering reduction by one for wounded status (in
fire counters. this case from -1 to 0). The non-DM’d bk squad has
broken ML=8. The attempt has DRM of -1 for
GT4 AFPh:
building, +0 for Leader= -1. He rolls 3,4=7, -1=6, for
K6(Pinned 548)->O4(747), 2FP/+0 (5FP/2 for
success! End of RPh. No DMs to remove.
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, AT4 PFPh: P3(9-2,747x2,337x2)->L3(447x2),
for a PTC. Mark with PF counter. 747 squad rolls 16FP/+1 (the HSs are at Long range). DR=5,1=6,
2,1=3 for success. End of GT4 AFPh. Remove all PF +1=7 for a 2MC. Mark with PF. 1st 447 DR= 1,2=3,
counters. +2=5 for nice pass! 2nd 447 rolls … 4,6=10, +2=12
(final). They break and ELR to a broken and DM’d
GT4 RtPh:
436 conscript squad.
None for either side. End of RtPh.
M6(747)+N5(747) FG->L3(447,Bk/DM436), 12FP/+3,
GT4 APh: German refuses to advance into M4 for
DR=5,4=9, +3=12 for NE. Mark with PF10.
CC, hoping he can just hold L3! L7 dares not step
out after all they just witnessed. (Your Germans Now M4(747)-> L3(447,BkDM436), 12FP/+3, DR=
might think otherwise.) End of APh. 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
GT4 CCPh: None. Remove Pin counter.
… 2,1=3, +1=4, also amazingly passing! Since the
End of GT4. Flip counter for AT4. German 436 has survived thus far, review the short
entry on Conscripts in 5.4 “Inexperienced MMC.”
BOARD INVENTORY end GT4 American ends PF.
GERMAN:
I6: wnd9-1,bk548 10
But not the Leader in N5 that did not participate in the
K6: 548 attack.

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AT4 MPh: (Remember, you can rotate the moving End of MPh; remove the residual fire counter (no
unit counters for clarity throughout the phase.) First smoke this time), and reorient rotated counters if
remove the CX counters from the American CX applicable.
units; those units may not CX this turn (see 3.3 P6,
last sentence)11. 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
N3(747) assault moves to M4. L3 knows what’s 2,4=6 and passes. The squad rolls 1,6=7, -1(Ldr)=6
coming, but if they fire now, they only affect the and passes equally. Mark L7 with Final fire. Squad in
just moved unit and gain no beneficial DRMs I6 passes. End DFPh; remove violet First/Final Fire
(FFNAM/FFMO) anyway. They lose it, and fire on counters.
them anyway!
L3 (447)D1F->M4(m747), 8FP/+3, DR=2,2=4, +3=7 , AT4 AFPh: M4(747 and pinned 747 that moved) ->
but cowered and results in a NMC (instead of a L3(447,BkDM 436), 12FP/+3. (OK, the FP calculation
1MC). Place FF. Squad checks and rolls 1,6=7 and is such: pinned 747: 7FP/2 (AFPh) =3.5FP, x2 for PBF
Pins. Place a 2FP Resid counter. K6 gets in on the =7FP, /2 for Pinned =3.5FP, +1 for Assault Bonus
action! =4.5 FP and FRU =5FP. The non-pinned 747 is 7FP/2
for AFPh, x2 for PBF=7FP, +1 (AB)= 8FP and no
K6(548)D1F->M4(m747), 4FP/ +3 (sBldg), fraction to round up. 8FP+5FP=13FP, resolved on
DR=6,5=11, +3= 14 for a whopping NE. Place 1F. the 12 FP column.) And the Death Roll is … 4,4=8,
<Note that since the 1F unit in K6 has an enemy unit +3=11 for NE , and cowered anyway to make
right across the street in M6, they cannot SFF on matters worse! Those lucky dogs! Place them under
anybody farther away!> the PF counter too. The other eligible Americans
hold fire. End of AFPh. Remove all PF counters.
O4(747) moves: N4(MF1), M4(MF2-3) and stops
(achieving squad stacking limits for the hex). L3 is AT4 RtPh: American has none.
heard to curse in German … and declares Final
Protective Fire (FPF) on the just-arrived unit. But Now the German broken unit in L3 routs K4 (MF1-2)
first, the Americans must undergo the 2FP Residual and can continue to adjacent building, so continues
Fire Counter attack. running for their life to J3(MF3-4) and I4(MF5-6)
and collapses! Note: though Conscripts and Green
2FP/+2 (+2? Yes, +3 for the sBldg & -1 for FFNAM). quality MMC without a leader (i.e., Inexperienced
DR= 3,2=5, +2=7 for NE. Now the FPF: MMCs, 5.3) have only 3MF for moving, they can still
run for their lives as well as anyone during a rout! A
L3(FF447)FPF->M4(m747) 4FP/+2, and the DR is wounded SMC, however, may not use more than
…2,3=5 (original) +2=7 for a PTC. The American 3MF during the rout phase.
checks with DR= 3,1=4 and is not pinned! Now the
original DR of this attack is applied to the defending AT4 APh:
German unit as a NMC (for FPF) and they are found N5(8-1,747) to M6;
to have passed (rolled original 5 against ML7). O6(747 only) to N6.
Residual fire is same as there already. Then, smacking their lips, two 747s of M4 (not the
pinned unit) advance to L3, place red CC (Close
Now P5(747 only) moves: O6(MF1-2), N5(MF3-4). Combat) counter on the hex.
Next, P6(747) assault moves to O6. Then P5(8-0) Last, P3 (entire stack) advances to O4.
assault moves to O6.
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
11
This is better done individually. Americans are granted a -1 drm for ambush[ing]

Page 27 of 28
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 is discovered after play has passed that point, the game
to 4FP, good for a 3:1 odds ratio, with a Kill# of 8. cannot be backed up to correct the error, even if such
The German will attack only with any surviving units error is a violation of a rule. For example …”
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 Summary of Most Important Changes to this latest
would be 4FP to 7FP (attacking only 1 American version:
squad by choice), for a 1:2 odds ratio. End of AT4
CCPh. Remove Pin counter, flip the Turn counter 1. LLMC/LLTC vulnerability is now clearly
and advance for start of GT5. shown to be determined after resolution of
the attack, etc., with all morale levels of the
The German Leaders in I6(wounded) and L7, having final state.
witnessed the slaughter, signal each other realizing 2. Off-board hexes are Open Ground; roads
they cannot stem this heavy tide, and decide to extend off-board.
retreat, leaving the broken unit in I4 to a sure 3. Inclusion of Tactical Commentary
similar fate. German player concedes victory to the 4. Corrected RF DRM on pages 6-7.
American player … for now.
Many individuals have provided valuable critique of
This example (an actual solo play) failed to this document (whether on BGG or via e-mail), to
demonstrate an instance of Interdiction being include rules, tactics, typos/spelling and ideas for
applied to a routing unit, or the condition of Melee, content. I thank all that provided same and
neither of which are difficult to understand. They acknowledge them in no particular order: David
will be demonstrated in the EOP for ASLSK scenario Winston aka More Rules (dwin), Steve Bowen
S2, War of the Rats, featuring Russian and German (Binko), Miikka Sohlman (Hipsu), Frank P
units in an urban setting of Stalingrad, and which (Cranky44), Tor Sverre Lund (Gawain), Erez Ben-
will feature several support weapons (SW) including Aharon (abeharon), Stephen Thomas (sjwthomas),
machine guns (not inherent sub-machine gun types, Mike Restall (Anzac Wookie) and Andy Daniels
but the heavier dual-manned versions), terrorizing (andydaniels). Thank you, gentlemen all! Any errors
flame throwers, and sneaky demolition charges. The remaining are truly mine alone.
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

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! <If you found an
error, please shoot me geek mail (or e-mail:
edelrio3@cox.net) with it.>

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

Page 28 of 28
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 ACKNOWLEDMENT


scenario S2, the second scenario for ASLSK1. I would like to thank Jonathan Adrain (BGG user
This EOP presumes that you have already used name jadrain) for offering his critical editorial
my EOP for ASLSK1 scenario S1, have applied eyes to the discovery and correction of several
the errata identified, and have acquired the errors, typos, discontinuities, etc. Thanks!
knowledge and game mechanics covered by
same, and maybe have developed some tactical This scenario introduces the remaining features
sense too . In S2, we move to the urban of ASLSK1: Support weapons (SW), namely
setting of Stalingrad, Russia, a close-up of which machine guns (MG), flame throwers (FT) and
can be seen below during the Battle of demolition charges (DC). (If you haven’t already
Stalingrad. 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


If you wonder about whether there should be Defensive First Fire (D1F), Subsequent First Fire
weather happening in Stalingrad, like snow (not (SFF) and Final Protective Fire (FPF), all of which
likely in September) and frigid conditions, or the occur during the Movement Phase (MPh), you
presence of rubbled buildings and smoke-filled will now need to apply these to MGs. MMP has
skies, or snipers [à la Enemy at the Gates], these figure 2 of page 8 of SK1 rules beautifully
elements are factors in the full-blown ASL! illustrated at their web page in an interactive
Additionally, one of the principle features of the presentation by Mr. Eric Miller. Go to
Stalingrad Battle that led the Germans to call it http://www.multimanpublishing.com/DFFDemo
Rattenkrieg was the feature of movement and /tabid/78/Default.aspx to view it. Also, please
combat below ground in the sewers of the city! download the excellent First Fire with MGs
This nasty level of realism is available only in Flow Chart at
ASL, but rest assured we will have plenty of http://home.comcast.net/~tomrepetti/misc/FFf
depth and breadth in this starter kit version! 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, strongly recommend) an option to the LOS rules as
nd
these are minor tweaking of the rules or given in 3.2, 2 paragraph, that allows the game on
this map (z) to be played as if on any other
additions, etc., that enhance the realism and ASL/ASLSK map, as follows:
play. The SSR in S2 stipulates that the German
elite squads (only) will be better equipped to lay Mapboard “z” Optional LOS House Rule
In cases when checking LOS/LOF to/from a
smoke than usual. In a case like this, you should
building hex, the structure of which is off-set
think that the Germans will need that from the hex-center-dot [EXC: not including a
enhancement to accomplish their Victory building hex comprised of more than one
detached structures, e.g., zK1], instead of using
Conditions (VC). Speaking of VCs, Building the hex-center-dot to measure LOS, use the
Control is nothing more than having been the middle of the building symbol at the point where
last side to have an unopposed good-order (see it touches/intersects the intervening hex-side.
Adjacent building hexes always have LOS/LOF,
Definitions 2.0) infantry unit in the building despite location of center dots (see Building
[while no enemy units occupy the same zBB9) because terrain in the firer’s or target hex
never obstructs fire. Obstructed LOS per this rule
building]. In this case, the subject VC buildings
is reciprocal. Otherwise obvious LOS is not
are presumed to begin under the control of the restricted by this rule.
Russians, and remain so until control is taken by Example 1): LOS from W8 to AA8 is checked
from W8 center-dot to Z8/AA8 hexside at the
the Germans. middle (where the middle portion of the symbol
resides). The LOS is seen to cross building
Optional LOS Rule Addendum symbol in Z8, so is OBSTRUCTED.
Map z has some building features never seen before Example 2): LOS from S9 to CC9 is checked
in ASL: some building depictions are entirely off-set from S9 center-dot to BB9/CC9 hexside where
from the hex center dot (e.g., F8, J8, K9, AA8 or even the roof midline (the middle of the building
all of the 3-hex building BB9) such that some LOS symbol) touches/intersects the hexside. This
checks may never cross or enter the building demonstrates that LOS is OBSTRUCTED by
building symbol in BB9 and AA9, as well as tip of
depiction at all. [This does not regard multi-structure
woods in Z9.
building hexes like zK1]. This has unfortunately
Example 3): LOS does not exist from L8 into J8,
allowed for some ambiguities and unrealistic H8 into F8 or AA9 into CC9 because the thread
situations (in game terms) that are contrary to the never enters the target hex building symbol and
integrated nature and realism of the ASL/ASLSK buildings are not inherent terrain. The lack of LOS
system. Though the rules clearly disallow firing from is reciprocal.
one end of a linear building, through an intervening Example 4): There is LOS/LOF into BB9 from
building hex into the far side of the same building, either AA9 or CC9.
(e.g., from D2 to D4, E3 to E5, L5 to L7, or R1 to R3), Example 5): LOS exists obviously between Z1
as drawn, this map (and only this map in the entire and X1, Z1 and X2, or AA8 and CC9.
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, Don’t try to understand this all right now; when
and even S9 to CC9! This is all because these building
it is in effect it will be revisited.
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 Balance Provisions
that is perfectly acceptable and offers no problem to In my EOP for SK1, I failed to explain what the
the game’s LOS simulation+. I find the LOS “BALANCE:” portion of the Scenario Card is used
consequences of such totally fanciful and an for, though I suspect you haven’t had the need
uncharacteristic feature, that is at once both for it yet. If after repeated playing of a
contrary to the nature of the world’s finest tactical particular scenario one discovers a pattern of
war-game system, and apparently unique to only one-sided national victories, or better yet, when
this board. Consequently, and with certain play occurs between players of distinctly
opposition from many, I have developed (and

Page 2 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

different levels of playing ability (i.e., a Now is a good time to remember that Assault
significant difference in the “ELR” of the players Movement by a unit is not possible if it takes all
themselves ), the play-balance of the battle of their MF [as is the case of the squad just
may be shifted slightly in favor toward the
described (a MMC moving a 5PP MMG has
selected side by implementing the suggested
play balance modifications. In this scenario, if it 2MF) entering a building (cost 2MF); see 3.3
were desired to favor the German force (or P5]. Of course they can hustle by double-timing
player of same), then, according to the play- (CX), but suffer the draw-backs too (including
balance instruction on the scenario card the reduction of their IPC by 1 [3.3 P6]). So the
Russian 9-2 leader would be replaced instead by Russian player has to balance the increased FP
a 9-1 leader. and range of the MMG with its difficulty of
One point of additional ERRATA: In section 4.0, being moved, or retreated with!
2nd paragraph, 2nd line, 1st word: change Infantry
Possession of a SW is indicated by placement of
to Inherent. It’s already correct in section 2.0
the SW counter directly on the possessing unit’s
Definitions.
counter. Therefore, I will indicate a SW and the
OK, time to move out! possessing unit thusly: SW/unit. An un-
possessed SW will simply be listed (e.g. 8-0,
Russian Set-Up 447x2, 236, LMG, FT, etc.).
First the Russian player must consider the VCs:
if the Russian player can deny the German Without further delay, and for lack of any other
Building Control of any one of the VC buildings, tactical discussion (usually the best learning
the Russian wins. So he must decide how much occurs with mistakes anyway), the
terrain he wants to defend, if he wants to use a Russian Set-up is as follows:
delaying tactic as he retreats, where he can get
the best use of his MGs, etc. This is not an easy Force West (led by Sgt Evich):
decision and probably has several approaches. E8: 426
An important consideration for Russian set-up is F7: 426
the movement by carrying, or portaging, of the F8: 7 -0 (Cpl Bessorov)
MGs by the infantry. Read paragraph 2 (P2) of G7: 426
4.0. MMCs (even just half squads (HS)) have an H6: 426
IPC of 3, and a SMC can help by adding their H8: 8-0 (Sgt Evich)
one (1) IPC. Therefore, both together have 4 (Assignment: to slow the advance of the
IPCs, but that is one less than the five Portage superior German forces until reinforcements
Points (5PP) cost of the encumbering Russian arrive, and then conduct a fighting withdrawal)
medium MG (MMG) with its accoutrements.
Comparatively, the German MMG with its Force East (led by Sgt Zygin):
accoutrements weighs only 3PP. Consequently, J5: LMG/447,426
that heavy Russian MMG will slow down the K5: LMG/447
squad and leader portaging it by 1MF (4 IPC L5: 447
together minus 5PP cost = -1MF difference). If it M5: 8-1 (Sgt Zygin), MMG/447
were portaged by only a MMC, then they would O5: 447
be slowed by 2 MF (3 IPC minus 5PP = -2MF). (Assignment: to fight to the last Comrade for

Page 3 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

contested buildings in our Leader’s namesake are dependent on individual effort, and are
city of the Motherland!) <I hear Male Chorus indicated as such on the counter by the
singing!> presence of ∆ (symbolizing that Leadership does
not apply). Lastly, note that having that big FT
You should note that I have placed all the MGs tank of highly volatile liquid strapped on your
in the possession of 1st line quality squads (the back, increases your vulnerability by a -1 DRM
per FT for any unit attacking an FT-possessing
447s). The use of SWs usually require more
unit (read reverse side of FT counter). The
smarts and experience, therefore the particulars of attacks with SWs will be reviewed
Inexperienced squads (i.e. the Russian as they happen.
Conscript 426s, see 5.4) can only use the MGs
with the following penalty: the breakdown German Set-Up: After scouting-out the
situation, the German Commander believes he
number (B#) is reduced by one, (from 11 to
has a plan. He observes that the Russian units
10!). If the original IFT DR is ≥ to the B#, the MG are dispersed across the entire front but seem
has malfunctioned; flip the counter over. In to favor the east side both with FP and quality.
fact, you should note now the difference in Further, both flanks seem poorly guarded. He
quality between the German MGs (which have a has devised a three-pronged attack:
B# of 12, as indicated by the absence of a B# on
the counter, see last paragraph of 4.1) and the Gruppe A (led by Lt Freitag):
A8 (half-hexes are fully playable per last
Russian ones. On top of that, any MG being
sentence of 1.1): 8-1 (Lt Freitag), 467x2
used in SFF (and FPF) has its B# lowered by 2 (Assignment: to outflank the Russian left flank,
(last sentence of 4.1, that’s cumulative with the engage the rear of the enemy, and disrupt the
use-by-Inexperienced-MMC penalty)! Also, advance of enemy reinforcements if possible)
don’t forget that Inexperienced units have
Gruppe B (led by Maj. Pigott):
reduced MFs too (3MF instead of 4MF) and
G4: 8-0 (Cpl Gruber)
suffer a +1 ambush drm. The Russians are G5: 467
hoping for reinforcements by elite squads, but H4: FT/548
who knows if they will actually ever come. I4: 9-2 (Maj Pigott), MMG/467
(Assignment: to assault the buildings across the
As for the Germans, let’s first note a few street, attack the left flank of the main Russian
particulars regarding their SWs. We have forces, and cut the retreat of and destroy the
already observed that their MGs are more western Russian forces)
dependable than the Russian MMG and LMG,
but see too that they are more powerful (higher Gruppe C (led by Cpt Weiss):
FP and longer range). Then note on the reverse L2: LMG/467
side that the FT and DC have an X# instead of a M2: LMG/467
B#. This indicates that the FTs and DCs are not N1: 9-1 (Cpt Weiss), LMG/467
repairable if they malfunction; if the original IFT N3: DC/548, 548
DR is ≥ the X#, that device ist kaputt! Further, P3: DC/548
the FTs and DCs require guys with special (Assignment: to neutralize the Russian right
training to get the best chance of doing it right, flank and attempt encirclement of the Russian
so if it is attempted by non-elite MMC, the X# is main force)
lowered by two to indicate same. Also note that
Leadership DRMs don’t apply in the use of a FT As in the EOP for S1, all that transpires from
here forward is the result of an actual solo
(see 4.2) or DC (not mentioned in rule); these

Page 4 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

playing of the battle! Remember, the first die per the Nationality Chart, replace with a half-
listed in a DR is the colored die. squad for the reduction (would be a 237), and
demote it to a Conscript for the ELRing,
GT1 RPh: None. resulting in a broken/DM’d 226! They still
possess the MMG.
GT1 PFPh:
H4(FT)->J5(LMG/447, 426), 12FP/+0 [No TEM Now N1(9-1, LMG/467)->O5(447), 6FP/+2, and
for FT attacks, and FP is halved at long range of DR= 2,1=3, +2=5 for a 1MC (a great roll but if
2 hexes]. Note that FTs cannot form FGs, the dice had been reversed, then the LMG could
therefore must attack alone. DR= …4,3=7 for a fire again!). Mark with PF. Squad checks and
1MC. Place PF on FT but remember that the rolls … 6,2=8, +1=9, breaking but no ELR. Place
squad hasn’t fired yet. First the 447 checks and DM.
rolls 5,3=8, +1=9, breaking [but no ELR]. Then
the 426 checks and rolls …5,4=9, +1=10, End of German PFPh. Wow! What incredible
breaking AND ELRing, but there is no lesser results! That FT and the MGs really helped hurt
quality Russian squad than the Conscript 426, the Russians, even though the MGs did not
so no change; just flip the squads and mark with keep ROF.
DM. (Note that the LMG is still possessed by the
broken 447 right underneath it in the stack.) Remember that “if units in the same hex
Not bad for the first squirt out of the FT! [exception: FTs] are going to attack the same
unit [hex], they must do so as a FG, they may
Now the 528 in H4 follows suit: not make separate attacks.” So in the above
H4(528)->J5(Brk/DMd: LMG/447 & 426), attacks utilizing MGs, in every case the German
4FP/+3, and DR = 3,1=4, +3=7 which results in a could have split his FP to attack different
PTC, which is worthless since they are already targets/hexes, e.g., L2(467) could have attacked
worse than pinned. Clearly mark with PF. K5, and then L2(LMG) could have attacked L5,
but as long as L2 (LMG/467) were going to both
Now I4 attacks K5: attack the same target/hex, they were
I4(9-2, MMG/467)->K5(LMG/447), 8FP/+1, and mandated to do so as a FG (Mandatory FG).
the DR = 4,4=8, +1=9 for a PTC result. No
cowering for the doubles rolled due to GT1 MPh:
leadership of attack. Also, the colored die was a G5(467) moves: H4(MF1-2), Russian, seeing
“4” exceeding the ROF of 2 for the MMG, so it’s quickly where this can lead, yells, “I shoot you!”
done with its normal firing. Place PF. The 447 H6(426)+G7(426)+F7(426)->H4(467), 8FP/+2
checks and rolls … 4,6=10 and is Pinned. Place (Study the ranges of the Russian units, don’t
Pin. forget FFNAM DRM and realize that the other
units in H4 cannot be targeted in D1F because
M2(LMG/467)+L2(LMG/467)->M5(8-1, they are not moving). Place First Fire on
MMG/447), 12FP/+3, DR= 2,3=5, +3=8 for a shooters. The IFT attack roll is … 6,1=7, +2=9 for
1MC. No ROF maintained for the LMGs with a PTC. Place 4FP Resid counter in target hex.
ROF=1 and colored die of 2. Place PF (I have one The squad checks and rolls … 1,4=5, and passes,
straddling both hexes). The leader checks first and continues moving: I5(MF3) and stops. K5
and rolls 4,3=7 +1=8 and Pins (highest possible D1Fs at same: First he calculates the FP (halved
roll on MC without breaking, remember?), so for being pinned) and finds that it would be
can’t apply his leadership to the squad’s check. resolved on the 2FP column, completely
Now the 447 checks and rolls … 6,6=12, +1=13, negating any increase by the MG, and the same
breaking, ELRing and suffering casualty as if he attacked only with the squad alone. His
reduction for rolling the original 12! Therefore, choice is to fire both at target with wasted FP

Page 5 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

and risk of malfunctioning the MG, or save the E8(426)->B8(467), 2FP/-2, and the IFT DR =
MG for another target. He chooses second 6,2=8, -2=6 for a PTC. Place First fire and Resid
option. He does realize that the squad in the counter. The squad checks and rolls … 4,1=5
street will suffer a -2 DRM, however. He decides passing. Continuing their move: B9(MF2) [the
not to risk his temperamental MG, and attacks Russian cannot SFF at greater than normal
with squad alone. range], C10(MF3), and braving SFF enters
D9(MF4) and stop.
K5(Pinned 447)->I5(467), 2FP/-2, the DR= 2,1=3,
-2=1!!!! Resulting in a KIA of the unit! Place First E8(1st F 426)->D9(467), 2FP/-2, DR = 6,3=9, -2=7
Fire. for Nada! Flip to Final Fire and place residual.
Make sure you understand why both of E8’s
N3 (the 548 NOT possessing the DC) attempts shots (D1F and SFF) were 2FP and consequently
placing smoke in M4, expending MF1-2. (Note: left the same amount of residual fire.
smoke exponent of 2 is raised by 2 per scenario
special rule (SSR) to 4), and rolls 3, successfully Now A8(8-1,467) moves: A9, B9, C10, D10, E10,
placing smoke in M4. K5 declares SFF, but F9 at 1MF each with no defensive fire
German rightly claims that he has another opportunity.
closer enemy unit (in I4), and therefore can’t
SFF at N3. Now the same 548 that just placed End of GT1 MPh. Remove all the green smoke
smoke moves N4(MF3), N5(MF4). L5 attacks and residual counters. The Russians are
with D1F. crapping in their pants and praying for
reinforcements!
L5(447)->N5(548), 4FP/-2, and DR = 6,2=8, -2=6
for an NMC. Place First Fire and Residual GT1 DFPh:
counters. The squad checks and rolls … 3,6=9 The Russian has none possible. Remove all the
for failure and break, but no ELR. Place DM. The violet First/Final Fire markers.
Russian now wants to SFF on same in hopes of
GT1 AFPh: (Hold on to your seats and cover
killing them off, but the German rightly corrects
your ears!) Operably placed DCs go off now, in
him stating that as the moving unit had only
the AFPh. They attack with 30FP and the only
spent 1MF in N5, they were therefore subject to
DRMs are TEM of the hex and CX status of
only one attack by any particular unit, though
placing unit if any (none here now). Also, if
subject to single attacks by several units. [3.3.1
placed by non-elite, the X# is decreased by 2 to
P5]. The SFF is not allowed.
10. The Germans were elite and the DCs were
Now the BAD stuff! Other 548 WITH the DC in operably placed. The placing hex is a sBldg so
N3 moves to N4(MF1), and spends MF2-3 by the only DRM is +3 for same. Let’s roll on the
placing DC in M5! (The forces behind him with IFT for both of these 30FP/+3 attacks! Roll for
MGs did a fine job of providing cover fire!) Then O5 is … 3,2=5, +3=8 for a 3MC! Now the
P3(DC/548) moves: P4(MF1), expends MF2-3 to broken/DM 447 (with broken ML7) rolls and
place DC in O5, and stops. Since neither of the gets … 2,2=4, +3=7! Amazingly they have
DC-placing units had to suffer and survive any survived, though their ears are ringing! No pin
defensive fires, both DCs are operably placed because they are already worse, broken. That
(let’s hope they don’t malfunction)! DC counter has been exploded and is now
removed from the scenario. Now the charge in
Lastly Gruppe A: M5 goes off with a DR of … 2,5=7, +3=10 for a
A8(467 alone) moves: B8(MF1), and Russian 2MC. First the 8-1 Ldr, rolls 6,6=12, +2=14. An
declares D1F. original 12 DR on a MC for an unbroken unit,
breaks AND casualty reduces, which for SMC

Page 6 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

means a wound dr. This Ldr also ELRs because for later. Their Advancing Fire also left much to
he went over his ELR limit of 3. Before replacing be desired.
with a broken 8-0, let’s see if he survives.
Wound dr= 2. OK, replace with broken/DM’d GT1 RtPh:
and wounded 8-0 (but we’ll still call him Sgt IMPORTANT: German must rout first in the
Zygin). If, the squad survives, they will finish German turn! N5(Brk/DM) must go to N6(MF1,
with a LLTC with a +1 DRM (if you don’t no LOS from L5, therefore no interdiction), then
remember, read the penultimate paragraph of O7(MF2-3) and stop (though they could
page 5). Now the broken 226 HS with broken continue with MF4-5 into P6, P7 or O8).
ML of 4, rolls 3,2=5, +2=7, breaking again and
Now Russian rout: Unit in O5 has no choice but
suffering casualty reduction, which eliminates a
to head south into O6 (MF1-2, he cannot see O7
HS! That hex now has only the following from
prior to starting his rout) because he cannot
the bottom up: MMG (un-possessed), broken 8-
knowingly step into a hex adjacent to an enemy
0, wound, DM. Learn to place information
(like N5 and P5). Now he’s stuck without a rout
counters such that the next to be removed is on
path and is therefore eliminated for failure to
top.
rout (accomplishing what the DC failed to do).
Now other Advancing Fire:
M5(Brk/Wnd/DM 8-0 ONLY, not the MMG) If
P4(548)->O5(Brk/DM 447), 6FP/+3 (Need to
the leader were not wounded, he would have
explain. The rule for Assault Bonus (for units
his IPC of 1, and could take with him a Russian
with underlined Fire Power) says that the
LMG (1PP) or a FT or DC if he possessed them
addition of 1FP and the rounding up (FRU)
prior to breaking, but when wounded his IPC is
happens after all modifications to the squad’s
zero (0), and the Russian MMG is a heavy pig
own FP. It is just a peculiarity that if the unit
weighing 5PPs, so it is abandoned! Leader routs:
were not adjacent to its target, its Advancing FP
L5(MF1-2), and stops because he just can’t go
with Assault Bonus would be 4FP (5/2=2.5,
on in his current condition [has only 3MF in
+1=3.5, round up to 4FP), but if it’s adjacent, it’s
wounded state for movement or routing].
not 8FP but rather 6FP: 5FP/2 (AFPh)=2.5, x2 for
Though rule 3.2.1 Effects, K/#, 2nd paragraph
PBF =5, finally +1 for Assault Bonus =6, and no
rightly states that “A wounded SMC is reduced
fraction to round up. And the DR is … 5,4=9, +3
to three MF…,” rule 3.6 Rout Phase, 1st
=12 for absolutely nada. Mark with PF (again,
paragraph, 12th line states, “All broken units
because ASL/SK doesn’t have orange-on-white
have 6 MF for use in the RtPh” but fails to
AF counters).
include the understandable limitation “other
Now N4 against same target; and the roll is … than wounded SMC,” also missing in ASLSK2 but
6,6=12, +3=15 for super nada! Place PF. corrected by addition in ASLSK3.

D9(467)->E8(426), 2FP/+3, DR= 3,6=9, +3=12 for J5(Bk/DM: LMG/447,426) a MMC can carry up
nada. Place PF. to its IPC (3, normally) while routing. J5 routs
taking the LMG with them: K6(MF1), L6(MF2-3)
And F9(8-1,467)->F8(7-0), 4FP/+2, DR= 5,5=10, and stops. End of GT1 RtPh.
+2=12 for nada again. Mark with PF (if you can
find one). GT1 APh:
P4->O5
End of GT1 AFPh. Remove all PF counters. Those N1(all)->M2
DCs were not as effective as the Germans N4->M5 (Place German MMC on top of the
wanted and perhaps should have been saved Russian MMG, because it doesn’t possess it
yet.)

Page 7 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

I4(all)->J3 O5: 548


H4->I4 O7: BkDM 548
G4->H3
F9(all)->F8 (Place CC counter) RUSSIAN:
D9->E9 E8: 426
F7: 426
GT1 CCPh: G7: 426
Check for Ambush in F8. The German has a -1 H6: 426
drm for Leadership. There are no other drms. H8: 8-0
The German dr=5, -1=4. The Russian dr=1. The K5: LMG/447
Russian has Ambush Status. Unfortunately, the L5: 447,BkDM & Wnd 8-0
Russian cannot single out a CC attack against L6: BkDM:LMG/447,426
the German Leader alone, because, “A SMC M5: unpossessed MMG
defends in CC as part of the group it attacks
with by adding its FP to the FP of the unit it is RT1 RPh:
stacked on top of.” Therefore the German The German squad in M5 attempts to recover
attack is 5FP to 1FP, sufficient for the 4:1 odds the Russian MMG; to do so they need only roll
ratio (Kill #9), and the Russian attack is 1FP to less than 6 (see 3.1 (b)) with one die. The dr = 3,
5FP, sufficient only for the 1:6 odds ratio (Kill recovered: place the MMG on the 548 counter
#2). The Russian get -1 DRM for Ambush status to indicate possession. <Read the last sentence
and rolls … 6,5=11, -1=10, for no harm done to of column one of page 11, on the subject of
German (no surprise). The German has a +1 captured SWs.>
DRM for CC vs Ambush, but -1 for Leadership,
Now for rallies; Russian first: Since it is now the
for a net DRM of zero (0). They roll 6,2=8 (less
Russian turn, the Russian may attempt one
than the Kill #) and eliminate the Russian
MMC self-rally attempt of a leaderless broken
Leader. End of GT1 CCPh. Remove the CC
MMC. L6 holds a broken squad with broken ML
counter (only Germans in the hex now) and the
(bML) of 7 and a broken HS with bML of 5. He
Pin marker.
will naturally attempt the squad. The DRM=+4
End of GT1. Flip Turn counter for RT1. Thanks to (DM, self-rally (SR), rally [terrain] bonus (RB)).
incredible Prep Fire, the German has taken DR=3,5=8+4=12 for no success.
Control of Buildings F8, O5 and M5. Though he
The brk/wnd/DM leader in L5, whose ML is
is in building [not hex] O6, he does not have
now 7 due to effect of wounding, has net DRM
control yet because his unit is not in good order.
of +4, so he needs to roll a three, but rolls …
The Russian hopes that reinforcements will
6,5=11, +4=15, failing to rally and almost killing
arrive soon!
himself (missed box-cars by one on the original
BOARD INVENTORY: DR).
GERMAN:
The lonely German MMC in O7 cannot attempt
E9: 467
self-rally until it is the German player turn. End
F8: 8-1,467
of RT1 RPh. Remove the DM counters from L6
H3: 8-0
and O7, but not from L5 (adjacent enemy unit in
I4: FT/548
M5).
J3: 9-2,MMG/467
L2: LMG/467 RT1 PFPh:
M2: 9-1,(LMG/467)x2 G7(426)+F7(426)+E8(426)->F8(8-1,467),
M5: 548, (unpossessed rMMG) 20FP!/+3, and the DR= 5,6=11, (UGH!) +3=14 for

Page 8 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

a miserable waste of ammunition! That’s what probability shot and the German runs the risk of
you get with Conscripts! Mark with PF. malfunctioning the LMG with a roll of 12. “Go
for it, it’s only cardboard!” The LMG attacks and
H6(426)->I4(FT/548), 2FP/+2 *don’t forget that rolls … 1,6=7, +3=10 for NE but retains ROF
attacks against an FT-possessing unit benefit again. Shall he try again? Sure! DR= 4,4=8,
from a -1 DRM per FT]. DR= 4,2=6, +2=8 for NE. +3=11 for NE, and exhausts the ROF. Note that
Mark with PF. End of RT1 PFPh. cowering, as they just did by rolling doubles
without a leader, is also cause to place Final
RT1 MPh:
Fire.
The Russians know about skulking too:
L5(447)Assault moves to L6. M2(9-1,LMG/467,LMG/467)->K6(LMG/447),
K5(LMG/447) Assault moves to K6 trying to get 12FP/-1! “What?” yells the Russian player,
out of the LOS of some of the Germans. exclaiming, “You have no LOS!” They check, and
they bicker, but finally the Russian agrees that
F8(8-1,467) declare D1F on same (K6). 4FP/+0,
the obstacle is not seen on BOTH sides of the
[DRMs: +1 Orchard Hindrance and -1 Ldr] DR=
thread [3.2 P2]; so there is LOS. The DR= 1,6=7,
5,1=6, for a NMC. Place First fire and a 1FP
-1=6 for a 2MC! And ROF is retained for both
residual fire counters [the 2FP residual is
LMGs too! Place Final on squads only. The 447
reduced by 1 column to 1FP for the orchard +1
rolls to check and gets … 1,4=5, +2=7, thereby
hindrance, see Official Errata 1st item for 3.31
pinning. Place Pin. That sucks! That squad was
(should be 3.3.1)]. Russian 447 in K6 rolls 4,1=5,
planning to advance back into the building!
for a pass. End of RT1 MPh. Remove green
counters (resid). Now the pair of LMGs use their ROF to attack
same target again with 6FP/-1 [3FPx2LMGs,
RT1 DFPh:
same Ldr directing fire] and roll 1,2=3!!, -1=2!!,
F8(1stF 8-1,467)->F7(426), 4FP/+2 (4FP halved
for a 1KIA and ROF! Ok, that obliterated the
for 1stF and doubled for PBF), and DR=3,4=7
Russian squad in the Orchard. That attack (a KIA
+2=9 for No Effect (NE). Flip to Final.
result) was so powerful that it may also have
E9(467)->E8(426), 8FP/+3, DR = 2,5=7, +3=10 caused SW Destruction of the LMG [see 4.0 P3].
for NE. Mark with Final. To see, roll a single die and check on the same
6FP column again; a “KIA” result will destroy the
I4(548[only, beyond long range for FT])-> SW, and a “K” result leaves it malfunctioned.
K6(LMG/447), LOS is confirmed. 4FP/+0, DR= … And the dr=6 for no effect on the LMG. [On the
4,5=9 for NE. Mark stack with Final. 6FP column, see that a dr=1-2 would have
destroyed the SW, and a dr=3 would have
J3(9-2, MMG/467)->H6(426), 8FP/+1, DR= malfunctioned it.] Remove the squad and the
6,6=12, +1=13 (WHAT?). Besides being totally Pin counter, but leave the operable LMG there.
ineffective, the original DR of 12 means this The German LMGs retained ROF again, but have
MMG has malfunctioned! [It has a B# of 12, no targets to fire upon.
remember?] Flip the MMG and place Final.
M5(rMMG/548)->L6(447,LMG/bk447, bk426),
L2(LMG/467)->H6, 6FP/+3, DR= 1,2=3, +3=6 for 8FP/+3. [Note that since the MMG is in use as a
a 1MC. Place Final Fire on squad ONLY, because captured SW, its ROF is lowered by 1 (from 2 to
the colored die was a “1” which is ≤ to the 1 in this case) and its B# is lowered by 2 (from
LMG’s Rate of Fire (ROF) of one. The MG can 11 to 9 in this case)]. The attack DR= 6,5=11,
fire again! First resolve the attack: 426 rolls +3=14, for NE except to place DM on all the
2,1=3, +1=4 and passes! Now the LMG may fire broken units in L6 (place the DM under the GO
again with a 2FP/+3 attack; certainly not a high 447) [see last paragraph of 3.2.1], exhausting

Page 9 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

ROF, and malfunctioning the Russian MMG (flip Since they are identical, it doesn’t matter
it over)! Place Final Fire. End of RT1 DFPh. which, you may think. But what if the selection
Remove all First/Final Fire markers. resulted in a tie? Then both would be casualty
reduced, so we better check: assign the colored
<Man, it’s hard to imagine how things could go die to one unit, then throw both dice: 4,2. No
any worse for these poor Russians. No wonder tie. One unit, (the one represented by the
their music is so sad and tragic!> dr=4,) is casualty reduced to a conscript HS 226.
Now resolve the Russian attack [at the originally
RT1 AFPh:
determined strength because CC is
Only one attack possible: L6(447)->M5(Malf
simultaneous and the Germans did not gain
rMMG/548), 2FP/+3, DR=3,6=9, +3=12 for NE.
Ambush status+: Russians roll … 2,6=8, for no
Place PF. End of RT1 AFPh. Remove all PF
effect. End of RT1 CCPh. Flip the CC counter to
counters.
the Melee side, since both belligerents have
RT1 RtPh: surviving units engaged in CC. There are no Pin
All broken/DM’d units in L6 decide to take one markers to remove.
step further away from the action and rout to
End of RT1 and Game turn 1. It looks bleak for
L7 [leaving the GO 447 in L6 alone]. Attempting
the Russians but it is way too early to concede
to get away from M5, the wounded leader in L5
defeat. Remember the Victory Conditions!
struggles into L6 (MF1-2). End of RT1 RtPh.
Germans have no routing required. BOARD INVENTORY
RUSSIAN:
RT1 APh:
F7: 426
E8->F8 (place CC)
F8: In melee: 426,226
F7->F8 (place under CC counter)
G7: 426
G7->F7
H8: 8-0
H6->G7
K6: rLMG
L6->L5
L5: 447
End of RT1 APh.
L6: BkDM & Wnd 8-0
RT1 CCPh: L7: BkDM: LMG/447,426
First check for ambush. The Russian DRM is +1 M5: mrMMG
for Inexperienced (Green without leaders and
GERMAN:
all Conscripts). The German DRM is -1 for
E9: 467
leadership. The Russian rolls 3,+1=4, and the
F8: In melee: 8-1,467
German rolls 5,-1=4. No ambush.
H3: 8-0
The Russian attack will be 8FP to 5FP, which is I4: FT/548
sufficient for the 3:2 odds ratio and has Kill # of J3: 9-2,mMMG/467
6. The German must decide whether to attack L2: LMG/467
one or both Russian squads. With the luck the M2: 9-1,(LMG/467)x2
Germans have been having, he elects to attack M5: mrMMG/548
both squads of inferior conscripts! The German O5: 548
attack is 5FP to 8FP, which is sufficient for the O7: Bk548
1:2 odds ratio and has a Kill # of 4. The only CC
GT2 RPh:
DRM is that for the German leader of
German in M5 would like to repair the rMMG,
-1. The German rolls … 3,2=5, -1=4 (the Kill #
BUT … they don’t have time to figure it out; it
exactly, resulting in “casualty reduction of one
would be a project [units may attempt repair of
of the attacked units (randomly determined).”

Page 10 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

only their own nationality’s stuff, i.e., same qualifies], for a net DRM of 0. No DM, so all they
color (3.1 b)]. need is to roll their broken ML or less.>

Rule Reflection: Dropping SW Possession The squad rolls 3,6=9. No rally. Now the Russian
attempts rallies.
The astute observer may note that transfer
of SWs occurs as a step during the Rally The wounded/DM’d leader in L6 has net DRM
Phase, and wonder, “Can’t this German of +4 (+1SR, -1RB, +4DM), and his broken ML
squad drop possession of the Russian MMG (bML) of 8 is reduced to 7 per his wounding, so
now?” Certainly it’s easier to drop he needs to roll ≤ 3 to rally. He rolls …1,2=3,
+4=7 and rallies!!
possession than it is to repair a SW or
transfer a SW to another Good Order unit, End of GT2 RPh. Remove the DM.
but dropping possession occurs during the
GT2 PFPh:
MPh or the APh (see 4.0). The reason is
E9(467)->F7(426), 4FP/+3, DR= 2,2=4, +3=7 and
that possession of a SW, only impacts a unit
COWERS to the 2FP column for NE. Place PF.
for portage cost (or in the case of a FT
provides vulnerability) that is not operative J3(9-2,467)->L5(447), 4FP/+1, but the Russian
until at least the MPh. objects “no LOS,” they check, and agree that it
is obstructed by corner of K5. Place PF. <There
is no need to check by rolling anyway for a
The squad in J3 wants to repair their MMG.
possible malfunction of a SW (like a MG), since
There is a leader (and a fine one at that) in the
there is no SW here [3.2 P2].>
same hex, so the question arises, “Can he
provide leadership (i.e. a -2 drm) to the repair L2(LMG/467)->L5(447), 6FP/+3, DR=5,5=10,
attempt?” The answer is not addressed in the +3=13, cowering, for NE and exhausting the
ASLSK1 (or 2nd and 3rd) rule book that I can find, MG’s ROF. Place PF.
so I checked in “the bible”: In ASL Rule Book 2nd
Edition (ASLRB2), chapter A9, verse 72 (A9.72) it M5(548)-> L5(447), 8FP/+3, DR= 4,1=5, +3=8 for
is clear that this action is not Leader-led (∆). [In a NMC. Place PF. The Russian checks and rolls
ASLSK, except for the Ambush dr, Leadership 2,4=6 for a pass! German player declares end of
Modifiers only modify DRs not drs.] The German PFPh.
MMG’s malfunctioned side reveals that it has a
repair # of 2, so a dr ≤2 (1/3 chance) will repair GT2 MPh:
it. The X# of 6 means you have a 1/6 chance M5: mrMMG/548, drops possession of the MG
that it is permanently fouled! The Germans roll, (move mrMMG counter to bottom of stack. See
dr=6. “Herr Major, das Maschinengewehr ist 4.0, 3rd sentence.)
kaputt!” It is permanently inoperable (in I4(FT/548) Assault moves to J4
scenario terms), remove it from play. Now for H3(8-0): I4(MF1-2), J4(MF3) and end.
rally attempts:
M2(LMG/467x1 only, with smoke exponent of
It’s the German’s turn, so he will begin by 1) attempts to lay smoke in M3 (MF1-2) and dr
attempting one MMC self-rally: the lonely =1! Place smoke, then moves into M3 (MF3-4,
squad in O7. Can you figure the DRMs? entering smoke costs one additional MF).
Russian passes on D1F on same.
<All self-rally (SR) attempts are penalized with a
+1 DRM, but this squad is in a building for -1 M2(9-1,LMG/467): N2(MF1), Russian declares
rally bonus (RB) DRM [Woods hex also D1F from L5. Place First Fire. 4FP/+1 (DRMs: -1
FFNAM and +2 smoke). No 2FP residual fire

Page 11 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

counter is placed because the +2 smoke you, review the first attack listed after “Now
hindrance shifts the value to the left 2 columns other Advancing Fire” back in GT1 AFP+. DR=
(off the table, see Official Errata 1st item for 6,2=8, +3=11 for NE. Place PF.
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 M5(LMG/467)->L5(447), 6FP/+3. A LMG (but
not a MC]. Now the squad: 1,1=2, -1(Ldr)=1! not MMG/HMG) that was moved in MPh, is
<Again, rolling Snake-Eyes on a MC or rally allowed to participate in AFPh. [By the way, ROF
attempt [but not a PTC as here] would result in is not applicable in AFPh; this omission is
other opportunities (Heat of Battle [A15.1]) in corrected by errata in ASLSK2.] DR= 2,1=3, +3=6
ASL, but not here.> They continue their move: for a 1MC. Move the LMG/467 to under the PF
O3(MF2), O4(MF3), N4(MF4), and M5(MF5-6). counter already there. The 447 checks and rolls
Russian declares SFF on the moving stack. L5(1st 2,6=8, +1=9, breaking but no ELR. Flip and DM.
F447)->M5(9-1, LMG/467), 4FP/+2 (sBld & The FF counter is no longer needed.
FFNAM). DR=3,1=4, +2=6 for a NMC! They’re
M3(467 without the LMG, can you figure why?1)
trying hard! The Leader rolls 6,3=9, passing
->L5(BkDM 477), 2FP/+3, DR= 1,6=7, +3=10 for
again, but is Pinned and can’t give leadership.
NE. Place PF.
Place Pin. The squad checks and rolls 3,3=6 and
passes. Place a 2FP residual and flip First to J4(548 and leader [to prevent cowering])->
Final side. <The stack in M5 should be as follows H8(8-0). LOS? Very close but think so. 2FP/+3.
from bottom up: Malfuntioned(m) rMMG, 548, You say, “Wait, what about the Assault Bonus?”
PF, 9-1, Pin, 467, LMG, 2FP resid.> At this time, That is only applicable within normal range,
the Russian squad in L5 could elect to FPF on remember? DR= 1,5=6, +3=9 for NE. Place PF.
the same target if they wanted to with another That ends the GT2 AFPh. Remove all orange PF
4FP/+2 attack due to German’s expenditure of markers (don’t forget the one in M5 ).
2MF to enter, and using the original IFT DR as a
NMC, but they pass on same. GT2 RtPh:
German in E9 must rout away. They go
O5(548) moves N5(MF1), [the Russian in L5 D8(MF1), (not suffering Interdiction from F8
would like to declare SFF but can’t because he (even if LOS were assumed) because units in
has a closer enemy unit (in M5)], M6(MF2-3). melee do not interdict), C8(MF2) not suffering
Now the Russian declares Final Protective Fire Interdiction from F7 (if they have LOS) because
(FPF) at same: 4FP/+2 (sBld & FFNAM), they are beyond their normal range, and may
DR=4,2=6, +2=8 for NE. Since it was FPF, the now go to either B7 or C7, and choose B7(MF3-
original attack DR (here 6) is applied against the 4).
defending unit (Russian 447) for a NMC. Their
ML is 7, so they pass. Place 2FP resid (just for Russian unit in L5 must rout away. He has
practice). End of GT2 MPh; remove all smoke enemy adjacent in M5 and M6, therefore
and residual counters. cannot step in L6. K6 would be an option except
that it is closer to the Known Enemy Unit(s)
GT2 DFPh: (KEU) in F8 (melee units can’t interdict, but they
F7(426)->E9(467), 4FP/+3, DR= 1,2=3, +3=6 for a do affect rout paths). At this moment the unit in
NMC. Place Final. German squad checks with L5 cannot see J4 or J3 (remember the blocked
DR= 6,2=8, and breaks but no ELR. Place DM LOS during the PFPh?). Since K5 is no closer in
and remove the PF. End of GT2 DFPh. Remove hexes to L2 or M3 than is L5 (all 3 hexes), they
all First/Final markers. can go there to escape the adjacent enemies,
GT2 AFPh: 1
Using the MG will not result in a higher FP column
M6(548)->L5(447), 6FP/+3 [If the FP is confusing
on the IFT. Therefore, do not risk its malfunction.

Page 12 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

and do so now (MF1-2). Now they discover the and routing to a hex adjacent to the same
adjacent previously unseen/known enemy and enemy as you leave their location, you would
must move elsewhere. If they were starting have to enter full-blown ASL -- you are now
from this hex with no LOS to F8, they would be entering the 3rd dimension [hear Twilight Zone
able to go into K6, but having just come from music in background]. We already are playing
L5, they remember the KEU in F8, thereby with two coordinates in space (x and y) and
removing K6 as a possible escape hex (“nor may time (the 4th dimension), but not height (z). That
it move towards such a unit after leaving its LOS is to say, in ASL, buildings may have several
during that RtPh”). They cannot stay where they elevations that squads can occupy, like cellar,
are and have no options available. Therefore ground floor, 1st floor, 2nd floor, roof-top, and
they are eliminated for failure to rout. Note some terrain hexes too can have different
that if F8 were not considered, they could have vertical locations, like being down in a gully
stepped from L5 first into K6 (MF1), which is not versus up on the crest of the bank above the
an open hex and therefore does not qualify to gully, etc. As an example, a unit could be broken
cause interdiction from J4. They could not have on the ground floor of a building, having just
afforded any time to recover a weapon while received breaking fire down a stairwell from
routing (costs 1MF during the MPh). Note also enemy one floor above them. They are adjacent
that the rule states that “A routing unit may vertically to the enemy and must rout from
always rout out of a building in which it begins their current location beneath them. As they
its RtPh.” Therefore they would not have had to step out of the building to do so, they are now
rout back into the same building [though in “another hex adjacent to that enemy unit’s
different hex like L7] that they had just routed location” and are in the process of “leaving that
out of. This is made even clearer in a Rout enemy unit’s location.” This allows for the
Phase Summary included in ASLSK2, which puts above phrasing, but will not come into play in
it thusly: “The routing unit may ignore any our Starter Kit 1/2 version, which begs the
building hex that is part of a building they are question of why it was included now? If you can
already in.” Therefore, they would have decided imagine another way for this to be actuated,
to head for the K9 building. End of GT2 RtPh. please let me know.>

<Routing á la Escher: A Reflection on the Rout GT2 APh:


Rules. If you’re scratching your head trying to M5(548)->L5,
understand the phrase in the rout rules which M5(LMG/467)->L5 *leader is pinned so can’t
states, “nor if adjacent to an enemy unit may it Advance].
move to another hex adjacent to that same M6(548)->L6 (place CC and causing immediate
enemy unit, unless in doing so it is leaving that DM of the adjacent broken units in L7),
enemy unit’s location,” then join the club. The J4(8-0, FT/548)->J5,
Rout rules make clear their limitation by J3(9-2,467)->I4,
stipulating several times that, “… broken unit M3(LMG/467)->N3,
not in melee…” That is, units in a melee that L2(LMG/467)->L3(street).
break from outside fire do not rout. Any broken
unit in a melee suffers a -2 DRM advantage to End of GT2 APh.
their combatant in CC. In ASLSK3, however, it
GT2 CCPh:
will be possible for infantry in the same hex as
F8 has a Melee underway; no Ambush is
an enemy vehicle to break, and therefore they
possible in a melee, only when advancing which
will rout to a hex adjacent to the enemy they
initiates a Close Combat. The Russian attack is
are running from as they leave the enemy’s
6FP to 5FP for a 1:1 odds ratio (Kill #5). The
location. However to understand being adjacent
German must decide again whether to attack

Page 13 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

just the squad or the half squad. Again he elects K6: LMG
to attack the entire force, so his attack is 5FP to L7: BkDM: LMG/447,426
6FP, insufficient for the 1:1 column, so will be
under the 1:2 odds ratio (Kill # of 4). DRMs are - RT2 RPh:
1 for German Leader only. The German rolls Russian rolls for possible reinforcement this
4,6=10, -1=9 for NE on the Russians. The turn; only a dr of 1 will do: dr=6, for no
Russian rolls 1,1=2!, for elimination of the two reinforcements this turn. Oh boy!
attacked infantry units!
Russian attempts one MMC self-rally (SR) in L7
Now, since the Russian rolled an original 2 on (the MG-toting 447). DRM=+4 for DM (+1SR and
the CC attack roll, there is a possible Field -1RB cancelling each other) DR= 1,1=2, +4=6 for
Promotion (5.3). Read the short rule for same success! Also, once again there is a Field
and then refer to the Leader Creation Chart on Promotion resulting in possible Leader Creation
the QRDC. The drms are +1 for ML≤6, and +1 for (5.3) for rolling 2 on a MMC Self-Rally. Referring
Russian nationality = net drm of +2. The dr= to the chart again, the drms are +1 for Russian
6+2=8 for no leader created. and +1 for broken status of base unit, for total
+2 again. The dr=2, +2=4 and a 7-0 leader is
Now for L6. The wounded Russian leader will created from the bunch! Now, since Self-Rallies
attack and defend as a SMC with 1FP. Checking (step “e” of RPh) occurs prior to Unit Rallies
for ambush: Russian drm=0, German drm=0. (step “f” of RPh), and since there is now a GO
Colored die to the Russian and DR=2,4 for no leader in L7, the new leader who just rallied
ambush. Now the attacks: Russian 1FP to 5FP himself and his buddies (the 447), may now
for 1:6 odds and Kill #2; the German is 5FP to attempt to rally the bkDM 426 in his location,
1FP for 4:1 odds and Kill #9. Russian rolls 3,6=9 just like a leader who rallies himself may then
for NE; German rolls 3,5=8 for elimination of proceed to attempt unit rallies. The DRM is +3
the Russian leader. (RB terrain and DM). DR= 3,5=8, +3=11 for no
rally. <Ok, I hedged a bit here to exercise some
End of GT2 CCPh. Remove Pin counter. Flip turn rules and make the battle more interesting!>
counter to reverse for Russian turn 2.
German cannot attempt MMC Self-Rally as it is
BOARD INVENTORY the Russian turn now. End of RT2 RPh; remove
GERMAN: the DM counter from the German unit in B7.
B7: BkDM467 The broken Russian 426 in L7 must retain its DM
I4: 9-2,467 status due to the adjacent enemy unit in L6.
J5: 8-0,FT/548
L3: LMG/467 RT2 PFPh:
L5: 548,LMG/467 L7(LMG/447,7-0)->L6(548), 12FP/+3, DR= 1,4=5,
L6: 548 +3=8 for a 1MC and ROF. Place PF on squad.
M5: 9-1 548 rolls … 5,3=8, +1=9, breaking but no ELR.
N3: LMG/467 Flip and DM. Lucky Russian! Should he shoot
O7: Bk548 the LMG again? The attack would be a 4FP/+3,
and they would have to roll an original 3 (+3=6
RUSSIAN: for a NMC and chance to double break) but with
F7: 426 a B#11 he has equal chance of jamming the MG.
F8: 426,226 He passes on ROF shot.
G7: 426
H8: 8-0 Now F7 wants to fire on B7, for the express
purpose of placing them under DM again in

Page 14 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

time for their approaching GT3 RPh. The 426 4FP/+4, DR=4,1=5, +4=9 for NE. Place Final. End
doesn’t have to hurt them, just scare them of RT2 DFPh. Remove all First/Final counters.
enough, which is defined in the rules as, “is
attacked by enough FP (taking the possibility of RT2 AFPh:
cowering into account) to possibly inflict a None. End RT2 AFPh. Remove PF in L7.
NMC, is placed under DM.” (see paragraph
RT2 RtPh:
immediately above 3.2.2). Well, this 426 is firing
Russian first. L7(BkDM426) to M8(MF1-2) and
at the limit of their long range, so FP is halved
stop.
to 2FP. If we add the DRM for sBld of +3 and
examine the IFT, we see that the DR would have German: L6(BrDM548) to L5(MF1-2), M5(MF3-
to equal snake-eyes for a final DR of 5 to get a 4) and stop. End of RT2 RtPh.
NMC. So far it’s possible. But then we have to
add the “possibility of cowering” into effect and RT2 APh:
find that shifting even just one column to the F7(426x1)->G7
left and cross indexing a final DR of 5 on the 1FP F8 (426)->E8
gets us only a PTC, so it is not possible “taking F8 (226)->E9
the possibility of cowering into account,” and M7(7-0)->M8
this before we remember that Conscripts, as L7 (LMG/447)->L6
Inexperienced units (5.4), cower two columns to End of RT2 APh.
the left, not one. What if the Russian added the
adjacent unit in G7 to form a FG and beef up RT2 CCPh:
the FP a bit? He can’t because G7, even if he None. No pin counters to remove.
had LOS, is beyond Long Range to target.
End of RT2 and Game Turn 2. Flip and move
Therefore, the Russian cannot DM the unit in
turn counter to begin GT3.
B7. End of RT2 PFPh.
BOARD INVENTORY
RT2 MPh:
RUSSIAN:
L7 (7-0): Thinking of the rout of L6, Assault
E8: 426
Moves to M7 (MF1-2)
E9: 226
H8 (8-0): Assault Moves to G9. German declares
F7: 426
D1F on same: Intending to use J5 to attack L7,
G7: 426
the German directs L5 (548@LR, LMG/467) to
G9: 8-0
attack G9(8-0), 8FP/+6 (+3sBld and 3 hexes of
K6: rLMG
orchard hindrance); only to discover that LOS is
L6: LMG/447
blocked by the corner of H8. The German must
M5: mMMG
still place First Fire (do so now), and must roll to
M8: 7-0,BkDM426
see if the LMG (B#12) jams. DR=6,2=8 for no
malfunction. [NOTE: Since only 3 points of the GERMAN:
attack DRM came from a LOS hindrance, the B7: Bk467
other 3 points coming from the TEM of the I4: 9-2,467
stone building, the attack is not disallowed J5: 8-0,FT/548
under the blocked LOS provision of 3.2, 2nd L3: LMG/467
paragraph, last sentence.] L5: 548,LMG/467
G7 (426): Assault moves to F7. End of RT2 MPh. M5: 9-1,BkDM548
N3: LMG/467
RT2 DFPh:
O7: Bk548
J5 (8-0, 548)->L7(LMG/PF447, brk/DM426),

Page 15 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

GT3 RPh: best odds and declares D1F with L6 on moving


MMC Self-Rally attempt (only one) of unit in O7 unit in K62.
(higher bML than unit in B7): DRM=0, DR=3,4=7
for success. Flip to good side. This now allows L6(LMG/447)->K6(548), 12FP/+1(Smk vs
the German to claim building control of VC FFNAM), DR=1,4=5, +1=6 for a 2MC and
building O6. retained ROF! Place First Fire on squad. Either
the MG contributes to Residual Fire and 2FP
M5(brk/DM548 with 9-1Ldr): DRM=+2, DR= resid (two column reduction for the +2 Smk
4,3=7, +2=9 for no rally. hindrance) is placed and ROF is forfeited, or
ROF is retained and 1RF counter is placed based
Now Russian: The unit in M8, since it has a only on the squad’s attack (4RF reduced by two
broken ML of 5, is DM’d, and has a leader with columns just as above to 1RF). Russian chooses
Leadership Modifier of +0 and with the -1 second: retain ROF and leave only 1RF. Now the
building bonus (net DRM=+3), must roll a 2 in 548 checks and rolls 1,2=3, +1=4 for a
order to rally (same chance of rolling box-cars handsome pass! The German unit spent 2MF
for an elimination). No attempt is made. End of entering that hex so it is subject to another shot
GT3 RPh. Remove the DMs. by the same unit; either SFF with both squad
and MG (6FP/+1) or ROF of the MG only
GT3 PFPh:
(4FP/+1). Again he plays the odds, remembering
J5(FT)->L6(LMG/447), 12FP/+1 (FP halved for
that the B# of a MG is reduced by 2 in SFF (and
LR; DRM: hindrance only, no TEM for FT attack),
FPF).
DR= 4,6=10, +1=11 for NE, AND is removed
L6(LMG/1ST F 447)->K6(548), 6FP/+1,
from play (it’s empty) because the original DR
DR=6,6=12, +1=13, for NE except
was ≥ X#10.
malfunctioning of the LMG. Place all under Final
L5(548,LMG/467)->L6(LMG/447), 24FP/+3, DR= Fire counter.
5,6=11, +3=14 for NE! Ugh! MG exhausts ROF.
N3(LMG/467): N4(MF1), N5(MF2), M6(MF3-4).
Place all under PF.
L6 declares FPF.
End GT3 PFPh. L6(FF447) FPP->M6(LMG/467), 4FP/+2, DR=
2,4=6, +2=8 for NE. Lastly, for FPF the original
GT3 MPh: attack DR is applied as a NMC to the firing units,
in this case with bML7, passing closely. Place
O7(548) Assault Moves to N6 2FP resid. The Russian could repeat the attack
on the same unit with the exact same FPF
J5(548) attempts smoke in K6; dr=4, place
because the German unit spent 2 MFs entering
smoke counter; then moves into same (MF3-4).
M6, but fears the danger of FPF and holds.
Not having Double-Timed prior to move, the
German squad has used all its MF, so cannot L3(LMG/467): walks over: L4(MF1), L5(MF2-3).
attempt to recover the rLMG (costs 1MF and a Russian declares FPF with L6 for 4FP/+2.
dr<6). The Russian is considering his options: [Remember, in FPF the FP is halved for SFF and
either D1F on K6 with L6 for a 12FP/+1, possibly
hurting the 548, then can only SFF at same with 2
In ASL there is a most famous rule, referenced as
6FP/+1 (if MG retains ROF) or save for Final Fire “A.2 Errors: All results stand once play has
at L5 with 6FP/+3, or pass on the D1F and do progressed past the point of commission.” J5 548
Final Fire at L5 with 12FP/+3, but possibly Prep Fired with a FT, and despite not attacking with
hurting TWO squads. He decides to take the 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!

Page 16 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

doubled for PBF]. DR = 1,3=4, +2=6, for a NMC. End of GT3 AFPh. Remove all PF counters.
Place 2FP resid. German squad checks and rolls
… 6,5=11 for a break AND an ELR. Replace with GT3 RtPh:
broken/DM 447. The Russian unit passes FPF German:
NMC with original IFT DR of 4. Again, the L5(LMG/BkDM447): K5(MF1-2) and stops.
Russian could repeat the FPF attack on the Russian: None. End of GT3 RtPh.
same unit because the German unit spent 2
GT3 APh:
MFs entering L5, but feels lucky thus far and
K5(Transfer rLMG from 8-0 to 467)
holds.
K5 (8-0,rLMG/467)->J5
The leader in J5 really wants that rLMG in K6, M6(LMG/467)->L6. Place CC counter.
and decides to brave the fire. He moves: L5(548)->M6.
K6(MF1-2), suffering 1FP/+1 residual attack (-1 L5(LMG/467)->L6. Place under CC.
FFNAM and +2 smoke). DR= 2,3=5, +1=6 for NE. K6(548)->L6. Place under CC.
Now he spends MF3 to attempt to recover the N6(548)->M7 (bestowing DM on Bk426 in M8
rLMG and rolls dr= 5, for successful recovery. again!)
The squad in L6 passes on FPF. The leader with End of GT3 APh.
rLMG retreats to K5(not back to J5, MF4-5).
GT3 CCPh:
I4(9-2,467): J4(MF1), K5(MF2-3). The noose is L6: Determine possible ambush. There are no
tightening! End of GT3 MPh. Remove all smoke applicable drms. The Russian is assigned the
and resid counters. colored die, then both are thrown: 2,6. The
Russians have Ambush Status! Remember that
GT3 DFPh: SWs do not play in CC. The Russian will attack
No Attacks possible by Russian except for FG of one LMG/467, for a 4FP to 4FP or 1:1 odds ratio
E9+E8+F7->B7 for a 4(5)FP/+3 . However, this (Kill #5). He rolls 4,1=5 for a casualty reduction
fire is insufficient even to reinstate DM status to a 247 HS (which continues possessing the
(get a NMC result) given the +3 DRM and LMG). The German may now attack with the
possibility of cowering two columns for surviving HS, the LMG/467 and the 548, for a
Inexperienced (Conscript) status3, so is not even 11FP to 4FP attack, sufficient for a 2:1 odds
rolled. Remove the Final Fire marker. ratio (Kill #7). The German CC DR= 5,6=11 ugh!
By surviving, the Russian squad has managed to
GT3 AFPh: command the attention of and effectively
K6(548)->L6(mLMG/447), 6FP/+3, DR= 4,3=7, neutralize a lot of Germans! The CC continues
+3=10 for NE. Place PF. as a melee; flip the counter. End of GT3 CCPh.
K5(9-2,467)->L6(mLMG/447), 2FP/+1, End of GT3. Flip turn counter for RT3.
DR=6,3=9, +1=10 for NE. Place PF
BOARD INVENTORY
M6(LMG/467)->L6(mLMG/447), 6FP/+3, DR= GERMAN:
2,6=8, +3=11 for NE. Place PF. [Remember: the B7: Bk467
only MGs that can fire in the AFPh after moving J5: 8-0,rLMG/467
in the MPh, are Light MGs.] K5: 9-2,LMG/BkDM447
L6: In melee: 548,LMG/467,LMG/247
M5: 9-1,Bk548
3
See M6: 548
http://www.boardgamegeek.com/filepage/50837/m M7: 548
inimum-attack-fp-required-for-reinstating-dm-stat
for my player-aid table.

Page 17 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

RUSSIAN: counter from German but not from squad in


E8: 426, M85.
E9: 226
F7:426 RT3 PFPh:
G7: 426 None.
G9: 8-0
RT3 MPh:
(J5: rLMG)
F7(426) Assault moves to E8.
L6: In melee: mLMG/447
G7(426) Assault moves to H6.
(M5: mMMG)
G9(8-0) Assault moves to F8.
M8: 7-0,BkDM426
Reinforcements:
RT3 RPh:
527x1, K10(MF1), L9(MF2), … and 548 in M7
First, the Russian rolls for the provisional
declares D1F on same, but after checking, the
reinforcements (3.1.a). It is now turn 3 so a
LOS is blocked by corner of L8. Mark German
dr=1-2 will bring them on. The dr= … 2! “The
with 1F. Continuing move: L8(MF3-4), end. The
Russians are coming! The Russians are coming!”
German in J5 considers firing with D1F, but the
Set the reinforcements along the south board
net DRM of +3 and a foreign LMG [for captured
edge as follows:
use the ROF is reduced by one (here, from one
Pre-Staging of Russian Reinforcements
to zero), and the B# is reduced by two (here
K11: 527
from 11 to 9)] makes him hold.
O11: 9-2,LMG/527,527
Balance of reinforcements: 9-2,LMG/527,527,
There are no weapons to recover. The Russian
declare double-time, place CX (giving them
unit in the melee possessing the malfunctioned
8MF) and move: P10(MF1), … and Germans in
LMG cannot attempt to repair it because only
M6 open fire with D1F.
GO units can do so, and units in melee are not
M6(548)->P10(9-2,LMG/527,527), 2FP/-2. DR=
in GO. No transfer of weapons. No Russian Self-
6,4=10, -2=8 for NE. Place 1FP Resid (for
Rally needs, so on to unit rallies. Leader in M8
practice sake) and mark with First Fire.
wishes to rally the conscripts with bML5. DRMs
Squad continues move: P9(MF2, the Germans in
are -1RB, +4DM, for net DRM=+3. Only a roll of
M7 can’t SFF for two reasons, first because of
2 will rally them. The DR = 2,3=5 +3=8 They fail
the closer enemies, and second because SFF is
to rally! Now the Germans try.
limited to normal range. M6 cannot either due
The German would love to MMC-self-rally the to target being beyond normal range.), P8(MF3-
unit in B7, but may not. If you don’t know why, 4), P7(MF5-6), P6(MF7-8) ending out of sight,
go back and review 3.1.e again4! but not out of mind!

M5(Bk548 with bML8). DRMs are -1RB, M8(7-0) Assault moves (skulks) to M9.
-1Ldr for net DRM=-2. DR= 5,4=9, -2=7 and
End of RT3 MPh. Remove the Resid counter.
rallies.
RT3 DFPh:
K5(LMG/ BkDM447 with bML7). DRMs are
J5(8-0,rLMG/467)->H6(426). 6FP/+3. For
-1RB, -2Ldr, +4DM for net DRM=+1. DR= 3,4=7,
captured use the ROF is reduced by one (here,
+1=8. No rally. End of RT3 RPh. Remove DM
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.

4 5
Not allowed because it is not the German Turn. There is an enemy unit adjacent.

Page 18 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

M7(1F 548)->M8(BkDM426), 4FP/+3, DR=2,4=6 K5: 9-2,LMG/bk447


+3=9 for NE. Flip to FF. End of DFPh. Remove L6: In melee: 548,LMG/467,LMG
First/Final Fire counters M5: 9-1,548,rmMMG
M6: 548
RT3 AFPh: M7: 548
L8(527)->M7(548), 4FP/+3, DR=2,4=6, +3=9 for
NE. Place PF. End of AFPh, remove PF. GT4 RPh:
Self-Rallies:
RT3 RtPh: MMC Self-rally in B7 (+1SR, -1RB = 0), DR= 4,1=5
M8(BkDM426): M9(MF1-2) and stop. and rallies! Flip 467 to GO side.
RT3 APh: Now Unit rallies:
P6(CX:9-2,LMG/527)->O7 K5 (DRM=-3!), DR= 4,4=8, -3=5 for a rally (of
P6(CX[place counter]:527)->O6 course). Flip 447 to GO and continue under the
End of APh. LMG to show possession.
RT3 CCPh: Russian: No recoveries, repairs or transfers. The
The Russian decides to use his force against the unit in M9 needs to roll a 2 to rally, and prefers
247 (possessing the LMG), for a 4FP to 2FP not to tempt fate. End of GT4 RPh. Remove DM
attack, or 2:1 odds ratio with Kill #7. The from M9. With the arrival of Russians across the
German will attack the squad(/MG) for a 11FP street to the east, and in the building to their
to 4FP, or also a 2:1 attack (Kill #7). The Russian SW, the Germans in M7 will likely now ignore
rolls 3,2=5 for a kill, remove the German HS but those lowly conscripts in M9.
the LMG remains in the hex un-possessed. The
German rolls 3,4=7, for a casualty reduction. GT4 PFPh:
The 447 squad is reduced to a 237 HS that M7(548)->O7(CX:9-2,LMG/527), 4FP/+3,
continues possessing the mLMG. < …to fight to DR=6,6! +3=15, for NE and cowering! Place
the last Comrade …> The melee continues. End under PF. <Change of luck!>
of RT3 CCPh. End of game turn 3. Flip and
advance counter for start of GT4. We are half End of GT4 PFPh.
way through and the Germans are wishing for
GT4 MPh:
some reinforcements themselves!
M6(548): Attempts smoke placement in
BOARD INVENTORY: N5(FM1-2). Dr=4 for success (remember the
RUSSIAN: SSR). Place smoke counter. No D1F from the
E8: 426x2 Russians. They end their MPh.
E9: 226
M5(9-1,548): N4(MF1), … O6 considers their
F8: 8-0
options: they could attack now with 4FP/+2, or
H6: 426
against them in O5 with 8FP/+3. The odds are
L6: In melee: mLMG/237
better for the second option so they pass for
L8: 527
now. Movement continues: O5(MF2-3) [In order
(M5: mMMG)
to win, the German, as the attacker, can’t wait
M9: 7-0,BkDM426
for ideal conditions; he hopes to survive
O6: CX527
defensive fires and advance into CC with O6.]
O7: CX:9-2,LMG/527
O6 declares D1F.
GERMAN:
O6(CX527)->O5(9-1,548), 8FP/+3 (+3 sBld, -1
B7: bk467
FFNAM, and +1 for CX), DR= 4,4=8 (cowering)
J5: 8-0,rLMG/467

Page 19 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

+3=11 for NE. Place Final Fire and a 2FP Resid affect DRs for MCs or PTCs. See the Official
[shifted one column to left for cowering]. O6 Errata for 3.3.]
would have desired to declare SFF on the
German next since they spent 2MF entering O5 M5(9-2,447 minus LMG)->O7(CX:9-2,LMG/527),
but can’t, because since they cowered, they get 2FP/+1, DR= 3,4=7, +1=8 for NE. Place PF.
marked with FINAL fire instead of First fire [see
M6(548)->O6(CX527), 4FP/+3, DR= 3,1=4, +3=7
penultimate sentence of page 4]. Instead, they
for a PTC. Squad checks and rolls 5,2=7 for a
would have to declare FPF, and suffer its
pass. Mark German with PF.
possible deleterious effects, but they choose
not to. J5(8-0, 467 minus rLMG)->H6(426), 2FP/+3, DR=
1,4=5, +3=8 for NE. Place PF. End of GT4 AFPh.
B7(467): C7(MF1-2), E8 declares D1F on same.
Remove all PF counters.
E8(426x2)->C7(467), 8FP/+2, DR=6,5=11, +2=13
GT4 RtPh:
for absolutely NE! Mark with 1st Fire (and place
German has none.
4FP resid [just for practice sake]). The conscripts
Russian has none.
can’t believe how bad they shot, and try again;
SFF (that is, a second shot) by the same firing GT4 APh:
unit(s) is allowed, again, because the enemy O5(9-1,548)->O6(CXd527). Place CC.
unit expended 2MF entering that hex. 4FP/+2, M6(548)->L6 (Melee)
DR =4,1=5, +2=7 for PTC. Flip to Final Fire side. M5(9-2,LMG/447)->M6
German checks and rolls …5,3=8, failing and
therefore pinning. Place Pin (under FP Resid). What to do with J5? Time is a constraint. The
German must attack. J5(all) advances to I6!
K5(9-2,LMG/447): L4(MF1), M5(MF2-3). O7
holds steady, preferring to fire into the VC GT4 CCPh:
building. O6: Check for ambush. Russian drm is +1 for CX
status. German drm is -1 for Ldr. Assign colored
End GT4 MPh. Remove resid and smoke die to Russians and roll both simultaneously:
counters. 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
GT4 DFPh:
odds, but has DRM of -2 (-1 vs CX, and -1LDr).
O7(CX:9-2,LMG/527)->M6(548), 6FP/+2
German rolls …1,6=7, -2=5 for a casualty
(DRMs:+1CX,+3sBld, -2Ldr), DR= 4,6=10, +2=12
reduction (final DR = the Kill # of 5). Replace 527
for NE. Place Final.
with 227 (still CX). Russian attack is 5FP
H6(426)->J5(8-0,rLMG/467), 4FP/+3, DR= 3,1=4, [remember, without ambush attacks are
+3=7 for a PTC! Mark with Final Fire. Leader simultaneous] to 6FP for only the 1:2 odds ratio
checks and rolls …1,6=7 for a pass. Squad (Kill #4). Russian has DRM of +1 for CX status.
checks and rolls …1,2=3! Huge pass! Russian rolls 2,3=5, +1=6 for NE. Flip CC to
Melee side.
L8 (527)->M7(548), 4FP/+3, DR= 6,2=8 +3=11
for NE. Place FF. End GT4 DFPh. Remove L6: The Russians will attack German 467, for a
First/Final markers. 2FP to 4FP attack, or 1:2 (Kill #4). The German
attack is 14FP to 2FP attack, or 6:1 (Kill #10).
GT4 AFPh: The Russian rolls 5,6=11 for NE. The German
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

Page 20 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

rolls 5,4=9 for elimination of the Russian unit6; RT4 RPh:


the VC building L6 is now German and the Russian has no SW activities so can go right to
mrLMG is abandoned and placed at the bottom rally attempt in M9. DRMs= -1RB. Their bML is
of the stack. VC building O6 is being contested 5. DR= 3,3=6, -1=5 for rally, finally!
however.
German: One 548 in L6 attempts to recover the
Broken Units in CC. If you’re wondering how it is German un-possessed LMG, and rolls dr=4, and
that a broken unit may appear in a Close Combat takes possession. The 467 transfers the other
fight [see CC modifiers on the Close Combat LMG to the other 548. Can you figure out why it
Table on the QRDC, and see 3.8 P2], imagine this: might be better to have the 3FP LMGs with the
Major Pigott in M6 has had it with the lack of 548s rather than 467s?7
progress eliminating the Russians in the Melee in End of RT4 RPh.
L6. He commands the units with him to do a
12FP(14FP)/+1 attack into the whole mess! RT4 PFPh:
H6(426)->I6(8-0,rLMG/467), 8FP/+0, DR= 1,3=4!
Everybody will suffer the consequences, and
For a 2MC. Place PF. Leader checks first and
some may break or be casualty reduced. Those rolls … 6,4=10, +2=12 for a break and ELR
that break would only defend in CC and would reduction to a 7-0 Ldr, and causing squad to
suffer a -2 DRM for the units attacking them! possibly check for LLTC. Now the squad checks
for the 2MC and rolls … 2,6=8, +2=10 breaking
End of GT4 CCPh. Remove the one Pin counter
just at the limit of their ELR. Since the squad is
and flip turn counter for RT4.
now broken, it does not undergo the LLTC,
BOARD INVENTORY which is only suffered by Good Order (GO) units
GERMAN: stacked with a leader of higher ML that breaks.
C7: 467 [Note that every unit of lower ML stacked with
I6: 8-0,rLMG/467 an eliminated leader of higher ML undergoes
L6: 548x2, LMG/467,LMG,(rmLMG) the LLMC]. Place DM on the stack, and “very
M6: 9-2,LMG/447 good work Comrades!” End RT4 PFPh.
M7: 548
RT4 MPh:
O6: In melee: 9-1,548
O6 (No move, only remove CX counter in melee
RUSSIAN: stack)
E8: 426x2 O7 (CXd 9-2,LMG/527), remove CX, then assault
E9: 226 move to P6.
F8: 8-0 E8 (426x2) Assault moves to E9.
H6: 426 E9 (226) Assault moves to F9.
(L6: mLMG) F8: 8-0 Assualt moves to F9. End of RT4 MPh.
L8: 527
RT4 DFPh:
(M5: mMMG)
Major Pigott has much to think about in
M9: 7-0,Bk426
building L6. Meanwhile, the 467 in C7 fires on
O6: In Melee: CX227
E9.
O7: CX:9-2,LMG/527
C7(467)->E9(426x2), 4FP/+3, DR= 2,4=6, +3=9
for NE. Place Final fire. OK. The Major directs his

6 7
“Gains were measured in terms of rooms and floors Hopefully you realize that this way they suffice for
of buildings…” from the Aftermath 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 G9(MF3-4; though Conscripts have only 3MF for
attack L8 and not the melee in O6, L6 will send movement, they can run for their lives as fast as
a hail storm (or a Hell Storm) against H6. And anyone else (have 6MF for routing as usual)).
Major Pigott, remembering how long the
Russians occupied his solders in the melee in L6, Germans in I6 rout: J5(MF1-2) and can stay, or
makes a command decision to fire on his own go on to K5(MF3-4). Can they go to L5 with their
troops across the street into O6! <His thoughts, remaining 2 MFs, where they would be adjacent
known only to him, are that he knows the stuff to a great leader? The answer is no, because in
that Cpt Weiss is made of (ML9) and of the K5 they are 4 hexes from the enemy in L8, but
troopers with him (ML8 but effectively 9 with in L5, even if out of sight (they are not out of
Cpt Weiss’ leadership) versus the handful of mind, i.e., they “remember” them) they would
62nd Red Army guys (ML7). This is a calculated be closer to the KEU by one hex. They elect to
risk he must take if he wants a chance of go to K5.
retaking the O6 VC building.>
M7 routs: M6(MF1-2 and technically no closer
M7(548)->L8(527), 4FP/+3, DR= 3,1=4, +3=7 for to O6), L5(MF3-4) and stops. End RT4 RtPh.
a PTC. Mark with FF. Squad rolls 2,5=7 for a
RT4 APh:
pass.
E9(426x2)->E8
L6((LMG/548)x2, 467)->H6(426), 20FP/+5, DR=
F9(226)->E9
3,2=5, +5=10 for a 1MC and lost ROF. The squad
F9(8-0)->G9
checks and rolls … 1,6=7, +1=8, and breaks but
L8(527)->L7 (You must be crazy!)
no ELR. Remove PF and place DM.
M9(426 only)->N8 (street)
M6(9-2,LMG/447)->O6 Melee(g9-1, g548, r227),
P6(9-2,LMG/527)->O7
6FP/+1, DR=1,6=7, +1=8, for PTC and ROF. Mark
End RT4 APh.
with FF. The r227 rolls 5,6=11 and pins! The
g9-1 rolls 6,2=8 and passes. The g548 rolls Major Pigott is frustrated and impressed with
3,5=8, -1(Ldr)=7 and passes too. It worked! The the tenacity of these Russians. He has a lot on
r227 will now fight less effectively during CC! his plate: deployment of forces, enemy re-
The Germans pass on the ROF (2FP/+1) retained infiltration of the VC building, broken squads
by the LMG. needing rallying and trying to project deadly
End of RT4 DFPh. Remove Final markers. force (Is there any other kind?) across the
street.
RT4 AFPh:
L8(527)->M7(548), 4FP/+3, DR=1,1=2, +3=5! RT4 CCPh:
Ouch, but cowers for a NMC! Mark with PF. The O6: Pinned Russian attack is 1FP to 6FP, for 1:6
squad rolls DR=5,4=9 for a break but no ELR. ratio with Kill #2. The German attack is 6FP to 2
Place DM. Those pesky Ruskies! End of RT4 FP for a 3:1 ratio with Kill #8 (don’t forget that
AFPh. Remove PF counter. pinned units (and broken units) defend in CC
with full FP). The only DRM is the -1 for German
RT4 RtPh:
leadership. Russian rolls 6,4=10 for nothing. The
Russian 426 in H6: H7(MF1, no interdiction from
German rolls 4,6=10, -1=9, for NE too. The
L6 due to Orchard hindrance), G88(MF2),
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 integration subsequently, continue as directed in the
a legal rout destination. H8 is the proper rout EOP but understand the concept. We can learn from
destination and is closer in MF anyway. Due to 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 German has decided to task 2 squads to the
for GT5. attack.
L6(LMG/548,467)->L7(527), 24FP/+3, DR= 4,4=
BOARD INVENTORY 8, +3=11 but cowering to the 20FP column of
RUSSIAN: the IFT for a NMC, and lost ROF (both by die roll
E8: 426x2 and by cowering). Place PF. Now the Russians
E9: 226 check and roll 6,3=9 for a break but no ELR.
G9: 8-0, BkDM426 Place DM. Mission accomplished, barely!
(L6: rmLMG)
L7: 527 Now M6(9-2,LMG/447)->O7(9-2,LMG/527) in a
(M5: mMMG) “Battle of the Leaders”, 6FP/+1, DR= 4,4=8,
M9: 7-0 +1=9 for NE. No ROF and no cowering. Place PF.
N8: 426 End of GT5 PFPh.
O6: In Melee: 227
O7: 9-2,LMG/527 GT5 MPh:
In a desperate attempt to assault the southwest
GERMAN: VC area, the unit in C7 [smoke exponent of 1;
C7: 467 the SSR does not apply to 467 units] attempts
K5: BkDM: 7-0,rLMG/467 to pop smoke in D7 (MF1-2). dr= 3. No good.
L5: BkDM548 Unit in E8 declares D1F (smoke attempt
L6: (LMG/548)x2,467 expends MFs and makes the unit subject to
M6: 9-2, LMG/447 D1F).
O6: In melee: 9-1,548
E8(426x2)->C7(467), 8FP/+3, DR= 2,6=8, +3=11
GT5 RPh: for NE. Place 4FP resid [just for practice] and
The German attempts one MMC self-rally in L5. First Fire. C7 will not move this turn.
DRM=+4 (+1SR, -1RB, +4DM=net +4 DRM). DR=
4,2=6, +4=10 for no rally. L6(LMG/548): Declares Double Time; place CX:
K7(MF1), J7(MF2), I8(MF3), H8(MF4-5) and
Then the SR of leader in K5 (DM,SR,RB) he rolls stop. Place DM on broken unit in G9.
2,3=5, +4=9 for no rally.
End of GT5 MPh. Remove residual FP counter.
Russian doesn’t even attempt rallying the
broken conscripts in G9. He’ll give them time to GT5 DFPh:
cool off. End GT5 RPh. Remove DMs. O7(9-2,LMG/527)->M6(9-2,LMG/447), 6FP/+1,
DR= 1,2=3, +1=4! For a 2MC and keeps ROF.
GT5 PFPh: Place only the Russian squad under Final Fire.
Wanting to do some maneuver with units in L6, German leader checks and rolls 2,4=6, +2=8 and
the Germans wish to attack L7 sequentially passes! Now the squad rolls 6,5=11, +0 (-2 Ldr
rather than en masse, hoping that some early and 2MC) =11, breaking and ELR’ing. Replace
fire will break the Russian, and then allow the with a broken/DM 436. Russian passes on ROF
unfired units to move. To review, however, he attack.
cannot do that. Rule 3.2, 4th paragraph, last
sentence states, “If units in the same hex are End of GT5 DFPh. Remove the First/Final
going to attack the same unit, they must do so counters.
as a FG [Fire Group], they may not make
GT5 AFPh:
separate attacks.” This is termed Mandatory
C7(467)->E8(426x2), 2FP/+3, DR= 4,5=9, +3=12
Fire Group. The end result is that the German
must decide beforehand what to commit. The

Page 23 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

for NE. Place PF. End of GT5 AFPh. Remove all M7: 467,LMG/548
PFs. O6: In Melee: 9-1,548

GT5 RtPh: RUSSIAN:


German: E8: 426x2
M6 (LMG/BkDM436 & Unbroken/Unpinned 9-2 E9: 226, 8-0, BkDM426
Ldr): L5 (MF1-2) and stop. (L6: mLMG)
(M5: mMMG)
C’mon Guys! MOVE! M9: 7-0, BkDM527
The Routing rules allow an unbroken leader N8: 426
already stacked with a broken unit to rout with O6: In Melee: 227
it, but the leader will suffer elimination if any O7: 9-2, LMG/527
Interdiction is failed along the way. The rules
RT5 RPh:
fail to stipulate that the leader must also not
Russian: No weapon activities or lone MMCs to
be pinned, however according to the Pin rules, try to self-rally. Unit rallies: Not likely, but will
any unit (leaders included) that pins, may not finally try to rally those DM’d Conscripts in E9.
move further the rest of that player turn. 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
Russian:
for no rally.
G9 (BkDM426 & Unbroken/Unpinned 8-0
leader): F8(MF1-2), E9(MF3-4) and stop. German: No weapon activities, but there is a lot
to do in L5. First the leader attempts to rally the
L7(BkDM527): M8(MF1-2), M9(MF3-4) and bk548. DRM=-3 (Ldr and RB)! DR=1,1=2 -3=-1!! I
stop. German has now gained control of VC know what you’re thinking … Leader Creation
building L6 again. by field promotion for rolling the snake-eyes.
Well think again. That only happens either in CC
GT5 APh:
or during the one possible MMC self-rally
H8 (CX:LMG/548)->G9
attempt of a MMC which is allowed when it is
L6 (LMG/548,467)->M7
that side’s turn. So this is just a great rally (they
GT5 CCPh: were elite anyway ).
O6 Melee: German attacks with 6FP to 2FP for
Now the leader attempts rally of the DM’d 436
3:1 odds and Kill #8. He has a -1 DRM for
conscript squad with LMG. DRM=+1 (Ldr, RB,
leadership. The Russian attack is 2FP to 6FP,
DM) . DR=4,4=8, +1=9 for no rally.
insufficient for 1:2 so must be on 1:4 odds with
Kill #3. The German rolls 5,6=11, -1=10 for NE. In K5 the 7-0 leader is attempting self-rally
The Russian rolls 5,4=9 for NE. Melee continues. (DRM=0 for a +1 SR penalty but -1 RB) and rolls
End of GT5 CCPh. DR= 4,3=7 for a rally. Then he walks over to the
the 1st line squad with the rLMG. DRM=-1 for
End of GT5. Flip counter for RT5.
RB. DR=1,2=3, -1=2 for yet another rally. End of
BOARD INVENTORY RT5 RPh. Remove DMs.
GERMAN:
RT5 PFPh:
C7: 467
None. Need to do some skulking.
G9: LMG/CX548
K5: Bk: 7-0,rLMG/467 RT5 MPh:
L5: 9-2, Bk:548, BkDM:LMG/436 O7 will skulk again and assault moves to P6.

Page 24 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

N8(426) assault moves to O8. RT5 RtPh:


End of RT5 MPh. No smoke or resid counters to O8(BkDM226): The “closest building or woods
remove. in MF” is the building in either P7 or P8. They
rout to P7.
RT5 DFPh:
L5 would like to shoot at something, but can’t RT5 APh:
see enemy anywhere (E9 is obstructed by E8(426x1)->F8
building symbol in F8). C7 sees 2 target hexes E9(226 only)->F8
and M7 sees 1. G9 sees none. P6(9-2,LMG/527)->O7
End of RT5 APh.
C7(467)->E8(426x2), 4FP/+3, DR= 6,6=12, +3=15
for cower and NE. Mark with Final fire. RT5 CCPh:
O6 Melee (same as before): German attacks
M7(LMG/548,467)->O8(426). 12FP/+3, with 6FP to 2FP for 3:1 odds and Kill #8. He has
DR=1,1=2, +3=5 for a 2MC and retained ROF! a -1 DRM for leadership. The Russian attack is
Place FF on squads, not MG. Squad checks and 2FP to 6FP, insufficient for 1:2 so must be on
rolls 6,6=12, +2=14 (I can’t believe this!) for 1:4 odds with Kill #3. The German rolls 1,1=2 for
break, ELR (but they can’t get worse than an easy kill and a possible Field
Conscripts) and Casualty Reduction for rolling Promotion/Leader Creation. The Russian rolls
the original 12 (by an unbroken unit; a broken 2,6=8 for NE. Melee is terminated.
unit rolling a 12 on a MC is eliminated: see
3.2.1, NMC, 1st paragraph). Replace with BkDM Now for the Leader Creation: net drm= -2 (-1 for
226. Those stupid Conscripts! The German will German, -1 for Base unit (the 548) with Morale
hold on a 2FP/+3 ROF attack on same target. ≥8). The dr= 6, -2=4 for the creation of a 7-0
Leader. Cpt Weiss just promoted Private Koch
End of RT5 DFPh. Remove Final Fire markers. to Corporal. Add same to stack. Normally, the
LOS Question and Interlude entire CC attack would be recalculated with any
What do you think? Does H8 have LOS to F8? I say changed odds and DRMs but keeping original
NO, because you can’t see the F8/G9 hexside from DRs for both sides as if the new leader had been
the firing hex per my optional rule, though the present from the beginning [ASLRB2 A18.12],
game rules allow it because there is no obstruction but won’t be necessary in this CC as the result is
to a thread between hex center dots.
not subject to possible change. <You may have
questioned whether a Field Promotion may not
Unfortunately, the unique graphics here on map
have been possible because of the presence of
“zulu” allow fire from H8 into a building hex (F8)
the German 9-1 leader, and the wording of the
which confers a stone-building TEM (+3) to its
rule stating “a MMC,” wondering if it meant “a
occupants AND also allows fire to occupants of an
MMC in CC without a leader.” In addition to the
open hex (B8) “beyond” the building on the same
ASLSK#1 rule book, the ASLSK#2, ASLSK#3,
LOS line! It also ridiculously allows fire into L8! I do ASLRB2, and the Official ASL Q&A, mention no
not like some of the building positions on this map distinction. Therefore, the literal reading of “a
in several locations because it creates great MMC” is preserved by the German 528 squad,
ambiguity and disrupts the realistic simulation regardless of the presence of a leader or not.
that so characterizes the ASL[SK] tactical WWII This kind of questioning occurs frequently in a
game system. This uncharacteristic map feature is game of such rich possibilities and nuances as
unique to Map “zulu” in the entire ASL*SK+ system. this one.>

RT5 AFPh: End of RT5 CCPh and of Game Turn 5. Flip


None counter for final game turn.

Page 25 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

BOARD INVENTORY 3,1=4!!! For another HUGE Pass! Now the 426
RUSSIAN: squad rolls 3,4=7 for a break (and DM) but no
E8: 426 ELR.
E9: 8-0, Bk426
F8: 426,226 (Major Pigott assigns the squads in M7 the task
(L6: mLMG) of assaulting the building across the street. He
(M5: mMMG) will follow later. He also directs the forces
M9: 7-0, bk527 presently with him to attack into the Russian
O7: 9-2,LMG/527 vertex (better vortex) of the far VC building (F8)
P7: BkDM226 in a desperate attempt to vanquish the foe!
First, however, he will use a sacrificial squad to
GERMAN: draw some fire…) End of GT6 PFPh.
C7: 467
G9: LMG/CX548 GT6 MPh:
K5: 7-0, rLMG/467 L5(LMG/436): Double time! (Place CX, they now
L5: 9-2,548, gLMG/Bk436 have 5MF [3MF as Conscripts + CX]): K6(MF1),
M7: LMG/548,467 the Russians take notice, J6(MF2), the Russians
O6: 9-1,7-0,548 cock their rifles, I7(MF3), they take aim,
H7(MF4), “Hold your fire!” G8 (MF5), FIRE! They
This is it for the Germans. They either could do an 8FP fire group, but don’t.
accomplish it all this player turn, and if so
defend any counter-attack, or fail to achieve F8(226)D1F->G8(CX:LMG/436), 4FP/-2,
the victory conditions! DR=4,6=10, -2=8 for NE! Place 1F and Resid
counter.
GT6 RPh:
German: The leader in L5 would like transfer of Switching gears: M7(467 only) assault moves to
that German LMG away from the Bk436 to the N7, and O7 opens fire.
elite 548, but weapons transfer occurs only
O7(LMG only)D1F->N7(467), 4FP/-1, DR= 1,5=6,
between GO units, and transfers happen before
-1=5 for a 1MC and ROF! The Russian must
rallying, so it’s a no-go. Rally attempt of the
decide whether to leave Residual Fire or retain
Bk436: DRM=-3, DR=1,5=6, -3=3 for a rally.
ROF with the LMG (see the Official Errata for 2nd
*Don’t forget the Inexperienced Penalties they
item of rule 3.31[sic]). The rules do not specify
suffer when using the LMG and other. See 5.4].
the order precisely, so he’ll first see the effect.
Russian: None. End of GT5 RPh. Remove DM. German squad rolls: 4,5=9, +1=10, for a break.
Place DM. He decides to maintain ROF and no
GT6 PFPh: Ok, the Germans take a deep Resid counter is placed.
breath, and proceed …
O6(9-1,548,7-0)->O7(9-2,LMG/527), 8FP/+2, Now M7(LMG/548) pops smoke in N7, dr= 4
DR= 4,3=7, +2=9 for a NMC. Place PF. The (MF1-2), then moves into same (MF3-4).
Russian leader rolls 3,6=9 and Pins! Place pin on Russian answers as before with LMG.
him at bottom of stack. Now squad without
O7(LMG only)D1F->N7(LMG/548), 4FP/+1, DR=
help of leader rolls 2,3=5 for HUGE pass!
6,1=7, +1=8 for NE and lost ROF; place 1F
G9(LMG/CX548)->F8(426,226), 16FP/+4, DR= (remember only on MG) and 2FP Resid.
1,5=6, +4=10 for a NMC. Place PF and you may
Now, from K5 and Double-Timing (Place CX)
remove the CX counter. (CX counter is removed
comes (7-0,rLMG/467): K6(MF1), J6(MF2),
if the unit Prep Fires, breaks or at the start of its
J7(MF3), I8(MF4), I9(MF5), H9(MF6), G10(MF7
MPh, whichever occurs first). Half squad rolls

Page 26 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

and F8 cannot SFF due to closer enemy in G8) lowered by two? Since that is true, doesn’t it
and F9(MF8), which confers DM on bk426 inE9. make sense that a 1F MG, firing for its second
time in the DFPh (like here) would also suffer
F8(1F226)SFF->F9(CX: 7-0,rLMG/467), 2FP/-2, that penalty? Yes. In fact, the rule book left out
DR= 3,4=7, -2=5 for a NMC. Flip to FF and place an important phrase that is corrected by
resid. Leader rolls 6,6=12, breaking, casualty insertion in the ASLSK2 rule book. The last
reducing and ELR’ing! Let’s see if he survived. sentence of rule 4.1 should read as follows:
“The B# of a MG using Subsequent First Fire or
The wound dr=4 for a wounding (but wishes he
Final Fire when marked with a First Fire
was dead); place wound counter, DM and
counter is lowered by two.” Now we can
replace with 6+1 leader. (There will be no LLTC
proceed. O7(LMG/527)FF->N7(LMG/548,
here. Do you know why?9) Now the squad
BkDM467), 6FP/+0, DR= 3,3=6 for cower and a
checks and rolls: 4,2=6 for a stupendous pass!
NMC. Flip to FF. The 548 rolls 6,4=10, for a
The CX counter should now only be on the
break but no ELR. Flip and place under the DM.
squad with MG. Now it’s Major Pigott’s turn.
Now the BkDM 467 rolls: 4,5=9, for another
L5(9-2,548): M6(MF1-2), N6(MF3). Now the break (which casualty reduces the squad) but
squad in O7 fires. no ELR. Replace with Bk247. End of GT6 DFPh.
Remove all 1F/FF.
O7(527)D1F->N6(9-2,548), 8FP/-2, DR= 1,6=7, -
2=5 for a 2MC. Russian squad is now also 1F. GT6 AFPh:
Place Resid. German leader rolls: 2,2=4, +2=6! F9(rLMG11/CX467) -> F8(226) (Hope you
What an Übermensch! Now the squad: 5,5=10, - remembered that the B# (or X#) of a captured
2(Ldr)=8, which Pins them! SW is reduced by 2, here from 11 to 9), 6FP/+4,
DR= 3,4=7, +4=11 for NE. Place PF.
Last but not least, C7 declares double time too.
C7(CX467): C8(MF1) … *E8 is wondering if he’s N6(9-2,Pinned 548)-> O7(LMG/527,Pinned 9-2),
going to run south and around or approach 4FP (AFPh, Pinned, PBF, AF Bonus) /+1DRM,
closer on next move?! … They can’t wait any DR=4,1=5, +1=6 for a NMC! Place PF. The
longer and decide to shoot.] E8(426)D1F-> Pinned leader rolls 2,2=4 and passes, but is still
C8(CX467), 4FP/-2, DR=3,2=5, -2=3 for a 2MC! Pinned. Now the squad rolls 2,3=5 for a GREAT
Place 1F and resid. Squad rolls: 4,4=8, +2=10, PASS!
thereby breaking, but no ELR. The CX is not
End of GT6 AFPh. Remove PFs.
needed anymore.
GT6 RtPh:
Wow! What a bloody MPh. End of GT6 MPh.
German:
Remove the smoke and residual fire counters.
C8 (BkDM467): to B7(MF1-2)
GT6 DFPh:
F9 (BkDM Wnd 6+1) Has only 3MF since
The only shots the Russians have10 are O7 at
wounded. He would love to rout to the woods
two adjacent tagets:
in H10 but can see the Russians in M9, so can’t
O7(LMG/527)FF->N7(LMG/548,BkDM467). But step into G10 (closer by one hex). He cannot
first, do you remember that the B# of a MG stay in F9 due to adjacency to enemy in E9 and
being used in SFF (or FPF) [i.e., already 1F] is 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
11
the 7-0 leader that broke horribly. Remember that except for LMGs, MGs that moved
10
F8 has none due to Final Fire status. in the MPh, may not fire in AFPh.

Page 27 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

which is open ground. He will Low Crawl there (by CX). Russian rolls: 2,1=3 (I swear!) -1=2 for
now to avoid interdiction from the 226 in F8. casualty reduction of the Germans randomly
selected! German rolls 3,1=4, +1= 5 for
N7 (BkDM: LMG/548,247): M7(MF1-2), elimination of the Russian Conscript HS.
M6(MF3-4), L5(MF5-6) Remove CC. Now roll to see which German
squad is casualty reduced: assign the colored
Russian:
die to the 548, and the DRs are 5,4, so the elite
E9 (only the BkDM426, not the leader too): E8.
squad is reduced to a 238 HS (still possessing a
F8 (BkDM426): E8 (and now they see Germans
LMG).
in B7). End GT6 RtPh.
O7: Check for Ambush. Russian drm=+1 for
GT6 APh:
Pinned status of Leader (which also prevents
F9->E9 Place CC.
use of his Leadership modifier). German drm=-2
G8->F8 Place CC.
for best Leader. Assign colored die to Russians,
G9->F8 (for style !)
and DR=6,1 for final Russian=7 and German=-1
N6(9-2)->O7 Place CC and DM P7.
for HUGE Ambush! German attack is 8FP to 6FP
O6(All)-> O7 under CC.
(remember that Pinned units (our leader)
GT6 CCPh: defend with full strength), which is insufficient
E9: Check for Ambush. Russian drm=0; German for 3:2 so falls back to 1:1 with Kill #5. German
drm=+1 for CX. Colored die is Russian Ldr, and DRM=-3 (-2Ldr and Ambushing), DR= 4,2=6,
the DR=6,6 for 6 to 7 final and no ambush. The -3=3 for elimination of the Russian units! Leave
Russian attack is 1FP to 4FP for 1:4 odds and Kill the LMG there. End of GT6 CCPh. Remove Pin
#3. The German attack is 4FP to 1FP for 4:1 counter
odds and a Kill #9. But wait! There’s more! Since
Though the German side has gained control of
the Germans are huffing, puffing and winded
all the VC buildings, there is still a Russian Turn
from that long run they made (i.e., are CX
6 remaining. Is it possible that the Russians can
status), the Russian leader has a -1 DRM for
take control of any one VC building in order to
attacking against a CX unit, and the Germans
deny the Germans victory? Not likely, but we
have a +1 DRM for attacking under CX status.
shall see. Though not clear in the SK rule set, in
The Russian rolls: 2,1=3, -1=2! For elimination of
ASL, Building Control once acquired is
the Germans! The Germans roll: 2,6=8, +1=9 for
maintained until taken/claimed by the other
Casualty Reduction of the leader. Will he die?
combatant. This means that a victory can’t be
Wound dr=5 for mortal wounding of the Leader.
cheaply denied by just entering a VC building on
<That roll may turn out to be the decisive factor
the last turn. Instead Control has to be gained
for victory determination in this scenario!> E9 is
according to the definition by defeating/routing
now empty of combatants, but still contains the
any present enemy occupants claiming/holding
rLMG.
control. This is why on page 2 of this EOP that
F8: Check for Ambush. Russian drm=+1 for Building Control is defined as “the last side” to
Inexperienced (Conscripts). German drm=+1 for have earned the conditions granting Control.
CX and +1 for Inexperienced (the 436 squad is
BOARD COUNTER INVENTORY
Conscript material) for net drm=+2. Assign
RUSSIAN:
colored die to Russian and roll: DR=4,1 for a
E8: 426, BkDM426x2
final of 5,3 and no Ambush. The Russian attack
(E9: rLMG)
is 2FP to 9FP for 1:6 odds and a Kill #2 with
(L6: mLMG)
DRM= -1 for “vs CX.” The German attacks with
(M5: mMMG)
9FP to 2FP, for 4:1 odds and Kill #9 and DRM=+1
M9: 7-0, bk527

Page 28 of 31
ASL Starter Kit Scenario S2, War of the Rats, Tutorial Example of Play (EOP)
By Eddy M. del Rio, BGG Username: edelrio. Last revised: January 20, 2011

(O7: LMG) are shooting the MG; the Conscripts’ inherent


P7: BkDM226 FP is halved for long-range-fire; the entire FG is
penalized +1 for a member being CX status; and
GERMAN: finally, the LMG manned by the Conscripts will
B7: BkDM467 malfunction on original IFT DR of 11 (instead of
F8: LMG/238, LMG/CX436 12) for being manned by Inexperienced troops.
F10: BkDM/Wnd6+1 The DRM=+5 (+3 sBldg TEM, +1 orchard
L5: BkDM:247,LMG/548 Hindrance, and +1 CX status). The LOS is
N6: 548 unobstructed conventionally. The IFT DR=
O7: 9-2,9-1,7-0,548 6,1=7, +5=12 for lost ROF and NE! Place 1F. F8,
in review, cannot SFF on same target for two
RT6 RPh:
reasons: closer enemy in E8 and beyond normal
Russian: No chance for a MMC SR because the
range (except MGs).
units in E8 have a bML of 5 and a DRM=+4 (SR,
RB, DM). E8 (426): Assault moves to E9(MF1-2), and then
attempts to recover the MG by expending 1 MF
Now for M9: DRM=-1 for RB. DR=1,1=2, -1=1 for
(MF3); dr =4, for success! Place MG on squad.
a fabulous and IMPORTANT rally!
Also, F10 being within Normal Range and in the
German: open of E9 must now be DM’d again. Sure, the
No MMC SR allowed. The leader in F10 would adjacent German could possibly break them
like to attempt SR, but as a wounded 6+1 Ldr, with SFF and FPF, requiring them to rout away,
his bML is 5, and his DRM=+5 (DM and SR), but VC building L6 will be back under Russian
making it impossible. End RT6 RPh. Remove all Control at the end of the forthcoming RtPh!
DMs except E8 & P7. If F10 had somewhere to Additional note: the German may have selected
rout to, he could elect to keep the DM so as to to SFF after the Russian’s move into the building
qualify for routing, but since he has no rout and and before the SW recovery attempt (for two
he is not currently in an interdictable condition, shots), then if surviving, the Russians could
he may remove the DM too. spend the 3rd MF in SW recovery and thereby
qualify for another FPF shot.
RT6 PFPh:
None for Russian; they need to move! “…with any German penetration met by an
immediate counter-attack…”
RT6 MPh:
M9 (7-0,527): L8(MF1-2), L7(MF3-4), (the Skipping further SFF/FPF and DFPh, and
German player may wish to attack from F8, but concentrating on VC building L6, we continue
per my House Rule for LOS on Board “z,” the with:
LOS is blocked by building in H8) and L6(MF5-6)
for style! Since they have no MFs left, they may RT6 AFPh:
not attempt recovery of the mLMG. Place DM L6(527,7-0)->L5(BkDM:LMG/548,247),6FP/+3,
on L5. The German still currently has control of and the DR=1,1 (I SWEAR!) for a 1MC. Place PF
VC building L6, but will lose it in the RtPh when counter. What happens in L5 is academic,
he is forced to vacate and therefore loses this because any survivors have to rout (even
battle … unless, of course, the Russians can be without this attack).
broken by fire from F8 (?)!
RT6 RtPh:
F8 (LMG/CX436,LMG/238)D1F->L6(7-0,527), Russian:
8FP/+5. There’s a lot going on here: The elite HS E8 (Both) must Low Crawl to E7.
is not able to apply inherent FP because they P7->P8

Page 29 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

German: S7 PRELUDE TO FESTUNG BREST: New VCs


F10 Low Crawls to G10 (on the way to H10) (Casualty Victory Points), and
L5 (All or parts) must go to either K5 or M5
(better because closer for leader), and Building
S19 PURPLE HEART LANE: Dependent VCs and
Control is gained by the Russian. Russian Win!
flooded terrain, which are available at MMP
Remember how at the start of this EOP we under Support->ASL & ASLSK at
observed the difference in quality between the http://www.multimanpublishing.com/Support/
German and Russian MGs? And in this battle it ASLASLSK/tabid/64/Default.aspx . Scenario S19
was the Russian MGs that malfunctioned. As it
features E (Easy) Company, 2nd Battalion of
turned out, the Russian Conscript squads
unexpectedly contributed importantly to this Colonel Robert Sink’s 506th Parachute Infantry
battle. True to the “Aftermath,” the Russians Regiment (PIR) of the 101st Airborne Division,
managed here to keep the Germans from with Lieutenants Harry Walsh and Richard
claiming the Premier’s namesake city … at least Winters of Band of Brothers fame, by Stephen
in this sector … on this day … at this hour. Ambrose as depicted in the HBO series of the
For continued learning on ROF/Defensive fire same name. History is what this game is all
with a more subject-based tutorial, I highly about!
recommend the following link to Jay
Richardson’s tutorial on ROF and Defensive Fire: ASLSK#2 adds 8 scenarios, Maps w and x, Hills
and elevation rules, more German and
http://www.boardgamegeek.com/thread/8835 American infantry units and SWs, Light Anti-
0 Tank Weapons (LATW, like Bazookas and
Each of the other scenarios included in your Panzerschrecks), Mortars, Towed-Guns (like the
game add interesting features. famous German 88mm Flak gun or the
American 105mm howitzer) and their manning
S3 SIMPLE EQUATION: geomorphic board Crews representing Russian, British, German
usage, HMG, and Fortification and American Ordnance; Rules for
Emplacements, Special Ammunition, Hidden
S4 WELCOME BACK: Snow and new VCs (Exit of Initial Placement (here comes the “Fog of
units) War”), unit counters to represent British
Commonwealth/Free-French, Italian and Allied
S5 CLEARING COLLEVILLE: indeterminate Minor units, and a Turn Counter! Look for my
reinforcements tutorial EOPs for ASLSK2, using:

S6 RELEASED FROM THE EAST: Winter S15 HAMMER TO THE TEETH, featuring: hills
camouflage and Tactical Reserve units (map w), Bazookas, Panzerschrecks, Anti-Tank
gun and heavy Mortar gun (big 81mm); at
Now that you have finished this EOP, be sure to http://www.boardgamegeek.com/filepage/444
add to your scenarios those which use these 32 and
same rules and maps and are available for free
from the publisher. They are: S16 LEGIO PATRIA NOSTRA, featuring: hills,
fortification, rain, light Mortar (SW), Anti-
Aircraft and Anti-Tank guns at

Page 30 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

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 edelrio3@cox.net) me with listing of same.

Page 31 of 31
ASLSK S2 EOP Updated Errata him from routing. Therefore, he is eliminated for failure
to rout.”
Pg.1, 2nd column, Acknowledgment:
Add: “and Miikka Sohlman (BGG user name Hipsu)” Pg.14, 2nd column, RT2 PFPh, 1st line:
between “(BGG user name jadrain)” and “for offering” Delete: “,7-0” and add the following footnote to “447”:
and change “his” to “their”, to read “…Adrain (BGG user “The 7-0 leader is planning to move, so will not participate in
name jadrain) and Miikka Sohlman (BGG user name Prep Fire.”
Hipsu) for offering their critical editorial eyes …”
Pg.16, 2nd column, 1st full paragraph:
Pg.6, 1st column, 1st full paragraph, last line: Line 4: change “2FP” to “6FP”
Add to very end: “and 1FP residual.” To read: “Place Lines 5-6: Delete: “(two column reduction for the +2
First Fire and 1FP residual.” Smk hindrance)”
Line 7: change “1RF” to “4RF”
Pg.7, 2nd column, GT1 RtPh, 2nd paragraph, lines 6-7: Lines 8-9: Delete : “(4RF reduced by two columns just as
Delete: “and is therefore eliminated for failure to rout above to 1RF)”
(accomplishing what the DC failed to do)” and replace Line 8: add footnote to “attack” as follows: “Not in SK1 or
with: “but since he is no longer adjacent to GO enemy, official errata, but Residual firepower left in a location is reduced by
he can stay right there in O6 adjacent to the broken 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
enemy in O7.”
created the residual firepower (see ASLRB A8.26).”
Pg.7, 2nd column, GT1 RtPh, 3rd paragraph, 8th line: Line 11: change “1RF” to “4RF”
Insert footnote after “L5” to read as follows: “This rout is
Pg.17, 1st column, 1st full paragraph:
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 Line 3: change “1FP” to “4FP”
of integration down-stream, just look the other way this time (i.e., I Line 4: change DR to “=2,5=7, +1=8”
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 Pg.23, 2nd column, GT5 MPh, 2nd paragraph:
(NEU), and can't go to M6 because that would move closer to the Line 1: Change “+3” to “+2” and add immediately
broken German 467 in O7. All other spaces are either adjacent to
thereafter: “(sBldg and FFNAM)”
the German MMC or in the case of L4 clearly moving towards a
NEU.”
Also, add a footnote for corrected “+2: as follows: “If this
unit had declared Assault Move, even intending a 0 (zero) hex move,
nd it would have executed the smoke grenade (spent MF) more
Pg.8, 2 column, Board Inventory, Russian:
carefully and would have not suffered from a -1 FFNAM DRM.”
Add: “O6: BkDM447” to end.
Pg.26, 1st column, GT6 PFPh, 4th line:
Pg.8, 2nd column, RT1 RPh, 2nd paragraph,:
Change DR to “=4,2=6, +2=8”
Line 3: delete: “attempt of a leaderless broken MMC”
Line 4: add “447” between “broken” and “squad” Pg.27, 2nd column, lines 16-17:
Line 5: replace “HS” with “Conscript squad” Delete: “but no ELR”
Line 6: add “447” between “the” and “squad.” Comment: Broken units never suffer ELR reduction.

Pg.8, 2nd column, RT1 RPh, last paragraph: Pg.29, 2nd column, 1st full paragraph, Lines 4-5:
Line 4: add “or O6” between “from L5” and “(adjacent Delete: “Also, F10 being within Normal Range and in the
…” open of E9 must now be DM’d again.”
Line 4: replace “unit” with “units”
Line 5: Add “and O5” after “M5.” Pg.30, 1st column, 2nd line:
Before “F10 Low Crawls …” Insert: “F10, being in open
Pg.10, 1st column, RT1 RtPh, Line 5: ground and within Normal Range and LOS of E9, must
After “… struggles into L6 (MF1-2).” Insert: “The Russian now be DM’d again.”
squad in O6 is adjacent to GO enemy and therefore
must rout, but is also encircled by enemy preventing

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