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Idiot's Guide to ASL
SamB@exMSFT.com
Bore
Sight
C 6.4
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Scenario Defender Only
|
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All Guns (including MA,
SA) |
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MMG, HMG, Lt Mortars
|
PF C 13.3, C 8
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After September, 1943
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(July –
Sept 1943 by SSR only)
 |
Squad 1-3 OK, 6 Pins
|
 |
16 IFE Equiv. No
Residual FP |
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Max =
squads (1943) |
 |
Max = Squads *
1.5 (1944) |
 |
Max = Squads *
2 (1945) |
 |
RANGE: (PFk
always has 1 Hex Range)
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1 Hex Prior to June
'44 |
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2 Hexes June to Dec
'44 |
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3 Hexes in '45
|
|
ATMM
C 13.7
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During or after 1944
|
 |
Squad 1-3 OK, 6 pins
|
 |
-3 DRM for CC vs
Vehicle |
Special
Ammo C 8
HIP A 12.3 – A 12.34
 |
Japanese G
1.631 |
(10% of MMC Squad
Equiv. FRU)
Elite A 1.21
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Depletion + 1 C 8.2
|
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AFV Crew D 5.1
|
Commissar A 25.22
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Any scenario On /
Before 10/42 |
Riders D 6.2
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Russian 1942, Others
1943 |
Grain in
Season B 15.6
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June to September
(inclusive). |
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Plowed fields in April
and May |
Orchards in
Season B 14.2
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April to October
(inclusive) |
Stream B 10.4
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Dry
Gully |
 |
Shallow 3
MF (shallow by default) |
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Deep 4
MF |
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Flooded N/A
|
Infantry
SMOKE A24, C8.5
Ordnance
SMOKE -
OBA SMOKE
WP A24.43, C8.5
 |
USA |
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Brits in 1944 & 1945
|
 |
Japanese |
 |
By SSR |
Smoke
Dischargers: D13.1, D13.31
(All but
sN have +1 DRM if BU
All are
N/A if you have Fired)
sD
 |
N/A if you have fired
|
 |
Places dispersed Smoke
in own hex |
sM
 |
N/A if you have fired
|
 |
Dispersed Smoke 1 to 3
hexes |
 |
In TCA and LOS
|
 |
Moving / Motion Vehicle
has +2 DRM |
 |
Case A applies If
change of CA |
sP
D13.1, D13.33
 |
N/A if you have fired
|
 |
Must
be CE |
 |
Places Dispersed Smoke
in own hex |
sN
D13.34
 |
N/A if you have fired
|
 |
Must
be BU |
 |
Places Dispersed Smoke
in own hex |
 |
Used in CC A
11.622
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EC, Victory
Conditions & SSRs
The Plan:
You DO have one, don’t you? What approach? Will you fall back?
When?
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Tank / Antitank capacity |
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Reinforcements – when / where? |
 |
Special Capabilities? |
 |
Best Approach to the Victory Area?
|
 |
Distance that you or your opponent must cover
per turn? |
After Setup:
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Review all Pre-Game Items |
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Is
setup legal? Setup area & number (type) of units. |
 |
Concealment Growth |
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Record location of A. Leader |
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Note HIP unit Location |
Things to consider by Phase
RPh:
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Setup off board Reinforcements |
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Recombine HS |
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Transfer / SW Recovery |
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Deploy |
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Scrounge |
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Repair |
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First MMC self Rally |
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Remove DM |
PFPh:
Review the Plan!
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Remove / Flip SMOKE |
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Fire Ordnance SMOKE |
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Radio Contact / OBA (SMOKE) |
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Other OBA Action |
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Mop Up / Entrench |
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Kindling |
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Resolve Attacks |
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(Un)Limber
guns |
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Change CA is able to fire w/o IF |
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Mark / cancel AA modes |
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Collateral Attacks? |
MPh:
 |
Move Berserk First |
 |
May Change CE / BU |
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Crews Abandon / Enter |
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SW
Recovery (1MP) |
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SMOKE
Grenades (WP?) |
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Clearance Attempt |
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sD
/ sM / sP usage (D13) |
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DB
/ FB sighting TC (DFF) |
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T-H Hero (8 hex range) |
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Search at end of its MPh |
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Units in Flame location Eliminated |
 |
Berserkers w/ no KEU return to GO |
DFPh:
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Ordnance (Dispersed) SMOKE (will go away in next PFPh)
|
 |
Radio Contact / OBA (SMOKE) |
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Subsequent Fire vs adjacent enemy |
 |
DB
/ FB sighting TC |
 |
Change CA is able to fire w/o IF |
 |
Collateral Attacks? |
AFPh:
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If
Mild Breeze, Place Drifting SMOKE |
 |
Fire Ordnance Dispersed WP |
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During Gusts, Remove / Flip SMOKE |
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Resolve Attacks |
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Blaze Spread |
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Flame to Blaze |
RtPh:
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Voluntary Break |
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Conduct Routs |
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Surrender |
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Interrogation E2
|
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Eliminate Infantry in Blaze |
APh:
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Transfer SW / Prisoners |
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TH
Heros (ADJACENT) |
 |
Advance |
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May Change CE / BU |
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Place / Remove CE |
CCPh:
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Place onboard all HIP (under "?") |
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Reveal Strength |
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Remove dummies |
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Check for Ambush |
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ATMM??? (C13.7) |
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TH
Hero (vs. Same Hex) |
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Resolve CC |
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Resolve Aerial Combat |
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Remove TI, Flip Stun |
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Grow Concealment |
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