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Page 1: ASL Starter Kit-1

7/18/2019 ASL Starter Kit-1

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7/18/2019 ASL Starter Kit-1

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Introducción ................................................11.0 Componentes del juego .........................2

1.1 Tablero de Juego..................................21.1.1 Tipos de terreno

1.2 Fichas ..................................................41.2.1 Ficha de individuo (SMC)1.2.2 Ficha de Grupo (MMC)1.2.3 Lado desmoralizado1.2.4 Armas de apoyo (SW)

1.2.4.1 Cadencia de tiro (ROF)1.2.5 Humo1.2.6 Cañones1.2.7 Vehículos

1.3 Tarjetas de escenario ...........................51.4 Dados...................................................5

2.0 Definiciones............................................53.0 Secuencia de Juego................................7

3.1 Fase de reagrupamiento (RPh)............73.2 Fase de fuego preparatorio (PFPh) .....8

y Ataques con Fuego3.2.1 Línea de visión (LOS)3.2.2 Ataques con fuego

3.2.2.1Fuego de proximidad (TPBF)3.2.3 Efectos

3.2.4 Proceso para impactar [To Hit - TH]3.2.5 Fase de fuego preparatorio (PFPh)3.3 Fase de Movimiento (MPh) ................12

3.3.2.2 Fuego en marcha3.3.3 Primer Fuego Defensivo3.3.4 Fuego de Reacción3.3.5 Fuego Residual

3.4 Fase de Fuego Defensivo (DFPh) .....143.5 Fase de Fuego de Avance (AFPh) .....143.6 Fase de Retirada (RtPh) ....................163.7 Fase de Avance (APh) .......................163.8 Fase de Combate Cercano (CCPh)....173.9 Tabla de Registro de Turno ...............18

4.0 Armas y Armas de Apoyo (SW) .........184.1 Ametralladoras (MG) ........................194.2 Lanzallamas (FT) ..............................194.3 Cargas de Demolición (DC)..............194.4 Arma Anti-Tanque Ligera (LATW)...19

4.4.1 Bazooka (BAZ) yPanzerschreck (PSK)

4.4.2 Panzerfaust (PF)4.4.3 Rebufo (Backblast)4.4.4 Rifles Anti-Tanque (ATR)4.4.5 PIAT

4.5 Morteros ligeros ................................205.0 Valor del Nivel de Experiencia (ELR)

y distinción de Unidades ...................20

5.1 ELR ...................................................205.2 Distinciones de Nacionalidades ........205.3 Promoción de Combate.....................20

6.1 Impactos Críticos (CH).....................26.2 Munición Especial y..........................2

 Número de Agotamiento de Munición6.3 Emplazamiento..................................26.4 Emplazamiento Inicial Oculto (HIP) 26.5 Movimiento de Cañones ...................226.6 Escudo del Cañón..............................226.7 Cañones como Objetivo....................226.8 Fuego Equivalente a Infantería (IFE)6.9 Morteros ............................................226.10 Adquisición de Objetivos................22

6.11 Adquisión de Area...........................236.12 Rotura de Artillería..........................237.0 Vehículos ..............................................23

7.1 Factor de Blindaje (AF) ....................237.2 Armamento Principal (MA) y ...........23

Tipos de torretas7.2.1 Munición limitada

7.3 Tamaño de Vehículo como Objetivo .237.4 Vehículos como cobertura y Resto....23

7.4.1 Estorbo de LOS por AFV/Resto7.5 Dispensadores de Humo Vehicular ...247.6 Empantanamiento y Presión al suelo 247.7 Tripulación Expuesta (CE) y.............25

Escotillas cerradas (BU)7.8 Ametralladoras vehiculares (IFE) .....267.9 Proceso para destruir (TK)................26

Introducción:Bienvenido a la tercera entrega de la serie

Equipos de Iniciación de Advanced Squad Leder, ASLSK#3–Tanques le introducirá en el mterial esencial necesario para añadir vehículosla experiencia de ASLSK. Advanced Squad Lader (ASL) es un sistema de juego de guerra dtallado que puede simular cualquier acciónnivel de compañía en cualquier teatro de la Sgunda Guerra Mundial. Las piezas de juego r presentan pelotones, escuadras, mando

tripulaciones, Cañones, y Vehículos de todos lmayores y menores combatientes de la segunguerra mundial, los campos de batalla están r presentados por tableros geomórficos sobre lque las fichas maniobrarán. Los Equipos de Inciación proveen al nuevo jugador con un métosencillo para familiarizarse con las bases del stema ASL usando escenarios a nivel inicio, chas, tableros, y reglas. Las abreviaturas se usen muchos términos presentes en las reglaMientras te familiarizas con ellas con el uso,sección de Definiciones puede ser una referecia de ayuda en esta terminología especial.

Las fichas de pelotón representan aproximdamente entre 9 y 15 hombres, dependiendo la nacionalidad y del tipo. Las fichas de jefes dividuales representan jefes de combate histócamente presentes en la batalla y tambiayudan a representar la total independencia combate de la unidad a la que aquéllos estagregados. Cada pelotón y cada jefe poseen nivel de moral indicado en su ficha; cuanto malto sea el nivel de moral, más resistirán firmsen el combate y antes se recuperarán de los rveses.

Las fichas de armas de apoyo y de Cañones r presentan otras armas individuales además las armas cortas orgánicas o de dotación que

Equipo de Iniciación #3 Reglamento

Indice de Presentación

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están incluidas en los valores de potencia defuego dados a cada ficha de pelotón y de escua-dra. Los grupos de fuego para atacar unidadesenemigas se forman a partir de la potencia defuego combinada de unidades y armas indivi-duales. Después de totalizar la potencia de fuegode un ataque, se tiran dos dados de seis caras yel resultado (modificado por varios factores) secruza con la columna apropiada de potencia defuego de la Infantry Fire Table (Tabla de Fuegode Infantería) para determinar los resultados del

ataque. Dichos resultados oscilan entre no tener efecto, provocar que el enemigo compruebe sunivel de moral para ver si se desmoraliza, y lacompleta eliminación de una o más unidadesenemigas. Las unidades también utilizan su po-tencia de fuego en Combate Cercano, normal-mente en lucha a todo o nada hasta la muerte.

Cada escenario de ASLSK simula una batallahistórica proporcionando tanto al atacante comoal defensor un orden de batalla con unidades es- pecíficas y armamento con el que deberán ma-niobrar en un esfuerzo por conseguir lascondiciones de victoria especificadas. Los table-ros geomórficos pueden colocarse en variascombinaciones diferentes para representar losvariados campos de batalla de Europa.

El ASLSK nº 3–Tanques es un juego completoque introduce al jugador en las reglas de vehícu-los e incluye pelotones, escuadras, jefes, armasde apoyo, dotaciones, piezas de artillería servi-das por dotaciones, y vehículos así como reglassimplificadas y terreno para usar con todo ello.Se puede utilizar este material para expandir lasopciones de ASLSK o puede tentarle a entrar enel fantásticamente detallado mundo de la simu-lación bélica que es ASL. En cualquiera de loscasos, el material aquí incluido –reglas, tablerosy fichas– han sido diseñados para ser perfecta-mente compatibles tanto con la anterior entrega

de los Equipos de Iniciación ASL (ASLSK)como con ASL. No necesitará ningún otro pro-ducto para jugar, ya que es completamente autó-nomo; sin embargo, puede encontrar materialadicional para ASL y otros muchos buenos pro-ductos en www.multimanpublishing.com. Ade-más están disponibles más escenarios ASLSK en la revista de MMP OPERATIONS.

Estas reglas contienen un código de color paraindicar que han sido revisadas con relación almódulo ASLSK nº 2. Toda regla o palabra des-tacada en color salmón ha sido revisada biencomo regla añadida necesaria para utilizar losVehículos Blindados de Combate (AFV) bien para corregir erratas observadas en el ASLSK nº2. Este reglamento tiene preferencia sobre losreglamentos aparecido en ASLSK nº 1 y nº2.Por último indicar que el Equipo de Iniciación nº3–Tanques contiene todas las fichas necesarias para jugar los ocho escenarios bajo circunstan-cias normales. No obstante, ASL es un juego de posibilidades muy amplias, por lo que, debido acircunstancias excepcionales, la cantidad de unaficha en particular puede resultar escaso en una partida concreta.

en un edificio. Un mortero no puede dispardesde un edificio. Un coche blindado no pue posicionarse en o entrar a un edificio. Un Vehculo de Combate Acorazado completamente corugas (AFV) con Escotillas Cerradas (BU)(7 puede entrar a un edificio gastando la mitad dtotal de su MP y ha de hacer una tirada de em pantanamiento (Bog) (7.6). El TEM de un edicio de piedra (gris) es +3 y +2 el de un edificde madera (marrón).

Carreteras: Representan carreteras con supeficies pavimentadas o nUna carretera represetada con una tira colmarrón, como en uY2,una carretera no pavmentada; mientras quna representada por utira gris, como en uL6,

de superficie pavimentada. Una carretera se cosidera Campo Abierto a todos los efectos. Admás, Infantería que cruce sólo lados hexágono de carretera en su MPh completa d pone de un MF extra (bonificación por carrtera). A menos que reclame la protección de hexágono de Bosque-Carretera o de un hexgono de Arboleda-Carretera, tenga que pagar coste extra de movimiento por entrar a Hum(1.2.5). Cruzar un lado de hexágono de carretecuesta tanto a un coche blindado como a Vehculo completamente con orugas 1/2 MP si estaDotación Expuesta (CE 7.7) ó 1 MP si esta cEscotillas Cerradas (BU).Bosques: Los bosques representan un área f

restal con monte badenso, como en vC8. la LOS entre dos uniddes cruza el dibujo  bosque entonces el hexgono de bosque es

obstáculo para ambunidades si están en mismo nivel que el dibujo de bosque. Los boques son obstáculo a la LOS entre dos unidada distinto nivel. A la Infantería le cuesta 2 Mentrar. Los bosques cuestan a un coche blindatodo su MP y hacer una tirada de empantanmiento (7.6). Un vehículo completamente corugas puede elegir entre gastar la mitad o tosu MP al entrar a un hexágono de Bosquehacer una tirada de empantanamiento (7.6). Uvehículo gastando todo su MP para entrar a boque todavía puede gastar 1 MP para arrancar yMP para parar. La severidad de la DRM de la rada de empantanamiento depende de cuant

MP gaste el vehículo para entrar al hexágono  bosque. El TEM de los bosques es +1. Porcontrario, los ataques de Morteros contra Infatería o vehículos CE en un hexágono de bosqureciben un TEM -1 debido a las Ráfagas AéreBosque Carretera: Una unidad moviéndose

un hexágono de bosqcarretera como en tCno tiene derecho al TE+1 por Bosques duranel Primer Fuego Defesivo (y es objeto dFFMO o de interdicciósi la LOS no cruza

símbolo verde de bosque y la unidad en mov

miento entró en el hexágono utilizando la tade movimiento por carretera. En otro caso, TEM normal de bosque entrará en efecto; u

id d d l i i tili l t

1.0 Componentes del Juego

1.1 Tablero de Juego:

ASLSK#3 contiene tres tableros geomórficos(t,u & v). Estos representan el campo de batallay pueden unirse por los lados o por sus extremoscon otros para formar diferentes áreas de juego.Sobreimpreso sobre el tablero hay una trama he-xagonal utilizada para medir distancias. Cadahexágono contiene un tipo concreto de terreno.Los diferentes tipos de terreno producen dife-

rentes efectos en el movimiento y en el combate.También cada hexágono contiene su propia co-ordenada que indica su localización en el ta- blero (p.ej.: hexágono K2). Anotar elidentificador del tablero junto a la coordenada(p.ej.: tK2) proporciona un identificador único para cada hexágono en el sistema. Cada hexá-gono contiene un punto blanco que señala elcentro del hexágono. Se utiliza para determinar la Línea de Tiro (LOS). Los semihexágonos a lolargo del borde del tablero equivalen a hexágo-nos completos, aunque la coordenada y el punto blanco central puedan no aparecer.

1.1.1 Tipos de Terreno:

A efectos estéticos, el dibujo del terreno puedeextenderse un poco fuera de un hexágono hastaotro adyacente con otro tipo de terreno, pero lamayoría de los hexágonos están dominados por un tipo específico de terreno y están gobernados por las reglas específicas de ese tipo de terreno. Normalmente el tipo de terreno dominante in-cluye el punto central del hexágono, pero oca-sionalmente hexágonos que no sean de CampoAbierto pueden tener el punto central del hexá-gono en Campo Abierto. Algunos terrenos per- judican más el movimiento a su través que otros;los costes de movimiento se expresan en Facto-res de Movimiento (MF) para infantería y enPuntos de Movimiento (MP) para vehículos. El

terreno también puede bloquear la LOS o estor- bar la LOS y pueden proporcionar algo de co- bertura modificando los ataques con fuego;hablamos entonces de Modificador por Efectosdel Terreno (TEM).

Campo Abierto: Estodo hexágono despro-visto de otros dibujos deterreno, generalmentecubiertos de forma uni-forme con un color verdeclaro como el hexágonotC2. El Campo Abierto

no representa obstrucción ni estorbo a la LOS, yel único TEM para Campo Abierto es un –1 del

Modificador a la Tirada de Dados (DRM) por Primer Fuego contra Movimiento en CampoAbierto (FFMO) contra unidades moviéndose.A la Infantería le cuesta 1 MF entrar en CampoAbierto. Campo abierto cuesta 1MP a vehículoscon orugas y 3MP a Coches Blindados.

Edificios: Representanconstrucciones de tama-ños variados realizadas por el hombre. Cualquier hexágono que contengael dibujo de un edificioen vista aérea de color gris o marrón, es un edi-

ficio, como en uH7. Si la LOS entre dos unida-des atraviesa el dibujo de edificio entonces elhexágono de edificio es un obstaculo paraambas unidades si están en el mismo nivel que

2

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consiguientes por TEM. La porción de carreterano obstruye la LOS. Una unidad usando una ca-rretera a través de hexágono de bosques paga elcoste normal de movimiento por carretera enlugar del coste de movimiento de bosques.

Arboledas: Una arbo-leda representa un áreaescasamente poblada deárboles desprovista de

monte bajo como vAA2.Una arboleda representaun Estorbo a una LOS almismo nivel y por tanto

añade un DRM +1 por Estorbo por cada hexá-gono de arboleda entre quien dispara y su obje-tivo. A la Infantería le cuesta 1 MF entrar en unaarboleda. A un coche blindado le cuesta 3 MP ya un vehículo completamente con orugas lecuesta 1 MP entrar. Una arboleda no tiene TEM, pero dado que no es Campo Abierto el FFMOno se aplica, y no se produce Interdicción.

Las arboledas están en temporada durante losmeses de abril a octubre. Una arboleda en tem- porada es un obstáculo a toda LOS tendida entreunidades a diferentes alturas. Cada hexágono dearboleda fuera de temporada (de noviembre amarzo) añade un DRM +1 por Estorbo a todaLOS trazada entre unidades a diferentes alturas.Un hexágono de arboleda se considera terrenoinherente (3.2.1) por tanto el hexágono com- pleto incluyendo los lados de hexágono afectana la LOS trazada a través de un hexágono de ar- boleda.

Arboleda-Carretera:Un hexágono que con-tenga tanto un símbolo

de arboleda como otro decarretera como vV4 esuna carretera bordeada

tica al movimiento a lo largo de cualquier carre-tera. No se aplica ningún Estorbo por dichos he-xágonos si la porción de la LOS entre quiendispara y el objetivo nunca abandona los confi-nes del dibujo de la carretera independiente-mente de la diferencia de altura. En tales casos,el DRM -1 por FFMO se aplica a la Infanteríaque utilice la carretera para moverse. En casocontrario, los hexágonos de arboleda-carreterason idénticos a los de arboleda en todos los as- pectos.

Trigal: Cuando está entemporada, un Trigal re- presenta un campo culti-vado de una variedad decereal como tP6. Un Tri-gal es un estorbo a laLOS entre unidades almismo nivel que este y

 por tanto añade un DRM +1 por Estorbo por cada hexágono de terreno de Trigal entre quiendispara y su objetivo. Los Trigales están en tem- porada durante los meses de junio a septiembre(ambos inclusive). Cuando no estén en tempo-rada los hexágonos de Trigal son tratados, en sulugar, como Campo Abierto. A la Infantería lecuesta 1’5 MF entrar en un hexágono de Trigalen temporada, El coste para un coche blindadoes de 4 MP para entrar y 1MP para un vehículocompletamente de orugas. No hay TEM por Tri-gal, pero dado que no es Campo Abierto (amenos que esté fuera de temporada), el FFMOno se aplica y se niega la Interdicción.

Arbusto: Arbusto repre-senta un area con arbo-lado disperso y densomonte bajo como uCC8.Los arbustos son un es-torbo a la LOS entre uni-dades al mismo nivel que

el arbusto y por tantoañaden un DRM +1 por cada hexágono de ar- busto entre quien dispara y su objetivo en que laLOS cruce el dibujo de arbusto. No hay TEM por arbusto, pero dado que no es Campo Abiertoel FFMO no se aplica y se niega la Interdicción.A la infantería le cuesta 2 MF entrar, a un coche blindado 4 MP y un vehículo completamentecon orugas 2 MP.

Colinas: Las colinas r presentan elevaciondel terreno que se elevun nivel completo pencima del nivel dsuelo, y cualquier tipo terreno en ellas normmente asciende des

ese nuevo nivel para formar nuevas alturequivalentes. Todas las colinas conforman obstáculo a la LOS con relación a una unid

que no esté en la colina. Todo hexágono de clina es también un hexágono de Campo Abiersalvo que exista dibujado otro tipo de terren Ni el FFMO ni la Interdicción se aplicaránuna unidad que se mueve/retira reclama Venten Altura (ver más abajo). Un obstáculo de univel (edificio/bosques/arboleda) situado en hexágono de colina de un nivel se convierte un obstáculo de dos niveles de altura. Una made colina se representa con un tono marrcomo en vK8; sin embargo, a efectos estéticalgunos hexágonos pueden contener tanto color de la colina como el color del nivel dsuelo. Los hexágonos (y todas las unidades su interior) siempre se considerarán en el niv

de elevación que contenga el punto central dhexágono.

Dos unidades sobre hexágonos de colinas tedrán LOS entre ellas sin bloquear por cualquterreno que no sea una colina. Ni Trigal ni A busto a nivel del suelo estorban la LOS entuna unidad sobre una colina y otra que no este.

Una Línea de Cresta se forma en cada hexgono en el que dos niveles completos de elevción coincidan, como en vAA8. Las Líneas Cresta son importantes tanto para determinar lcostes al movimiento como para definir la ladede la colina a efectos de posibles obstruccion

a la LOS. Cuando la Infantería cruza una Línde Cresta para subir a un terreno más alto,unidad gastará el doble del Coste del Terre(COT) del hexágono en el que entre. Los vehculos gastan el coste del terreno en el hexágnomás 4 MP adicionales para cruzar la línea cresta hacia terreno superior ó 2 MP adicionasi cruzan la línea de cresta a través de un lade carretera.

Ejemplo de ArboledaLa arboleda está en temporada. La 4-6-7 alemana estáen el nivel uno de la colina mientras que las unidades británicas todas ellas están situadas en el nivel cero.La arboleda en wW3 bloquea la LOS entre la 4-6-7 anivel uno y la 6-4-8 y la 4-5-8 a nivel cero. En cambio,

si la arboleda no estuviera en temporada la de wW3 produciría un Estorbo +1. La 4-6-7 alemana y la 4-5-7 británica en wW3 tienen una LOS sin estorbos launa a la otra independientemente de si se está en tem- porada.

Ejemplo de Ventaja en Altura y LOS en ColinasLa 4-6-7 alemana en wE9 puede ver a la 6-6-6 americana en el hexágono wI7 sin estorbos por el trigal en wFaunque un ataque de la 4-6-7 contra la 6-6-6 sería penalizado con el +1 TEM por Ventaja en Altura. A la 5-3en wH7 le cuesta 2 MF moverse a wI7 (1 MF por campo abierto al doble por cruzar una línea de cresta coli

arriba).La 5-3-6 no tendría de

cho al TEM por Ventaja en Altuen cuanto a ataques de la 4-6durante la MPh porque la uniden movimiento cruza una línea cresta cruzada por la LOS de qudispara. La 4-6-7 no tiene LOSla 3-3-7 en wI6 (y viceversa). S3-3-7 se mueve desde wI6 a w(1MF), entonces la 4-6-7 tendLOS, y la 3-3-7 recibiría el TE por Ventaja en Altura contra ataque de la 4-6-7. Si la 5-3-6 wH7 fuera a moverse a wG7,coste sería de 4MF (COT de edicio = 2, al doble por cruzar ulínea de cresta colina arriba lo qobligaría a la 5-3-6, Inexpertatener que declarar primero PaLigero, y la 5-3-6 recibiría

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1.2.2 Fichas de Grupo (MMC):

Las MMC son unidades que portan la siluetade más de un hombre. Hay tres tipos de MMCen uso en este juego: pelotones, escuadras (HS)y dotaciones de Infantería. Un pelotón porta lasilueta de tres hombres, una HS la de dos hom- bres y una dotación de Infantería la de dos hom- bres arrodillados. Las tripulaciones son siempreélite. Las fichas de Pelotón y de Escuadra se de-finen como E (Elite), 1 (Primera Línea), 2 (Se-gunda Línea), G (Novata) o C (Conscripta) locual aparece en la esquina superior derecha de laficha. Dos fichas de HS o de dotación equivalena un pelotón en cuanto a tamaño.

Cada MMC contiene un número compuesto detres dígitos llamado factor de fuerza que cuanti-fica sus capacidades en el juego. La Potencia deFuego (FP) es el número más a la izquierda yrepresenta la FP con la que la MMC puede ata-car, previamente a cualquier modificación. Elnúmero del medio (su alcance normal) es el nú-mero de hexágonos que puede alcanzar con suFP al completo. El tercer número es su Moral,factor relativo que cuantifica la capacidad de re-sistir el castigo antes de desmoralizarse. Algu-

nos pelotones tienen un Exponente de Humoque aparece en forma de superíndice en su FP eindica que puede intentar colocar granadas fu-mígenas.

1.2.3 Lado Desmoralizado:

El reverso de cada SMC y MMC es su ladodesmoralizado. El número grande en la esquinainferior derecha es su Nivel de Moral desmora-lizado. Si el Nivel de Moral aparece dentro deun cuadrado, indica que esa unidad es capaz deautoreagruparse.

1.2.4 Armas de Apoyo (SW):

Estas fichas de 1/2” representan armas que hande estar en posesión de una MMC o SMC para

 poder ser utilizadas (ver sección 4). Se incluyenAmetralladoras (MG), Lanzallamas (FT), Car-gas de Demolición (DC), Morteros Ligeros yArmas Anti-Tanque Ligeras (LATW). Estas SWestán en posesión de la unidad apilada inmedia-tamente debajo de ellas. Una SW ha de estar en posesión para poder disparar o moverse.La SWexigen una capacidad de acarreo (Puntos deAcarreo o PP) indicados en la ficha. Las SW tie-nen un alcance y una FP que se utiliza como lade una MMC. Algunas SW (p.ej.: una MG) pue-den funcionar mal, en cuyo caso son giradassobre su lado de rotura o malfuncionamiento. Elnúmero de Reparación se muestra en la esquinasuperior izquierda. El “6” en la esquina inferior 

derecha indica que si la dr original para reparar es un 6, la SW resulta eliminada definitiva-mente.

1.2.4.1 Cadencia de Tiro (ROF):

Algunas Armas tienen Cadencia de Tiro (ROF)lo cual se indica mediante un número encasi-llado en un cuadrado. Si el dado de color de unaDR de ataque es menor o igual a la ROF, dichaSW no paralizada o Cañón o Armamento Prin-cipal de Vehículo (MA) podrán disparar otra vezen esa fase(excepto en la AFPh) hasta el mo-mento en que se exceda la ROF con el dado decolor en una subsiguiente DR o que la Infanteríaque la maneje sea marcada con una ficha de

Fuego Final (es decir, utilice Subsiguiente Pri-mer Fuego). La ROF normal indicada en unaficha puede reducirse debido a ciertas circuns-t i i di d l QRDC V t bié l

1.2.5 Humo:

Las fichas de Humo 1/2” las coloca la Infatería durante la M(3.3)y se retiran al fin

de esa MPh. Las fichas de Humo de 5/8” se clocan por Artillería al comienzo de la PFPh o la DFPh siempre y cuando se consiga un im pacto usando Tipo de Objetivo Área (ATT)duran mucho más. Los vehículos pueden lanzhumo durante la MPh (7.5). Si se hace en PFPh, se coloca una ficha de Humo +3 ó +2es fósforo blanco (WP); si se hace en la MPhla DFPh, se coloca una ficha de Humo Disper+2 (+1 si es WP). Al inicio de la siguiente PFPdel jugador que la haya colocado, retire todas lfichas de Humo Disperso y gire todas las fichde Humo hacia su lado Disperso. El Humo r presenta un Estorbo a la LOS inherente; todisparo trazado a través o hasta un hexágoncon Humo es objeto de un DRM por Estorbo phexágono (+3 si es Humo de 5/8”; +2 si Humo de 1/2”, Humo Disperso o WP; +1 si WP Disperso hasta un máximo de +3 por hexgono); los disparos trazados hacia fuera desun hexágono con Humo incurren en un DRM +adicional. Todo movimiento durante MPh/RtPh para entrar (no para salir) en un hxágono con humo, cuesta un MF/MP adicion

1.2.6 Cañones:

Toda Arma de Artillería no vehiclar dibujada en una ficha de 5/8”denomina Cañón (6.0). Un Cañtiene que ser manejado por u

ficha de dotación de Infantería para poder disprar sin la penalización +2 por Uso No Cualicado. Los Cañones son poseídos, transferidorecuperados y destruidos como las SW (4.0Hay cinco tipos de Cañones. El tipo se indiabreviado en la ficha. Son: MTR = Mortero, A

= Cañón Antitanque, INF = Obús de InfanterART = Artillería y AA = Cañón Antiaéreo.Esdesignación no debe ser tomada literalmente.

Puede disparar un Cañón Antitanque contra Ifantería, etc. En el frente de una ficha de Cañtambién indica su calibre (en mm), tamañcomo objetivo (6.7), el número para poder mverlo a mano (6.5) y, si tiene, su ROF, su Equvalencia a Potencia de Fuego de Infantería (IF6.8) y la posibilidad de giro de 360º (3.2.4). Agunos Cañones se definen como de Emplazmiento Rápido (QSU al dorso de la ficha) pueden ser movidos a mano. Otros Cañones n pueden moverse durante el transcurso de un e

cenario de ASL porque han de ser colocados un armón para moverse (se indica la dorso deficha con la palabra Limbered). Sólo los Cañnes pequeños como objetivo y los de los tipAT/INF que no sean objetivo grande puedocupar un hexágono de edificio.

1.2.7 Vehículos:

Todos los vehículos (7.0) sereprsentan por fichas de 5/8ASLSL#3 contiene dos tipos Vehículos Acorazados de Comba

(AFV).Un coche Blindado se reconoce por circulo blanco de fondo detrás del número MVehículos completamente con orugas (p.ej. Taques, tanquetas, Cañones de Asalto, etc). Se rconocen por el óvalo blanco detrás del númeMP. El frente de una ficha de vehículo tambiindica su tipo de Armamento principal (MA

Una unidad que reciba fuego que no sea de Mor-tero desde una elevación inferior tiene derechoa un TEM +1 por Ventaja en Altura, siempre ycuando esa unidad no tenga derecho a recibir otros TEM positivos. Además, una unidad conderecho al TEM +1 por Ventaja en Altura no podrá ser objeto de Interdicción o FFMO de unataque para el que el TEM +1 se aplique. Comoexcepción, una unidad no tendrá derecho alTEM por Ventaja en Altura durante la MPh o la

RtPh si la entrar en el hexágono objetivo cruzauna Línea de Cresta a través del mismo lado dehexágono que cruza la LOS de quien dispara.

1.2 Fichas:Hay cinco tipos de fichas en uso en este juego:

fichas informativas, fichas de tropa, de Armasde Apoyo (SW), Cañones y de Vehículos. Lasfichas informativas pueden usarlas ambos ban-dos y se utilizan con fines memorísticos. Inclu-yen fichas como las de Prep Fire, First Fire, Pin,Humo y Dotación Expuesta (CE). Todas ellasserán desarrolladas en profundidad durante laexplicación de la secuencia del juego. Las fichasde tropa son de dos tipos principales: Fichas deIndividuo y Fichas de Grupo.

1.2.1 Fichas de Individuo (SMC):

Las fichas SMC (o jefes) son unidades deelite, que portan una única silueta y representanúnicamente un hombre. Los jefes tienen un fac-tor de fuerza compuesto de dos números, que in-dican la moral del jefe (parte inferior) y su DRM por mando (parte superior). Este último se ex- presa por un número negativo o un cero, o bienocasionalmente por un +1. Un jefe no desmora-lizado ni paralizado puede utilizar su DRM por mando para afectar el comportamiento de otras-tropas en su localización. Los modificadores por mando no son acumulables. Un jefe puede in-tentar una única acción por fase, y únicamente puede utilizar su modificador por mando (in-

cluso si es un 0 ó un +1) más de una vez en lamisma fase sólo para intentar reagrupar másdeuna unidad en una RPh, para dirigir ataquesque mantengan la ROF y/o de Fuego Defensivo

4

Modificador de liderazgo (-2)

Moral (9; cuadro=auto-reagrupamiento)

   L  a   d  o   B  u  e  n   O  r   d  e  n

L  a d  o d  e sm or  al  i  z  a d  o

Clase (E,1,2,C/G)Moral (7/8; subrayado = ELR NA)

No utilizado

Alcance Normal (4) (subrayado NA)

Exponente de Humo (3)

Potencia de fuego (7; subrayado = fuego de asalto)

   L  a   d  o   B  u  e  n   O  r   d  e  n

L  a d  o d  e sm or  al  i  z  a d  o

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1.3 Tarjetas de Escenario:

Cada juego comienza con la tarjeta de escena-rio que muestra la información precisa para jugar una partida: el tablero(s), las unidades yArmas (con la cantidad de cada uno de ellos im- presa bajo su representación), el lugar en que se posicionan inicialmente o por dónde entran, laduración de la partida, condiciones de victoria,reseña histórica y cualquier regla especial (SSR) precisa para jugar ese escenario. Indicar quecuando un tablero específico se identifica paraCondiciones de Victoria o el único tablero en elque una unidad puede posicionarse, los hexágo-nos parciales que encajan con otro tablero nocualifican para Condiciones de Victoria o posi-cionamiento.

1.4 Dados:

Son necesarios dos dados de seis caras, uno blanco y otro de color. Algunas veces será pre-ciso tirar ambos dados (DR); otras, sólo uno(dr). El dado de color se utiliza también para de-terminar la ROF, rebufo, Localización de impac-tos en vehículos y liberarse de empantanamiento[Bog].

2.0 Definiciones:

A#: Número de agotamiento de APCR (Perfora-dor de Blindaje de Composición Rígida).

AAMG: Ametralladora Anti aerea; ha de estar CE para usarse, alcance 8 hexágonos.

AC: Coche Blindado; reconocible por el circulo blanco detrás de su capacidad MP. AF: Factor de Blindaje (7.1).

AF: Factor de Blindaje (7.1)

AFPh: Fase Avanzada de Fuego (3.5).

AFV: Vehículo Acorazado de Combate; cual-quier vehículo que tenga factor de blindaje (AF).

AP: Munición Perforante (6.2).AP puede ser usada en VTT o ITT (con efectividad reducida), pero no puede ser usada en ATT.

APh: Fase de Avance (3.7). Arma: Un Arma deApoyo (1.2.4), un Cañón (1.2.6), o una MA deAFV (7.2) o MG (7.8).

ATR: Rifle Anti-Tanque (4.4.4).

Arco Cubierto de la Torreta (TCA): Definido por el frente del vehículo o por la dirección de laficha de torreta si es diferente al frente del vehí-culo.

Arco Cubierto del vehículo (VCA): Definido por el frente del vehículo.

Arma: Un Arma de Apoyo (1.2.4) o un Cañón(1.2.6) o un MA de AFV (7.2) o MG (7.8).

Artillería: Un Cañón o SW (Mortero o LATW)o MA de vehículo que primero tiene que obtener un impacto mediante el proceso Para Impactar  previamente a resolver un ataque en la IFT (6.0)contra infantería o antes del proceso para des-truir contra un vehículo (7.9).

ATACANTE: El jugador cuyo turno de juegose está jugando actualmente.

Aturdimiento (Stun): Estado de un vehículodespués de fallar un MC, o un TK DR Final deMG igual al número Final TK.

ATURDIMIENTO (STUN): Estado de un ve-

hículo después de KIA, K, o un segundo resul-tado de Aturdimiento o sacar 12 en un MC(7.10); provoca Retorno (Recall).

la moral del lado desmoralizado encasillada enun cuadrado (3.1).

Avance a Rastras: Una retirada de un único he-xágono en Campo Abierto durante la RtPh paraevitar una posible Interdicción (3.6). B#: Nú-mero de Rotura de un Arma o MA de vehículo(el arma y MA es reparable) (4.0/6.12). BAZ:Bazooka, un Arma Anti-Tanque Ligera (4.4.1).BMG: Ametralladora del Casco; su alcance son8 hexágonos.

B#: Número de rotura de un Arma o MA de Ve-hículo (el arma y MA son reparables) (4.0/6.12)

BAZ: Bazooka, un Arma Anti-Tanque Ligera(4.4.1).

BMG: Ametralladora del Casco; su alcance son8 hexágonos.

BU: Escotillas cerradas (7.7)

Buen Orden: Una unidad de infantería que noestá ni desmoralizada ni marcada con una fichade Melée. Un vehículo que no este ni conmocio-nado (shock) incluido destrucción no confir-mada (UK) ni aturdido (stunned).

CA: Arco Cubierto, la dirección que encara unCañón, representada por el dibujo del cañón

(3.2.4).Cañón: Toda Arma que no sea vehículo en unaficha de 5/8” (1.2.6 y 6.0)

CC: Combate Cercano (3.8).

CCPh: Fase de Combate Cercano (3.8).

CCT: Tabla de Combate Cercano.

CCV: Valor de Combate Cercano contra vehí-culos.

CE: Dotación Expuesta (7.7).

CH: Impacto Crítico (6.1).

CMG: Ametralladora Coaxial, su alcance son12 hexágonos.

Cobardía: Penalización que sufre una MMCque saca dobles en una tirada para un ataque enla IFT si no fue dirigida por un jefe (3.2.2). Nose aplica a Artillería, IFE o cualquier fuego devehículo.

Completamente con Orugas: Un vehículo quese identifica por tener un ovalo blanco tras sunúmero MP.

Control: Una MMC de Infantería en BuenOrden gana el control del hexágono o del edifi-cio que ocupa sin la presencia de una unidadenemiga. A menudo se requiere dicho Control aefectos de determinar la victoria. No es necesa-rio ocupar con una unidad todos los hexágonos

de un edificio para controlarlo si no hay unida-des enemigas en el edificio en el momento en elque una unidad propia entra en el edificio. UnAFV controla el hexágono que actualmenteocupa si este hexágono esta libre de unidadesenemigas en Buen Orden; el control retorna in-mediatamente a su estado anterior cuando elAFV abandona la localización.

Conmoción [Shock]: Uno de los resultados po-sibles de un intento de destruir (7.10).

COT: Coste del terreno; el coste en MF/MP por entrar en un hexágono de un tipo de terrenodado. El coste real por entrar en un hexágono puede ser superior (p.ej.: cruzar una Línea deCresta hacia una elevación superior).

CX: Ficha Exhausta; el estatus de una unidaddespués de declarar Paso Ligero (3.3) o utilizar todos sus MF en la APh (3 7)

DEFENSOR: El jugador cuyo turno de jugadno está siendo jugado actualmente.

DFPh: Fase de Fuego Defensivo (3.4).

DM: Moral de Desesperación (DRM +4 en itentos de reagruparse) (3.1, 3.2.3 y 3.6).

dr: Tirada de un único dado (1.4).

DR: Tirada de dos dados (1.4).

drm/DRM: Modificador a la tirada de un da(o de dos dados); un ajuste matemático bien psitivo o negativo de la tirada de dado o dados

Empantanamiento (BOG): Inmobilizacitemporal de un vehículo debido a haber fallaun chequeo de empantanamiento causado pcondiciones ambientales o del terreno (7.6).

Emplazamiento: Un Cañón que no haya sicolocado al inicio del juego en una carretera pvimentada y que no se haya movido recibe TEM +2 por Emplazamiento (6.3).

Equivalencia a Pelotón: Dos HS o dotacionequivalen en tamaño a un pelotón (1.2.2). Udotación que maneja un Cañón es equivalenteun pelotón.

Escudo de Cañón: Protección (normalmente

DRM +2 en la IFT) de la que disponen algunveces las dotaciones que manejan un CañóAT/INF (6.6).

Estado en Marcha [Motion]: Un vehículo qha arrancado y no ha sido parado.

Estorbo: Algunos tipos de terreno (arboleda, tgal, arbustos) así como vehículos no en movmiento, wrecks y Humo que no son suficientemente compactos como para bloquecompletamente la Línea de Tiro (LOS). Se dique estorban la LOS y cada uno de ellos esto bará el fuego trazado en su mismo nivel a su trvés (pero no el que se haga al propio hexágonaunque no lo bloqueará completamente. Cahexágono de Estorbo añade un modificador +a toda DR de ataque al mismo nivel de IFTPara Impactar cuya LOS se trace atravesándo

Exponente de Humo: Un exponente en la de una unidad que indica la capacidad de intetar lanzar granadas fumígenas (3.3.1).

Fallo Cercano: Cualquier impacto contra Cañón que no obtenga un resultado de KIA previamente a aplicar el modificador por Escude Cañón (6.7).

FFMO: Primer Fuego contra Movimiento Campo Abierto; un DRM –1 contra Infantermoviéndose en Campo Abierto; no se aplicaexiste un estorbo a la LOS (3.3.1).

FFNAM: Primer Fuego por Movimiento no Asalto; un DRM –1 contra Infantería moviédose siempre y cuando el objetivo no esté utizando Movimiento de Asalto (3.3.1).

FG: Grupo de Tiro; dos o más unidades y/o M/ATR se unen para realizar un ataque combinade fuego (3.2). La artillería no puede combnarse. La MG/IFE de un vehículo no puecombinarse con otras unidades.

FP: Potencia de Fuego; la fuerza con la que uunidad (o FG) ataca (1.2.2).

FP Residual: Potencia de Fuego que queda

un hexágono como resultado de un PrimFuego Defensivo (3.3.1).

FPF: Fuego Protector Final (3.3.1).

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 potencia de fuego subrayado (3.5).

Fuego de Área: La Potencia de Fuego de unaunidad atacante que no sea de Artillería se dividea la mitad por cada caso concurrente de Fuegode Área (3.2.2, 3.2.3, 3.3.3, 3.5 y 4.1).

Fuego en Marcha (motion): Fuego de un ve-hículo cuando todavía esta en marcha. La poten-cia de fuego de MG/IFE de un vehículo sedivide por la mitad mientras esta en marcha.Además hay ciertas penalización para TH(3.3.2.2).Fuego Móvil (Bounding Fire): Fuego de un ve-hículo en la AFPh después de haber movido aun nuevo hexágono durante la MPh (3.3.2.2).

Fuego de Reacción en Combate Cercano:También conocido como Fuego de ReacciónCC, es una forma de Primer Fuego Defensivodisponible para infantería en el mismo hexágonoque un AFV enemigo. (3.3.4).

Fuego Intensivo: Después de agotar su ROF unCañón puede efectuar un último ataque (3.2.4);añadirá un DRM +2 TH y verá reducido el B#en 2 (6.12).

Grupo de Tiro Obligatorio: Unidades y MGen el mismo hexágono que quieran disparar almismo objetivo (o un apilamiento en movi-miento con el mismo gasto en MF) tienen quedisparar como un FG en lugar de por separado(3.2.2). La artillería no puede combinarse. LaMG/IFE de un vehículo ha de combinarse paradisparar al mismo objetivo.

H: Indicación en la ficha para munición HEAT.

HE: Munición Explosiva (6.2); munición ordi-naria para la Artillería cuando use el ITT y ATT.Puede ser usada en el VTT con su propia tabla para destruir (TK).

HEAT: Munición Antitanque Altamente Explo-

siva; utilizada por BAZ, PF y PSK y como Mu-nición Especial por algunos Cañones (4.4 y 6.2).

Hexágono ciego: Un hexágono que no puedeverse debido a obstáculos a la LOS.

HIP: Colocación Inicial Escondida para Caño-nes (6.4).

HS: Escuadra (Half Squad).

Humo: Granadas fumígenas colocadas por un pelotón de Infantería (ficha de 1/2”; 3.3) o pro-yectiles fumígenos colocados por Artillería olanzadó por un AFV (fichas de 5/8”; 6.2), que proporcionan una cobertura protectora (1.2.5).

IFE: Equivalencia de Poder de Fuego de Infan-tería

IFT: Tabla de Fuego de Infantería.

Impacto [Hit]: La Artillería tiene que conseguir un impacto (usando el proceso Para Impactar;3.2.4) previamente a resolver una ataque usandola IFT o tablas para destruir (TK).

Impacto Directo: Una DR Final (previo alDRM del Escudo del Cañón) con resultado deKIA/K en la IFT después de un impacto de Ar-llería contra un Cañón (6.7).

Inexpertos: Las MMC Novatas (G) no apiladascon un jefe en Buen Orden y las MMC Cons-criptas sufren penalizaciones por ser Inexpertas:3MF, B# o X# reducidos en uno; cobardía dos

columnas, drm de emboscada +1 (5.4).Infantería: Todas las SMC y MMC.

Inmobilizado: Un vehículo que, debido a los

Interdicción: Un NMC sufrido por una unidadque se retira sin utilizar Avance a Rastras a tra-vés de Campo Abierto en la LOS de una unidadenemiga en su alcance normal si se pudiera apli-car un hipotético DRM por FFMO (3.6).

Intento de estar en marcha: Un intento por  parte de un vehículo; durante la MPh del opo-nente, de conseguir Estado en marcha o cambiar la VCA (3.3.2.1).

IPC: Capacidad Inherente de Acarreo (4.0).ti

LATW: Arma Ligera Anti-Tanque; un tipo deSW de Artillería que utiliza su propia tabla ParaImpactar (4.4).

Límites de Apilado: Cada bando puede tener hasta tres MMC equivalentes a pelotón por he-xágono y además hasta cuatro jefes (3.3). Cada bando puede tener un vehículo por hexágono.

LLMC: Chequeo Moral por Pérdida de un Jefe;un MC adicional provocado por la pérdida de un jefe con un nivel de moral superior al de la uni-dad(es) con la que estaba apilado (3.2.3).

LLTC: Chequeo de Actividad por Pérdida de unJefe; causado por la desmoralización de un jefecon un nivel de moral superior al de la

unidad(es) con la que estuviera apilado (3.2.1).Localización [Aspect]: La localización de unimpacto en vehículo se divide en torreta y casco,así mismo en frontal, lateral o trasera.

LOS: Línea de Tiro (3.2.1).

M#:  Número de movimiento a mano; se re-quiere una DR para intentar mover un Cañón amano (6.5).

MA: Armamento principal de un vehículo (7.2)Se considera artillería amenos que sea unaMG/IFE disparando en la IFT.

Melée: Una condición en la que quedan involu-cradas unidades opuestas en el mismo hexágonodespués de haber atacado en Combate Cercano(3.8).

MF: Factor de Movimiento; medida de la capa-cidad de movimiento para unidades de Infante-ría (3.3).

MG: Ametralladora; un tipo de Arma de Apoyo(SW), designada normalmente como ligera(LMG), media (MMG) o pesada (HMG) (4.1).Los vehículos también pueden estar equipadoscon MGs.

Mired: Una forma de empantanamiento (BOG)más grave (7.6).

MMC: Ficha de Grupo (1.2.2); pelotones, es-cuadras o dotaciones de Infantería.

Morteros: Un tipo de artillería que usa fuegoindirecto y Tipo de Objetivo Área. Los MorterosLigeros (60mm o menos) son SW y pueden ser manejados por cualquier Infantería, mientrasque el resto de Morteros son Cañones y tienenque ser manejados por dotaciones de Infantería para disparar sin penalización (4.5/6.9).

Móvil: Un vehículo en buen orden que no esteempantanado ni inmobilizado.

Movimiento de Asalto: Un tipo de movimientode Infantería (3.3).

Movimiento Peligroso: Tipo de movimientoutilizado por unidades moviendo a mano unCañón (6.5).

MP: Punto de Movimiento; Medida de la capa-cidad de movimiento para vehículos (3.3.2).

MPh: Fase de Movimiento (3 3)

moral de la unidad para evitar quedar desmorlizada. El modificador por Mando puede apcarse (3.2.3).

No parado: Durante la MPh, un vehículo qno ha gastado un MP de parada desde su últimMP para arrancar.

NT: Arma Sin Torreta. Se incluyen en este titodos los Cañones excepto los montados afustes de 360º (3.2.4). También se incluyMA de vehículos sin torreta.

Número de Agotamiento: Número en el dorde una ficha de Artillería o vehículo que reprsenta la cantidad de una Munición Espec(6.2).

Objetivo Adquirido: El Armamento Principde Vehículo, un Cañón o un Mortero ganan DRM Para Impactar de -1 ó -2 si disparan otvez al mismo objetivo. Si se usa Tipo de Objtivo Infantería y vehículo utilice una ficha Adquisición de 1/2”, y su usa Tipo de ObjetiÁrea use una ficha de Adquisición de 5/8” (6.y 6.11).

Objetivo Moviéndose: Un vehículo/resto qse ha movido a un nuevo hexágono en e

turno de jugador, o que esta en marcha, o que empezado la MPh en marcha.

PAATC: Chequeo de Actividad Previo Avance/Ataque a AFV (3.7).

Paso Ligero: Una unidad de Infantería pueañadir 2 MF a su MPh quedando CX (3.3).

PBF: Fuego a Quemarropa; fuego a un objetien un hexágono adyacente. La potencia de fuees el doble de la normal (3.2.2).

PF: Panzerfaust (4.4.2).

PFPh: Fase de Fuego de Preparación (3.2).

PIAT: Lanzador Anti Tanque de Infanter(4.4.5).

PP: Puntos de Acarreo; representan la dificultexistente para transportar un arma, y se restdel IPC de la unidad (4.0).

Presión al suelo: Un DRM para el chequeo empantanamiento (7.6).

Primer Fuego Defensivo: Disparos efectuada unidades moviéndose en la MPh (3.3.1).

Primer Fuego Móvil (Bounding First FireFuego de un vehículo durante su propia Mantes o después de haber movido (3.3.2.2).

Primer Fuego Subsiguiente (SFF): Disparnuevamente en Primer Fuego Defensivo, pecomo Fuego de Área (3.3.1).

PSK: Panzerschreck: un arma ligera anti taque alemana (4.4.1).PTC: Chequeo de Paralización de Activid(3.2.1).

Punto Central del Hexágono: El punto blanexistente en el centro de un hexágono desdeque se determina la LOS (1.1).

QSU: Emplazamiento Rápido. Este Cañ puede moverse durante el juego mediante el prceso de movimiento a mano (6.5).

Ráfagas Aéreas: El fuego de Mortero contra Ifantería o vehículo CE situada en un hexágode bosque recibe un TEM -1 (en lugar de un +1.1.1).

Rebufo: Una condición de disparar una LATdesde dentro de un edificio (4.4.3).

Reducción por Bajas: Un resultado de comba

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Resto (wreck): Un vehículo que has sido des-truido se gira a su lado de resto.

Retorno (Recall): La condición de un AFV quedebe salir por un borde de tablero amigo lo más pronto posible (7.10) Puede ser causado por su-frir un resultado de ATURDIMIENTO (STUN),un segundo resultado de Aturdimiento (Stun) (1aturdimiento sí es 1MT), o por estropear perma-nentemente su MA.

ROF: Cadencia de Tiro; una MG, Mortero,

Cañón o MA de vehículo puede atacar más deuna vez en el mismo turno gracias al número desu ROF, que aparece en un cuadrado (4.0).

RPh: Fase de Reagrupamiento (3.1).

RtPh: Fase de Retirada (3.6).

SMC: Ficha de Individuo (1.2.1).

SSR: Regla Especial del Escenario (1.3).

SW: Arma de Apoyo (4.0).

Tamaño del Objetivo: El tamaño de un Cañónviene indicado en el color de su M# (6.7).

El tamaño de un vehículo esta indicado por elcolor de sus factores de blindaje (7.3).

TEM: Modificador por Efectos del Terreno; un

DRM que se aplica en la IFT o proceso TH pro-vocado por el terreno en el que se encuentra launidad que está siendo atacada (3.2).

Terreno Inherente: Ciertas representaciones deterreno (arboleda) y contenidos de fichas de unhexágono (Humo) identifican al hexágono en sutotalidad, incluyendo los lados de hexágono,como poseedor de las características de ese he-xágono. Una LOS que penetre en dicho hexá-gono (incluso la trazada a lo largo de un lado dehexágono) se ve afectada por el terreno inhe-rente.

TH: Para Impactar; la Artillería tiene que conse-guir un impacto (mediante el proceso Para Im-

 pactar) previamente a resolver un ataque sobreuna unidad en la IFT o tabla TK(3.2.4).

Tipo de Objetivo Área (ATT): Uno de los trestipos generales de objetivo utilizados por Caño-nes. Se tiene que utilizar siempre que la Artille-ría dispare Humo. No puede ser utilizado por LATW ni cuando se dispare algo que no sea HEo Humo/WP (3.2.4).

Tipo de Objetivo Infantería (ITT): Uno de lostres tipos generales de objetivo usados por Ca-ñones. No disponible a Morteros ni a LATW.Pueden usarla todos los tipos de municiones ex-cepto Humo/WP (3.2.4).

Tipo de Objetivo Vehícular (VTT): Uno de los

tres tipos generales de objetivo usados por Ca-ñones. No disponible para morteros o LATW.Puede usar todos los tipos de munición exceptoHumo/WP (3.2.4).

TK: To Kill – Destruir: Habiendo conseguidoun impacto con la tabla Tipo de Objetivo Vehí-culo (VTT), el número para destruir se usa paradeterminar el efecto sobre el vehículo (7.9).

TPBF: Fuego a Quemarropa triple: disparar aun objetivo en el hexágono del tirador; el FPtotal es el triple de la potencia de fuego normal(3.2.2.1).

Turno de Jugador: Las ocho fases consecuti-vas que conforman la mitad de un turno de

 juego, durante las cuales el ATACANTE puedemover sus fuerzas.

Unidad Enemiga Conocida (KEU): Toda uni-d d i h l l id d i

añade un DRM +2 TH y disminuye el B# en 2(6.12).

Vehículo: Una unidad motorizada que usa MP,impresa sobre un ficha de 5/8”.

Ventaja de Altura: TEM protector para unida-des en una elevación superior (1.1.1).

WP (Fósforo Blanco): Un tipo de Humo limi-tado a ciertas naciones y armas que proporcionauna cobertura inferior (1.2.6) pero que inflige un NMC cuando Impacta (6.2).

X#: Número de Rotura de un FT, DC, BAZ oPSK (el Arma no es reparable) (4.0).

3.0 Secuencia de Juego:Hay ocho fases distintas en cada fase de jugador que se resuelven en el siguiente orden: Fase deReagrupamiento, Fase de Fuego de Preparación,Fase de Movimiento, Fase de Fuego Defensivo,Fase de Fuego de Avance, Fase de Retirada,Fase de Avance y Fase de Combate Cercano. Unturno completo acaba cuando ambos jugadoreshan hecho la secuencia entera como ATA-CANTE.

3.1 Fase de Reagrupamiento (RPh)

Durante la RPh ambos jugadores intentarán re-agrupar sus unidades desmoralizadas capacita-das, arreglar sus armas rotas o transferir equipode una unidad a otra en la misma localización.Excepto los jefes reagrupando (a ellos mismos ya otras unidades) cada unidad sólo puede inten-tar una acción por RPh. Estas acciones deben re-alizarse en orden:

a) El ATACANTE tira dados por ocasionalesrefuerzos (SSR) y posiciona fuera del ta- blero todas las fuerzas que tengan previstasu entrada en ese turno de jugador.

b) Unidades en Buen Orden pueden intentar recuperar SW no poseídas que estén en sumismo hexágono, obteniendo una dr menor de 6 (drm +1 si están CX) (el ATACANTE primero).

c) Reparación de Armas Rotas: Una unidaden Buen Orden que posea un Arma rota desu propia nacionalidad (es decir, de sucolor) puede intentar reparar ese Arma con-siguiendo una drmenor o igual al númerode reparación indicado al dorso de la ficha(el ATACANTE primero). Una dr de 6 eli-mina el Arma definitivamente. Un vehículoen buen orden puede intentar cada MG oMA rota; un dr de 1 repara el arma y un dr de 6 la elimina permanentemente.

d) Transferencia de Armas: Los apilamient pueden ser redistribuidos libremente pacambiar la posesión de todas las Armaentre unidades en Buen Orden en la mismlocalización (el ATACANTE primero).

e) Auto Reagrupamientos: Ambos band pueden intentar auto reagrupar (el ATCANTE primero) unidades capacitad para ello (aquellas con su moral del ladesmoralizado dentro de un cuadrado; p.e

 jefes y dotaciones). El ATACANTE só puede intentar auto reagrupar sólo uMMC adicional. Un jefe que intente aureagruparse no puede aplicar su modificdor por mando, y toda unidad que intenauto reagruparse sufre un DRM +1.

f) Reagrupamiento de unidades: Amb bandos (el ATACANTE primero) puedintentar reagrupar unidades desmoralizadapiladas con un jefe en Buen Orden. Pareagruparse, una unidad debe conseguir uDR menor o igual que su número de morindicado en su lado desmoralizado. aplica un DRM +4 si la unidad sufre

Moral de Desesperación (DM), un DRM1 si la unidad está en bosques o edificiosun DRM igual al modificador por mandel jefe que intenta reagrupar a la uniddesmoralizada. Si el único jefe presente un apilamiento de unidades desmoralizadestuviera él mismo desmoralizado, pueintentar reagrupar a las otras unidades sosi él mismo consigue auto reagruparse pmero. No hay penalización por no consguir reagruparse, a menos que la unidsaque un 12 original, en cuyo caso sufriReducción por Bajas. No se puede intentreagrupar a una unidad más de una vez pTurno de Jugador; sin embargo, un jefe

Buen Orden puede intentar reagrupartodas las unidades con las que esté apilad

g) Vehículo conmocionado [shocked]: Tir para recuperar AFV, conmoción/destrución no confirmada (UK). Quitar o girarmarcador o eliminar el vehículo, lo que crresponda.

h) Retirada de marcadores: Todas las fichde DM son retiradas al final de la RPhmenos que la unidad DM esté adyacenteuna Unidad Enemiga Conocida. Una undad desmoralizada puede optar por mantner su estatus DM a menos que esté  bosques o edificios.

La unidad 5-2-7 desmoralizada en Q6 intenta autoreagruparse. Tiene que añadir +1 a su intento de rea-gruparse, pero puede restar uno por estar en un hexá-gono de edificio. La DR original es un 7, y con losmodificadores anulándose el uno al otro, la 5-2-7 sereagrupa y es girada hacia su lado normal.

A continuación, el jefe intenta reagrupar a las dosunidades desmoralizadas apiladas con él. La 5-2-7tiene que añadir +4 a su DR porque está actualmenteDM. El DRM –1 del jefe se aplica así como el –1 por estar en un edificio. La unidad 4-4-7 desmoralizadano está bajo una ficha DM y no tiene que aplicarse el+4 adicional. El DRM total es +2 para la 5-2-7 y –2

 para la 4-4-7. La DR original para la 5-2-7 es 6; des- pués de añadir el DRM +2 la DR final es 8. Dado quees superior su nivel moral desmoralizado de 7, el pe-lotón no se reagrupa La DR original para la 4-4-7 es

Ejemplo de Fase de Reagrupamiento rusa:

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3.2 Fase de Fuego de Preparación (PFPh) yAtaques de Fuego:

Los ataques de fuego son el principal procedi-miento mediante el cual una unidad ataca a uni-dades enemigas. Ninguna unidad puede disparar a plena potencia más de una vez por Turno deJugador, excepto con Armas que mantengan suROF. En otro caso un jugador puede disparar todas, alguna o ninguna de sus unidades en cual-quier fase de fuego aplicable. Los ataques defuego normalmente afectan a todas las unidadesen el hexágono objetivo, excepto durante laMPh 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 unidadenemiga si tiene una Línea de Tiro (LOS) hastaella. Unidades al mismo nivel pueden trazar unaLOS unas a otras excepto si existen obstáculosa la LOS interpuestos. Puede determinarse ex-tendiendo un hilo entre el centro del hexágonodesde el que se dispara y el centro del hexágonoobjetivo, y no puede aplicarse a unidades fueradel 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 aambos lados del hilo, hay una LOS entre los doshexágonos. Del mismo modo, si el hilo no cruzaun dibujo o representación de un Estorbo a laLOS (p.ej.: trigal) o cruza un hexágono de Es-torbo inherente (p.ej.: arboleda o Humo), la LOSno resultará estorbada. El terreno en el hexágonode quien dispara o en el hexágono objetivo no bloquean la LOS hasta el punto central del hexá-gono (aunque el Humo en el hexágono de quiendispara o en el hexágono objetivo si estorban laLOS). Los ataques pueden trazarse a través deunidades en hexágonos interpuestos sin que lasafecten. Ningún jugador puede realizar un che-queo de LOS hasta después de que se haya de-clarado el ataque. Si un chequeo de LOS revelaque un obstáculo a la LOS bloquea el fuego, elataque de fuego no se resuelve, pero se

considerará a todos los efectos que las unidadesque declararon el ataque han disparado, inclu-yendo posibles roturas. Toda combinación deDRM por estorbos a la LOS por Humo o te-rreno, mayor o igual a +6 bloquea completa-mente esa LOS.

Una unidad puede trazar una LOS a una eleva-ción superior (y viceversa) sólo si la unidad más

alta traza su LOS a través de una Línea deCresta en el momento en el que abandona su he-xágono y esa LOS nunca cruza otra Línea de

Cresta. Una unidad en una elevación superior  puede ver más allá de un obstáculo a la LOaunque pueda ver el propio obstáculo. Una undad en una elevación superior puede ver por ecima de Estorbos de altura inferi(trigal/arbusto) sin que la LOS resulte Esto bada.

8

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 FPde 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 columnade 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 unidaden 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 elchequeo. 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 Fuegoa Larga Distancia se queda en 3’5 FP, por lo que se utiliza la columna de 2 FP) y un DRM +2 (+3 del edificiode 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 originalde 5, modificada a un 6, así que resulta no afectada. Las unidades americanas colocan una ficha de Prep Firesobre ellas.

El jugador americano elige entonces que la 5-3-6 en el hexágono N4 dispare al hexágono O5. La potenciade 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 (dosdoses, así que el ataque sufre cobardía y se produce dos columnas por debajo de lo que correspondería, ya quela unidad es Inexperta) y la DR final es un 4. Cruzando la referencia 4 en la columna de 4 FP (dos columnasa 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 conuna ficha DM. La 5-3-6 es marcada con una ficha Prep Fire.

Ejemplo de Línea de TiroLa 4-6-7 puede ver a la 4-4-7a en F3 porque se puede tender una línea desde el punto central en I2 hastael punto central en F3 sin que toque ninguna representación de bosque (va directamente “carretera abajo”)y puede ver a la 4-4-7b en J5 con un estorbo +1 debido a la arboleda en J4; no puede ver a la 4-4-7c en K4debido al edificio interpuesto en J3.

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desmoralizada que falle un MC sufrirá Rducción por Bajas; una unidad ya desmralizada que saque una tirada original 12 en un MC quedará eliminada. Una undad no desmoralizada que falle un MC pun resultado superior a su ELR (véase 5será reemplazada por una unidad de infrior calidad.

Las unidades desmoralizadas utilizan nivel moral impreso en su lado desmorazado para todos los MC e intentos de regrupamiento hasta que sean reagrupadassean giradas a su lado normal. Las uniddes desmoralizadas sólo pueden retirare intentar ser reagrupadas. Un jefe en BuOrden y no paralizado aplicará su DR por mando a otras unidades (incluso a jecon moral inferior) en la localización objtivo si él mismo pasa previamente su Msin resultar afectado; pero no se lo podaplicar a sí mismo.

Además, si un jefe resulta eliminado, todlas unidades con un nivel moral actual iferior y que estén apiladas con él, salvo CC, deben pasar un MC después de reso

verse el ataque inicial, sumando cualquDRM negativo por mando a la DR lugar de restarlo. A esto se le llama Chqueo de Moral por Pérdida de un Je(LLMC).

Si un jefe queda desmoralizado, todas lunidades en Buen Orden con un nivmoral actual inferior y apiladas con deben pasar un PTC después de resolverel ataque inicial, sumando cualquier DRnegativo por mando a la DR en lugar restarlo. A esto se le llama Chequeo de Atividad por Pérdida de un Jefe (LLTC).

Si una unidad supera el MC requerido oteniendo exactamente el número más acon el que esa unidad pasaría el MC (de pués de todas las modificaciones), entoces esa unidad se considera paralizada,se coloca una ficha Pin sobre ella. Esa undad no puede continuar moviéndose en eturno de jugador y dispara a la mitad de FP normal.

Si una dotación de un CE AFV falla MC, La dotación esta Aturdida (7.10)marcada con una ficha de Aturdida (StuSi la dotación CE AFV saca un 12 en uMC entonces el AFV esta ATURDID(7.10) y marcado con una ficha ATUDIDO (STUN).

#MC: El número por delante del MC es DRM positivo que tiene que aplicarse aDR del MC.

PTC: Chequeo de Paralización de Actividacada unidad objetivo no desmoralizadano paralizada tiene que realizar una tirainferior o igual a su Nivel Moral actualquedará paralizada. El DRM por man puede aplicarse si el jefe que es parte dgrupo objetivo pasa primero su propPTC. Se colocará una ficha Pin a las undades que fallen su PTC; durante ese turno podrán moverse, su FP quedará redcido a la mitad, perderán la ROF y un je

 paralizado no podrá utilizar su DRM pmando. Las unidades no pueden qued paralizadas más de una vez por turno jugador

3.2.2.1 Triple Fuego a Quemarropa (TPBF):

la potencia de fuego de MG/ATR/IFE y MMCse triplica por ataques de fuego contra objetivosen el hexágono del tirador en aquellas raras oca-siones en las que pueda ocurrir (un vehículoenemigo se mueve a tu hexágono o la infanteríaavanza dentro de tu hexágono con un vehículoque esta o se pone en marcha). BU AFV están asalvo de TPBF, pero CE AFV no, aunque el CEDRM +2 se aplica normalmente. Una unidad no puede disparar fuera de su hexágono cuando hayuna unidad enemiga en su hexágono.3.2.3 Efectos:

Los ataques de fuego son resueltos cruzandola FP combinada total de la(s) unidad(es) ata-cante(s) con la DR en la Tabla de Potencia deFuego de Infantería (IFT). El atacante utilizarála columna más a la derecha en la IFT cuya FPno exceda del total ajustado de FP del ataque(por tanto un ataque total de 9 se resuelve en lacolumna de 8); la FP excedente no tiene efecto.La DR es modificada añadiendo todo DRMaplicable como el de mando, Modificadores por Efectos del Terreno (TEM) o Estorbos a la LOSentre (pero no en) el hexágono de quien dispara

y el hexágono objetivo. Los resultados se apli-can de la siguiente forma contra infantería:

#KIA: Al menos tantos objetivos como el nú-mero indicado (#) son eliminados (deter-minándolos de forma aleatoria); las demásunidades objetivo quedan desmoralizadasy DM automáticamente, o sufren Reduc-ción por Bajas (ver debajo) si ya estabandesmoralizadas. Si una dotación de CEAFV sufre un resultado KIA. El AFV y ladotación están ATURDIDOS (STUN- NED) (7.10).

K/#: Una unidad sufre Reducción por Bajasy todas las demás unidades objetivo (in-

cluyendo cualquier recién reducida HS)tienen que pasar un chequeo moral (MC)añadiendo el número indicado (#) a la DR del MC. En caso de varios objetivos la de-terminación de cuáles sufren reducción por bajas se hará de forma aleatoria. La re-ducción por bajas elimina una HS o unadotación, reduce un pelotón a HS y hiere auna SMC. Una SMC herida tiene que rea-lizar de inmediato una dr de severidad deherida; un resultado de 1-4 indica una he-rida leve (coloque una ficha de Herido(Wound)), y uno de 5-6 elimina a la SMC.

Una SMC herida ve reducido su MF a tres,su IPC a cero y no puede usar Paso Ligero.

Si vuelve a resultar herida tiene que añadir un único drm +1 a su dr de severidad deherida –la única penalización por resultar herido más de una vez–. Su nivel moral ymodificador por mando se reducen en uno;es decir, un jefe 8-0 herido tiene un nivelmoral de 7 y un modificador por mando de+1. Si la dotación CE de un AFV sufre unresultado K, El AFV y la dotación estánATURDIDOS (STUNNED) (7.10).

NMC: Cada unidad objetivo tiene que intentar superar un Chequeo Moral Normal (NMC)obteniendo una DR menor o igual al nivelmoral de la unidad. El mejor jefe en un he-

xágono realizará el chequeo en primer lugar. Las unidades que lo fallen quedarándesmoralizadas, serán giradas y se colo-cará una ficha DM sobre ellas Una unidad

3.2.2 Ataques de Fuego:

Un ataque de fuego de una unidad o Grupo deFuego utiliza la fuerza de potencia de fuego (FP)de la unidad(es). La fuerza FP impresa puedemodificarse bajo algunas condiciones. La FP deuna unidad de infantería/ATR/MG (incluyendoMG/IFE de vehículos) atacando se duplica por Fuego a Quemarropa (PBF), lo cual ocurrecuando una unidad de infantería dispara a un he-xágono adyacente y triplicado contra unidadesen el mismo hexágono por Fuego a QuemarropaTriple (TPBF). Una unidad/MG/FT puede atacar más allá de su alcance Normal, como Fuego deÁrea hasta una distancia del doble de su alcance(incluido), pero lo hace a la mitad de su FP. Lasfracciones de FP reducidos a la mitad no se des- precian, sino que se retienen y podrán ser objetode posteriores modificaciones, o añadirse a lasFP totales de otras unidades involucradas en elmismo ataque las modificaciones a la FP sonacumulativas; las FP atacantes pueden versetanto duplicadas como reducidas a la mitad va-rias veces. Una unidad no puede dividir su FPentre diferentes objetivos pero un pelotón puedeoptar por disparar su propia FP a un objetivo ycualquier Arma en su posesión a un objetivo di-ferente. Siempre que un ataque de una MMC nodirigida por un jefe obtenga una tirada originalde dobles en su DR de resolución en la IFT, su-frirá de cobardía y será resuelto en la siguientecolumna inferior en la IFT y la unidad Cobardequedará marcada con una ficha de Fuego Prepa-ratorio (Prep Fire) o de Fuego Final (Final Fire),según corresponda. Si una MMC Inexperta seve envuelta en dicho tipo de ataque, será re-suelto dos columnas por debajo en lugar de sólouna. Cualquier descenso de columna por debajode la más baja, provocará que ese ataque notenga efecto. La Cobardía no afecta a ataques deArtillería, Vehículos, CC, DC o de FP Residual.

Dos o más unidades pueden unirse para formar un ataque de fuego combinado denominadoGrupo de Tiro (FG). Un FG puede estar formado por unidades situadas en más de un hexágonosólo si cada unidad participante ocupa un hexá-gono o está adyacente a otra unidad participantedel mismo FG. Un jefe solitario no puede hacer de enlace para un FG. La Artillería y FT no pue-den participar en un FG. La MG/IFE de un ve-hículo puede formar un FG consigo mismo.Todos los miembros de un FG tienen que ser ca- paces de trazar una LOS (3.2.1) hasta el obje-tivo. Un FG de varios hexágonos que descubraque parte del FG no tiene una LOS hasta el ob- jetivo perderá la participación de esa unidad. El

resto del FG con una LOS válida todavía puedeatacar al objetivo, pero como un FG más pe-queño (si esta adyacente) o en ataques separadosa opción de quien dispara. Si infantería en unmismo hexágono va a atacar a la misma unidad,lo tienen que hacer como un FG Obligatorio; no pueden realizar ataques por separado a menosque use FT o Artillería.

Un jefe puede utilizar su DRM por mando paramodificar la DR en la IFT de cualquier unidadde infantería atacante (excepto FT) o de un FG por Turno de Jugador, siempre y cuando todaslas unidades del FG estén en el mismo hexágonoque él. El DRM por mando puede aplicarse a unFG situado en varios hexágonos sólo si hay un jefe dirigiendo ese ataque en cada hexágono par-ticipante; el DRM por mando que se aplicará enese caso será el del jefe participante de inferior

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(BU) para el resto del turno de jugador. Unvehículo en si nunca puede estar parali-zado y por tanto puede mover aún.

Una unidad desmoralizada que no esté bajouna ficha DM que quede adyacente a una Uni-dad Enemiga Conocida o sea atacada con sufi-ciente FP (teniendo en cuenta la posibilidad decobardía) como para infligirle un NMC, recibiráuna ficha DM.

3.2.4 Proceso Para Impactar:

La Artillería (Cañones, Morteros SW yLATW; 6.0) y MA de vehículo no-MG primerotienen que asegurar un impacto; ya sea usandoTipo de Objetivo Infantería (ITT), Tipo de Ob- jetivo Área (ATT), Tipo de Objetivo Vehículo(VTT) o (en el caso de LATW) su propia TablaPara Impactar, han de utilizar el proceso ParaImpactar (ver 4.1 para MG). Si se consigue unimpacto contra Infantería o Cañón, tirar paraefecto en la IFT o en las tablas para destruir (TK) si el objetivo es un vehículo. No todos losocupantes de un hexágono siempre resultaránimpactados. Algunas unidades pueden no ser impactadas porque no se movieron durante elPrimer Fuego Defensivo o porque posibles

DRM no afecten igual a distintos objetivos, o porque se ha usado un Tipo de Objetivo no efec-tivo.

Tipo de Objetivo Infantería:

Los disparos que utilicen el Tipo de ObjetivoInfantería utilizan munición de Alto Explosivo(HE) pero también pueden utilizar municiónHEAT o AP. Todos los objetivos enemigos en elhexágono objetivo excepto BU AFV pueden re-sultar afectados por un Impacto incluso cual-quier unidad de Dotación Expuesta (7.7). ElTEM se aplica a la DR Para Impactar, no a laDR en la IFT.

Tipo de Objetivo Área:

Este Tipo de Objetivo es el que siempre utili-zan los Morteros y cuando la Artillería intentadisparar Humo; en otro caso, puede ser selec-cionada cuando se dispare munición HE, perono si se utiliza HEAT o AP. Cuando se utilizaeste Tipo de Objetivo por otra arma que no seaun Mortero, se consume toda la ROF del Cañóndurante ese turno, de ahí que las armas que nosean Morteros no puedan disparar otra vez des- pués de utilizar el Tipo de Objetivo Área. LosTEM no se aplican a la DR Para Impactar, sinoa la DR en la IFT.Un impacto potencialmente puede afectar todas las unidades en el hexágono.

Tipo de Objetivo Vehícular:

El tipo de Objetivo Vehícular se usa cuando sedispara a un vehículo específico. Un impacto enel tipo de Objetivo Vehícular no puede causar daño a cualquier otra unidad en el hexágono ob- jetivo.

Proceso Para Impactar:

La Artillería puede disparar durante las Fasesde Fuego de Preparación, Primer Fuego Defen-sivo, Fuego Final o Fuego Avanzada de Fuego, pero tienen que estar en posesión de una MMCque la maneje o ser una MA vehicular. Una MAtambién puede disparar durante la MPh del ve-hículo (3.3.2.2). El jugador que dispara tiene quedeclarar tanto el objetivo como el tipo de obje-

tivo. Determine la distancia hasta el objetivo y busque el número Para Impactar (TH) en las Ta- blas Para Impactar que se encuentran en las Ayu-das al Jugador cruzando el tipo de Artillería

tiene un número en negro, uno en rojo o ambos.Si se dispara con Tipo de Objetivo Área siemprese utilizarán los números TH en rojo. Si se hace

con Tipo de Objetivo Infantería o Tipo de Obje-tivo Vehicular, se utilizarán los números TH ennegro a menos que quien dispara sea un Cañónruso, italiano, aliado menor o norteamericanoantes de 1944, o si es utilizado por tropa Inex- perta, No Cualificada o ha sido Capturado. Si laentrada no tiene un número en rojo, utilice el nú-mero TH en negro. Añada a la DR tanto losDRM Basados en quien Dispara (tales como es-tatus CX, cambio de Arco Cubierto y Uso NoCualificado) como los DRM Basados en el Ob- jetivo (tales como FFMO, FFNAM, Adquisi-ción, Estorbos y, si no utiliza Tipo de ObjetivoÁrea, los TEM) que se encuentran en la tabla dereferencia relativos al tipo de objetivo que se

esté utilizando. Si la DR es igual a o menor queel número Para Impactar modificado, entoncesse ha conseguido un impacto en el objetivo. Sise dispara en la Fase de Primer Fuego Defen

 pueden resultar afectados.

Algunos Cañones y MAs tienen ROF, qviene indicado por un número en un cuadra

(1.2.4.1). En algunos casos, sin embargo, en lque esta ROF puede resultar reducida. Estcasos son: uso de Potencia de Fuego Equivlente a Infantería (IFE), uso No Cualificado o material Capturado y un cañón cambiando Arco Cubierto durante la fase. Cada uno de escasos aplicables reduce en uno de forma acumlativa la ROF normal del Cañón para esa Fade Fuego. Muchos Cañones/MA no tienen un cance límite; sin embargo, si aparecen dos nmeros, el primero indica su alcance mínimo ysegundo el máximo.

Un Cañón tiene un encaramiento que se detemina por su Arco Cubierto (CA). El CA se idica colocando la ficha del Cañón con el dibudel ánima del Cañón apuntando directamenteuno de los seis ángulos de su hexágono. El Ccomprende los dos hexágonos unidos por e

10

En su PFPh el Cañón AA alemán dispara a la 7-4-7 en xJ5 (dentro de su Arco Cubierto) utilizando Tipo de O jetivo Infantería. La distancia al objetivo es de 4 hexágonos, y el trigal está en temporada. Cruzando las refercias de Tipo de Objetivo, distancia y Tipo de Cañón en la Tabla Para Impactar nos da un número Para Impac

igual a 8. Se trata de un número en negro TH. Ninguno de los casos para utilizar números en rojo TH se apla este disparo; es más, a una distancia de 6 en Tipo de Objetivo Infantería sólo hay números en negro TH a cosiderar. La tirada de dados se modifica como sigue: TEM por Bosque, +1; Estorbo por un hexágono de trig+1; con lo que el modificador (DRM) total TH es +2, para una DR Final de 9. Este resultado es superior a 8, 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 DRanteriores también aplicamos el DRM de -1 por Objetivo Adquirido. El jugador alemán consigue un 3 (un 1 el dado de color) y añade el DRM +1 para una DR Final de 4 que, como es≤ 8 resulta en un impacto. Ahoraalemán tira de nuevo los dados, esta vez en la columna apropiada en la IFT para un Cañón de 88mm; la columde 16FP se aplica a armas de más de 80mm y menos de 100mm. No se aplican DRM (el TEM se aplicó a la DPara Impactar). El alemán saca un 7 que se convierte en una DR Final en la IFT de 2MC. La 7-4-7 ha de paun chequeo moral +2 que falla y queda desmoralizada; la f icha de Objetivo Adquirido -1 se gira a su lado -2

El alemán había mantenido otra vez la ROF con el 88 y ataca ahora a la 6-6-6 en xO4, pero primero tiene qcambiar su Arco Cubierto (CA). El Cañón cambia su CA a M4/N3; es decir, cambia un ángulo. La distanciade 2 hexágonos y el número TH es ahora 9. El DRM es +1 por el Estorbo del trigal en xN3 y +1 por haber ca 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 colorañadiendo el DRM +2 nos da una DR Final de 10: falla. El Cañón ha perdido su ROF y es marcado con una fic

de Prep Fire. La ficha de Objetivo Adquirido -2 se retira de xJ5 y se coloca otra de Objetivo Adquirido -1 sobla 6-6-6 en xO4.

El Cañón realiza ahora Fuego Intensivo sobre la 6-6-6. El DRM por cambio del CA no se aplica ya. Hay DRM +2 por Fuego Intensivo, un DRM de -1 por Objetivo Adquirido y un Estorbo por trigal, para un DRM tode +2. El alemán saca otro 8 (un 2 en el dado de color) para una DR Final de 10: otro fallo. Había perdido yaROF y el Cañón resulta marcado ahora con una ficha de Fuego Intensivo y no tendrá más oportunidades atacar en este turno de jugador. La ficha de Objetivo Adquirido se gira hacia su lado -2.

El 88 podría haber disparado inicialmente a la 7-4-7 usando Tipo de Objetivo Área, y también pudo habehecho si la 7-4-7 hubiera estado en un edificio de piedra, incluso aunque a una distancia de 4 el número Para I pactar sea inferior en Tipo de Objetivo Área que en Tipo de Objetivo Infantería. Usando el primero el TEMmodifica la DR Para Impactar, pero en su lugar modifica la DR en la IFT después de haber impactado, hacienmás fácil el impactar a la 7-4-7 en Tipo de Objetivo Área pero reduciendo los efectos del ataque.

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convergen en el hexágono de la unidad y todoslos hexágonos entre esas dos líneas diagonalesde hexágonos convergentes. Un Cañón sólo puede disparar dentro de su CA pero puede cam-

 biarlo antes de disparar (sufriendo las consi-guientes penalizaciones Para Impactar [o IFT siusa IFE] Basadas en quien Dispara). Un Cañóntambién puede cambiar su CA sin disparar alfinal de cualquier fase amiga de fuego (no laMPh) pero sólo si la Infantería que lo maneja noha disparado su potencia de fuego inherente. Siuna ficha de Cañón tiene un círculo blanco alre-dedor del dibujo del Cañón, significa que estásobre un afuste de 360º y que tiene reducida la penalización Para Impactar en caso de cambiode CA antes de disparar. Todos los demás Caño-nes son Armas Sin Torreta (NT).

Cada vehículo tiene un Arco Cubierto Vehicu-lar (VCA) basado en el frente del vehículo quedebe apuntar siempre hacia uno de los 6 verticesde su hexágono, al igual que al consumir MP para cambiar de hexágono o VCA. Vehículoscon torreta (con un circulo o cuadrado grafiadoalrededor del vehículo) tienen un Arco Cubiertode Torreta (TCA), que puede ser diferente de suVCA; si es diferente, se representa con una fichade torreta. Ambos, el VCA y el TCA se definende la misma manera y operan de forma similar a el CA de un Cañón. Armas montadas en elCasco (p.ej. BMG) siempre disparan hacia elVCA y Armas montadas en la torreta (p.ej.CMG) disparan siempre hacia el TCA, exceptoCMG traseras que disparan hacia el TCA poste-rior.

El hexágono propio de una unidad se consi-dera parte de su CA/VCA/TCA durante la MPhenemiga si un vehículo que entra al hexágono lo

Por otra parte el hexágono de un vehículo inmo-vil no se considera parte de el VCA de us armasmontadas en el Casco.

Fuego Intensivo:

Un Cañón/MA (no una SW) queya haya disparado y perdido su ROFtodavía podrá disparar una vez más

en la misma fase utilizando Fuego Intensivo.Márquelo con una ficha de Fuego Intensivo (In-tensive Fire) para indicar que no puede disparar otra vez en ese Turno de Jugador. Hay un DRMa TH de +2 por Fuego Intensivo, y el B# delCañón/MA se reduce en dos. Una DR OriginalTH igual al B# original para un Cañón/MA queutilice Fuego Intensivo resultará en que eseCañón sea eliminado definitivamente y en Re-torno [Recall] (7.10) para el vehículo. UnCañón/MA sin ROF en su ficha y que cambie su

CA, será marcado con una ficha de Fuego Inten-sivo después de ese disparo y no podrá volver adisparar durante ese Turno de Jugador. Uncañón/MA no puede hacer Fuego Intensivo siesta paralizado, conmocionado [shocked] o atur-dido [stunned]. El Fuego Intensivo no puedeusarse en la AFPh y solo contra hexágono adya-cente (el mismo) durante la DFPh. Si un armatiene “No IF” escrito en la ficha, no puede usar Fuego Intensivo.

Uso No Cualificado:

Un Cañón (no una SW) disparada por un pelo-tón o por una HS tienen que añadir un DRM +2TH, tendrá su B# reducido en dos y será elimi-nado definitivamente con una DR original de 12

Para Impactar (o en la IFT si usa IFE).Efecto:

Si se obtiene un impacto (es decir si la DR

una nueva DR en la IFT para determinar efecto. Use la columna de FP señalada paracalibre de esa Artillería, si utilizó Tipo de Objtivo Infantería; o la columna que represente

mitad de esa FP si utilizó Tipo de Objetivo Ár(véase 6.2 si se utiliza AP, HEAT o WPCuando se utiliza Tipo de Objetivo Infanterel TEM no modifica la DR en la IFT. El Tipo Objetivo Área tiene que aplicar el TEM a la Den la IFT. La Artillería no duplica la FP en la IF por PBF, no usa fuego a larga distancia y no vide a la mitad su FP cuando dispara en la AFP

Si se obtiene un impacto disparando en Tipde Objetivo Vehicular o usando LATW conun AFV, será necesario determinar el apropiaencaramiento, localización y Factor de Blinda(AF) y entonces usar la tabla para destruir (Tapropiada para determinar si el blindaje de u

AFV ha sido penetrado. El encaramiento del o jetivo se determina como se indica en el dgrama adjunto; si la LOS pasa directamente p

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 udistancia 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 roa 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.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 ObjetiAdquirido -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 alemsaca 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 apropiadala 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 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 ObjetiAdquirido -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 estamen 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 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 mantenila 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

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 Cañse 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 resultanen 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

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 ángul

de D8/E8. Dado que es un Mortero, tiene que usar ATT y su ROF no se reduce debidocambio de CA. El número TH a 3 de distancia es de 7. El DRM TH es de +3 por cambiarCA un ángulo y +1 por cambiar el segundo ángulo, para un total de +4. El alemán saca unresultando en una DR Final TH de 8, fallando y colocará una ficha de 5/8” de Objetivo Aquirido -1. Como mantuvo la ROF, el MTR de 81mm dispara otra vez a la 7-4-7, esta vez cun DRDM total de -1. Una DR de 8 (un 3 en el dado de color) resulta en una DR Final deun impacto con ROF. El ataque en la IFT se produce en la columna de 8FP (la mitad de la clumna de 16FP) con un DRM +3 por el TEM del edificio de piedra. El alemán saca un 7, mdificado a 10, sin efecto. El MTR de 81mm cambia ahora de objetivo a la 6-6-6 en xB7.número TH sigue siendo 7, pero no hay DRM. El alemán saca un 6 (un 4 en el dado de cololo que resulta en un impacto (sin ROF) y un ataque en la columna de 8FP, esta vez con uDRM -1 por Ráfagas Aéreas. El alemán saca un 8, modificado a 7, resultando en 1MC sobla 6-6-6 (que supera). Habiendo perdido la ROF, el MTR de 81mm declina hacer Fuego tensivo.

El MTR de 50mm dispara ahora sobre la 6-6-6 en xB7. Como es un SW, el MTR de 50mno tiene que definir su CA y no necesita preocuparse de cambiar su CA. A una distancia2 en ATT su número TH es 7 (note que si se tratara de un Mortero norteamericano de 60mno podría atacar xB7 que está a sólo 2 hexágonos de distancia). No se aplica ningún DRMTH y el MTR impacta cuando el alemán saca un 6, perdiendo su ROF con un 4 en su dade color, y colocando una segunda ficha de 5/8” de Objetivo Adquirido -1. El MTR ataca la columna de 2FP (la mitad de 6FP) con un DRM -1 por Ráfagas Aéreas. Una DR Originde 2 resulta modificada a 1, lo que implica un 1KIA que elimina a la 6-6-6. Dado que uMTR de 50mm es un SW, no puede hacer Fuego Intensivo.

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un vertice del hexágono del objetivo que deter-mina el encaramiento del objetivo, usar el enca-ramiento del objetivo menos favorable para elatacante. Si el disparo parte desde el interior delhexágono del objetivo, el encaramiento del ob- jetivo lo determina el dado de color de el THDR: 1-2 Trasero: 3-4 Lateral; 5-6 Frontal; un FTimpactará en el encaramiento trasero. Un vehí-culo es alcanzado en la localización de la torreta,si el dado de color de la TH DR original esmenor que el dado blanco. Un vehículo es al-

canzado en la localización del Casco si el dadode color de la TH DR original es mayor o igualque el dado blanco. Para un vehículo con torreta,determinar el encaramiento (frontal, lateral, tra-sero) cuando es alcanzado en la torreta se basaen el TCA, mientras que el encaramiento de unimpacto en el casco se determina basándose enel VCA. Entonces se determina el número TK (TK#) del arma antes de resolver el efecto delimacto usando la carta TK para el tipo de arma-mento usado. Las tablas TK listan el número base TK de cada arma basado en el calibre delarma y longitud. El número TK final se obtienesustrayendo el Factor de Blindaje apropiado(AF). Si la DR es menor que el número TK final

entonces el vehículo objetivo es eliminado. Gi-ralohacia su lado de resto. Hay un resultado po-tencial adicional si la DR es igual o inclusoexcede el Final TK# (7.10).

3.2.5 Fase de Fuego de Preparación(PFPh):

El ATACANTE realiza sus ata-ques de fuego en la PFPh. Después

de resolver cada ataque en la PFPh, la unidadque ha disparado (y el Arma) es marcada conuna ficha Prep Fire.Un vehículo en marcha [mo-tion] no puede disparar en la PFPh, tendrá queesperar hasta la fase de movimiento.

3.3 Fase de Movimiento (MPh):

Durante la Fase de Movimiento el ATA-CANTE puede mover todas, alguna o ningunade sus unidades, siempre que no hayan dispa-rado durante la PFPh y no estén ni desmoraliza-das ni involucradas en una Melée ni inmóviles.Las unidades pueden moverse en cualquier di-rección o combinación de direcciones hasta ellímite de su lote de Factor de Movimiento (MF) para infantería o lote de Puntos de Movimiento(MP) para vehículos. Cuando se mueven, lasunidades lo hacen de hexágono en hexágono y

no puede saltarse hexágonos. Las unidades pue-den moverse y colocarse encima de otras unida-des amigas formando un apilamiento, pero no pueden moverse a un hexágono superando el lí-

mite de apilamiento en cualquier momento du-rante el movimiento. Unidades no vehícularesno pueden moverse a un hexágono que contengaunidades enemigas durante la MPh. Las unida-des entran desde fuera del tablero –bien al iniciode un escenario o como refuerzos– conforme es-tablece la tarjeta de escenario, que incluye elturno y la localización de entrada. Las unidadesson colocadas fuera del tablero a lo largodel(los) borde(s) del mapa indicado(s), al iniciode su RPh en el turno de entrada. No podrán re-alizar ninguna acción mientras estén fuera deltablero, salvo moverse durante la MPh al costenormal del movimiento en Campo Abierto. Pue-den entrar durante la MPh o la APh de su turno

de entrada, o resultarán eliminadas. Se consideraque las carreteras se extienden fuera del tablero,a efectos del bono por carretera. Una unidad no puede abandonar el tablero de juego voluntaria-mente a menos que esté en Buen Orden y salga para cumplir con las Condiciones de Victoria,haciéndolo como si los hexágonos fuera del ta- blero fueran Campo Abierto. Toda unidad que por cualquier otra razón sea forzada a salir delmapa quedará eliminada.

3.3.1 Movimiento de Infantería

Una SMC tiene 6 MF (o 3 MF si esta herida)y una MMC tiene 4 MF (o 3 si es Inexperta).Puede obtenerse un bono de un MF adicional si

la unidad se mueve a lo largo de una carreteradurante la MPh. Toda MMC que inicie y con-cluya su MPh apilada con un jefe en el mismohexágono, recibe un bono de 2 MF durante laMPh, siempre y cuando se mueva con el jefe enun apilamiento combinado. El MF no puedetransferirse entre unidades ni puede acumularsede un turno a otro. Las unidades gastan MF en base al terreno al que entran, restando la canti-dad correspondiente del total restante hasta quellegue a cero, o elija no moverse más. Siempreque un jugador mueve una unidad deberá indicar en voz alta el MF consumido por esa unidadcuando entra en un hexágono o en realizar cual-quier otra actividad en ese hexágono. Si una uni-

dad va a finalizar su MPh en un lugar concretodeberá indicarlo antes de mover otra unidad. El jugador no puede hacer retroceder a una unidada un hexágono previamente ocupado y comen-zar de nuevo, a menos que lo haga como partede su movimiento. Una vez que una unidad semueve, se para y otra unidad comienza a mo-verse, aquélla no podrá moverse otra vez en esaMPh.

Hasta tres unidades Equivalentes a PelotonesMMC por bando y 4 SMC pueden estar en elmismo hexágono al mismo tiempo. Una dota-ción o HS que posea un Cañón es equivalente aun pelotón completo a efectos de apilamiento.

Las unidades se mueven normalmente de unaen una a menos que la MMC esté utilizando el bono en MF obtenido por moverse con un jefe.Las unidades pueden elegir moverse como un

apilamiento deben concluir su MPh antes de quna unidad que no esté en ese apilamiento puemoverse.

Una unidad que se mueva un sólo hexágo

durante la MPh puede utilizar Movimiento Asalto si el jugador lo declara así, y el movmiento no consume todos los MF de la unidaEl Movimiento de Asalto reduce la vulnerabidad de la unidad frente al Primer Fuego Defesivo anulando el DRM –1 por Primer Fuecontra Movimiento no de Asalto (FFNAM).

Toda unidad de Infantería capaz de moverseque no esté desmoralizada, paralizada, heridusando movimiento de asalto, ni CX puede usPaso Ligero si el jugador anuncia la opción inicio de la MPh de esa unidad y coloca uficha CX sobre ella. El Paso Ligero incremenel MF de la unidad en dos. Las unidades C

añaden uno a toda DR de ataque (IFT, TH, Cque hagan o dirijan (+1 máximo) y a dr pachequeos de recuperación, emboscada y grandas fumígenas. Una unidad CX tiene su IPC rducido en uno y toda unidad realizando ataque CC contra una unidad CX reducirá su Dde CC en uno. Las fichas CX se retiran al inicde la siguiente MPh de la unidad y no afectanesa unidad durante esa MPh excepto en que  podrá usar Paso Ligero durante esa MPh.

Una unidad con un Exponente de Hum(1.2.2) puede realizar un chequeo para podlanzar granadas fumígenas de 1/2” duranteMPh declarándolo así, gastando un MF en clocar humo en su propio hexágono o dos MF

es en un hexágono adyacente, y realizando udr menor o igual que su Exponente de HumUna unidad CX tiene que añadir un drm + Ninguna unidad puede intentar lanzar granadfumígenas más de una vez por MPh. Si el resutado de la dr fuera un 6, la unidad finalizará imediatamente su MPh en la localización en qse encuentre. Véase 1.2.5 en cuanto a los efectdel Humo; sin embargo, hay que recalcar qentrar durante la MPh/RtPh en (pero no salir dun hexágono con humo cuesta un MF adicionLas fichas de granadas fumígenas de 1/2” se rtiran al final de la MPh.

Está permitido recuperar Armas durante MPh gastando un MF y realizando una dr menque 6 (drm +1 si CX). La unidad recuperadotiene que estar en el mismo hexágono que Arma no poseída.

3.3.2 Movimiento de Vehículos: Un vehícumóvil debe gastar su lote de Puntos de Movmiento (MP) durante su MPh de acuerdo concoste del terreno (COT) en el que entre y puedeclarar que esta gastando MP adicionales paentrar al hexágono. MP no pueden ser transfedos entre unidades o acumulado entre turnoUn vehículo puede entrar uno o más hexágonocupados por unidades enemigas. Un vehícuque termine su MPh con MP por utilizar asume que gasta todo su MP restante en ese h

xágono. Una vez un vehículo se ha movido a nuevo hexágono, se considera que es un objtivo en movimiento para cualquier fuego Defesivo en ese turno Un CE AFV entrando en

12

Tabla de Factores de Movimiento de unidadesMF

BásicoMF

con JefePaso Ligero

sin JefePaso Ligero

con JefeMMC Primera/Segunda/Elite 4 6 6 8MMC Inexperta (Conscripta) 3 6 (5) 5 8 (7)

SMC 6 6 8 8

Tipo de Objetivo VehicularResumen

Para Impactar y Para Destruir1) Seleccionar Munición y Tipo de Objetivo

Vehicular.

2) Seleccionar Objetivo y calcular distancia.

3) Cruzar la referencia de Distancia y Tipode Objetivo con el calibre y longitud delArma que dispara.

4) Tirar los dados y añadir el DRM apro- piado Para Impactar (TH).

5) Si se obtiene impacto, determinar la loca-lización del impacto -Casco/Torreta yfrontal/lateral/trasero.

6) Determinat TK# cruzando la referencia demunición y calibre de cañón, longitud y

distancia.7) Tirar dados y añadir al resultado el AF de

la localización del Impacto. Consultar la

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El VCA puede cambiarse con el coste de 1 MP por vertice de hexágono cambiado o 2 MP por vertice de hexágono en bosque o edificio. Unvehículo debe moverse dentro de su VCA paraentrar en un nuevo hexágono. Para moverse aun hexágono que no este dentro de su VCA, pri-mero debe cambiar su VCA en el hexágono queocupa. Un VCA también puede cambiarse singastar MP como resultado de disparar fuera desu CA durante cualquier fase de fuego (cual-quiera menos su MPh) o al final de cualquier 

fase de fuego en la que todavía tenga disponible para disparar un arma montada en latorreta/casco.

Un vehículo que quiera moverse en la MPh yque no empiece ese turno bajo una ficha de enmarcha [Motion], debe gastar un MP para arran-car antes de entrar en un nuevo hexágono. EsteMP para arrancar se considera que tiene lugar en el hexágono ocupado y por tanto la unidadresta sujeta a Primer Fuego Defensivo en ese he-xágono aunque no como un objetivo en movi-miento. Un vehículo ha de gastar un MPadicional en el hexágono que ocupa para detener el movimiento a menos que termine su MPh bajo una ficha de En Marcha [Motion]. Si se de-

tiene, puede empezar a mover de nuevo en lamisma MPh si tiene suficiente MP, pero ha de pagar el MP para arrancar de nuevo para ha-cerlo. A pesar de estar detenido, el vehículo esun objetivo en movimiento si ha entrado en unnuevo hexágono durante ese turno de jugador osi ha empezado o terminado su MPh en marcha[Motion].

Un vehículo debe pagar un MP adicional por resto u otro vehículo que este en el hexágono alque entra sin importar si el vehículo que ya estáen el hexágono es amigo o enemigo, pero cada bando solo puede tener un vehículo que no searesto al final de la MPh; esta penalización al mo-vimiento se duplica a 2 MP por resto o vehículosi se entra al hexágono vía un lado de hexágonohaciendo uso del coste de carretera y esta pena-lización se duplica en bosque. Si dos AFV ami-gos ocupan el mismo hexágono al final de laMPh, el propietario tendrá que girar uno a sulado de resto.

El gasto de MP sin moverse se denomina Es- pera [Delay] y solo puede ser usada si el vehí-culo esta detenido. No se prohíbe a un vehículoque gaste más MP al entrar a un hexágono delmínimo requerido, debe declarar al entrar alnuevo hexágono un gasto de MP más alto delnecesario.

Cualquier vehículo móvil que haya usado todo

su lote impreso de MP durante su MPh sin gastar un MP para detenerse o Esperar [Delay] al finalde su MPh esta En Marcha [Motion] y tendráuna ficha de En Marcha sobre él. Un vehículo puede terminar su MPh en Marcha [Motion] sinusar todos sus MP solo si no le queda suficienteMP para entrar en el siguiente hexágono al quedesee entrar. Un vehículo que empiece su Turnode jugador en Marcha no puede hacer Fuego dePreparación y debe gastar MP aunque solo sea para detenerse y Esperar. Todos los vehículosque empiezan fuera del tablero lo hacen en Mar-cha. Ningún vehículo puede emplazarse sobreel tablero en Marcha. Un vehículo puede entrar en un hexágono ocupado por una unidad ene-

miga, pero no puede detenerse voluntariamenteo finalizar su MPh en Marcha en el hexágono deun AFV enemigo a menos que sea, en el mo-mento de entrar y en la posición de entrada al

agotamiento y disponible para el vehículo ata-cante.

Cualquier vehículo en Marcha recibe el THDRM basado en el objetivo en Marcha cuandole disparen en cualquier fase de fuego, inclu-yendo cualquier ataque con DC, Arrasamiento[Overrun], o en CC. Un vehículo en Marchanunca es un Estorbo/TEM a la LOS.

Vehículos con números MP rojos sufren Fia- bilidad Mecánica. Cada vez que un vehículo connúmero MP rojo gaste un MP para arrancar o

haga un Intento de ponerse en Marcha con éxito,su propietario ha de hacer un DR. Si saca un 12(o un 11 para algunos vehículos Rusos, ver notasde vehículos), el AFV ha sufrido una rotura me-cánica y esta inmovilizado (7.10).

Cuando entre en bosque gastando todo sus MP,un vehículo puede gastar 1 MP (si es necesario) para arrancar y 1 MP para detenerse. Un vehí-culo que entra a un hexágono de bosque o edi-ficio debe hacer un chequeo deempantanamiento [Bog]. (7.6).

Un vehículo móvil siempre puede mover unhexágono (sin cambiar VCA) gastando todo susMP (sin incluir 1 MP para arrancar) para hacerloy permanecer entonces en Marcha (a menos que

quede empantanado).3.3.2.1 Intento de Estar en Marcha:

Un intento de Estar en Marcha puede ser hecho por cualquier vehículo móvil defensor du-rante la MPh de una unidad enemiga de tierra. ElAFV ha de hacer un dr menor o igual al númerode MF/MP gastados por la unidad enemiga es-tando en la LOS del AFV que hace el intento deEstar en Marcha. La unidad enemiga no ha deestar en la LOS del AFV que hace el intento al principio de ese turno de jugador. Un AFV solo puede hacer un intento de Estar en Marcha por MPh enemiga y no puede hacer ningún intentosi esta marcado con un ficha de Primer Fuego. No hay penalización por fallar el intento, perosi tiene éxito se pone una ficha de en Marchasobre el AFV y el AFV puede cambiar libre-mente su VCA/TCA, excepto que si lo requiereel terreno, ha de pasar un chequeo de empanta-namiento (7.6). Fiabilidad Mecánica se aplica ysi el vehículo rompe, el intento es fallido. Un ve-hículo que ya esté en Marcha puede intentar cambiar VCA/TCA.

3.3.2.2 Primer fuego en Marcha [Bounding]Un vehículo puede moverse y disparar en la

MPh incluso contra unidades en el propio hexá-gono del AFV. Esto se denomina Primer Fuegoen Marcha [Bounding First Fire]. Poner unaficha de Fuego en Marcha sobre el vehículo quedispara. Hay varios TH DRM basados el quiendispara basados en la cantidad de MP que el ve-hículo ha gastado con LOS al objetivo. Un vehí-culo puede gastar MP de espera estando parado para aumentar la cantidad de MP gastados conLOS al objetivo para reducir los DRM pero hade anunciar estos MP de espera individualmentey sufre cualquier Fuego Defensivo activado por estos MP de espera. Un vehículo puede moversede nuevo en la MPh después de disparar si dis- pone de suficiente MP. Un vehículo que noagote su ROF puede disparar de nuevo comoPrimer Fuego en Marcha después de gastar otroMP pero todas las demás armas han de disparar desde el hexágono del primer disparo de MA.MG/IFE tienen su FP a mitad en la MPh y a un

cuarto si no esta detenido. FT vehicular no dis- para a mitad por disparar en la MPh pero si dis- para a mitad si no esta detenido. La única formade que un vehículo dispare en la MPh y en la

3.3.1 Primer Fuego Defensivo:El Fuego Defensivo puede prod

cirse durante la MPh enemiga y enDFPh. La porción que ocurre duran

la MPh enemiga es llamada Primer Fuego Dfensivo y puede utilizarse únicamente contunidad(es) en movimiento. Los ataques con Pmer Fuego Defensivo sólo afectan a las uniddes moviéndose aunque haya otras unidadocupando el mismo hexágono en el mismo intante del ataque. Siempre que una unidad o ap

lamiento gasten MF o MP en la LOS de uunidad Defensora en Buen Orden, el DEFENSOR tiene la opción de detener momentánemente el movimiento mientras dispara sobaquélla en esa localización con tantos ataqucomo pueda. El DEFENSOR tiene que colocuna ficha de Primer Fuego [First Fire] sobtodas las unidades o Armas que hayan disparay que hayan consumido su ROF. El PrimFuego Defensivo tiene que resolverse antes que la unidad o apilamiento en movimienabandonen el pretendido hexágono objetivogaste otro MF/MP. El DEFENSOR no puede rclamar que una unidad o apilamiento en movmiento regresen a una posición previa pasufrir un ataque, sin embargo, el ATACANTdebe dar al DEFENSOR suficiente tiempo padeclarar su fuego antes de continuar moviédose, y tiene que declarar el final del movmiento de esa unidad antes de mover otra. Uvez que otra unidad comienza a moverse o qse declara concluida la MPh, las unidades prviamente movidas no pueden ser objeto de atques de Primer Fuego Defensivo. Toda accirealizada por una unidad que precise el gasto un MF o MP en un hexágono, la habilita comobjetivo de un hipotético Primer Fuego Defesivo incluso aunque no haya entrado en ese hxágono durante la MPh. Ejemplos de tal gasincluyen intentos de lanzar granadas fumígenrecuperación de Armas, gastar MP para arranc

o detenerse, cambios de VCA y colocación DC.

Los ataques de Primer Fuego Defensivo se rsuelven de la misma manera que los demás atques de fuego. Los ataques de Primer FueDefensivo también pueden beneficiarse de DRM –1 por Primer Fuego contra Movimienno de Asalto (FFNAM) contra Infantería queesté moviendo sin utilizar Movimiento Asalto, y un DRM –1 por Primer Fuego contMovimiento en Campo Abierto (FFMO) siunidad de infantería se estuviera moviendo Campo Abierto. Note que el DRM por FFMno se aplica en el caso de que exista un estorba la LOS entre el objetivo y quien dispara,

cluso aunque la unidad que se mueve lo haga Campo Abierto.

Una unidad de Infantería DEFENSORA marcada con una ficha de Primer Fuego (FiFire) puede volver a realizar Primer Fuego Dfensivo con su FP y/o MG durante esa Msiempre y cuando el objetivo no esté a una dtancia superior a la de la unidad enemiga mcercana en LOS, ni más allá del alcance normde quien dispara. Si lo hace estará utilizandollamado Subsiguiente Primer Fuego con su Freducida a la mitad. Si se usa una MG duranteSubsiguiente Primer Fuego, el B# se reduce 2será eliminada permanentemente con un IFT Doriginal igual a su B# original. Después de reso

ver el ataque, gire la ficha de Primer Fue(First Fire) hacia su lado de Fuego Final (FinFire) en cuanto a la unidad y todas sus Arm(independientemente de si disparó con tod

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Primer Fuego Defensivo otra vez como FuegoIntensivo (3.2.4), independientemente de laexistencia de una unidad enemiga más cercana.Gire la ficha de Primer Fuego hacia su ladoFuego Final en cuanto a la unidad que lo manejay a todas sus Armas. Véase 6.8 si se utiliza IFE.Poner una ficha de Fuego Intensivo sobre la uni-dad en este caso.

Fuego Protector Final (FPF):Es una opción disponible para in-

fantería DEFENSORA ya marcada

con una ficha de Fuego Final quedesee disparar a una unidad moviéndose adya-cente a ella durante la MPh. El FPF es tratadocomo Subsiguiente Primer Fuego (con la FP du- plicada debido a los efectos de PBF) con una pe-nalización adicional; inmediatamente despuésde resolver el ataque en la forma habitual, la DR en la IFT original (modificada únicamente conlos DRM por mando aplicables) se utiliza comoun NMC contra las unidades utilizando FPF (in-cluyendo al jefe que dirige el ataque). Siemprey cuando no se desmoralicen no existe límite alnúmero de ataques FPF que puede realizar unaunidad, salvo el número de unidades en movi-miento y el MF que gasten moviéndose adya-

centes al hexágono de quien dispara. Una unidadque utilice FPF tiene que utilizar toda su FP ytodas las MG (o IFE) utilizables y puede formar un FG con unidades que no usen FPF, pero sóloaquellas unidades que utilicen FPF resultaránafectadas por sus efectos adversos.

Una unidad que sobreviva a un ataque de Pri-mer Fuego Defensivo sin resultar afectada puede recibir otros ataques en esa misma locali-zación durante su MPh antes de que gasteMF/MP adicionales, pero sólo de diferentes ata-cantes o de los mismos si gastó al menos 2MF/MP en ese hexágono. La misma unidad oArma nunca podrá realizar Primer Fuego Defen-sivo, ni Subsiguiente Primer Fuego ni Fuego

Protector Final sobre la misma unidad en movi-miento en la misma localización, más veces queel número de MF/MP que gaste en esa localiza-ción durante la MPh.

Una unidad desmoralizada o paralizada por Primer Fuego Defensivo puede ser atacada otravez en su actual localización por otros ataquesde Primer Fuego Defensivo pero será atacada ensu estatus desmoralizado o paralizado. Una uni-dad moviéndose, que sea objeto de FFNAM oFFMO y quede desmoralizada, todavía será ob- jeto de dichos DRM en esa localización encuanto a sucesivos ataques hasta que su MPh fi-nalice. Una unidad que quede paralizada no seráobjeto de ningún FFNAM o FFMO mientrasesté paralizada; sin embargo, si un SubsiguientePrimer Fuego u otros Primeros Fuegos Defen-sivos contra esa unidad paralizada consiguendesmoralizarla, perderá su estatus paralizado yserá objeto otra vez de los DRM por FFNAM oFFMO (si se aplicaron anteriormente) en cuantoa posteriores ataques de Primer Fuego Defen-sivo que se hagan contra ella durante esa MPh(teniendo en cuenta que su MPh concluye tan pronto como otra unidad se mueva). Una unidadque utilice Movimiento de Asalto y quede des-moralizada no será considerada en adelanteusuaria de Movimiento de Asalto y será objetodel DRM –1 por FFNAM durante el resto de suMPh.

3.3.4 Fuego de Reacción

Toda Infantería en buen orden no paralizada puede atacar aun vehículo moviéndose en su he-xágono como Fuego de Reacción CC usando los

Ataque a AFV (PAATC 3.7). Fallar el PAATC paraliza a la unidad y prohibe cualquier fuegode reacción, pero solo se requiere un PAATC por unidad por AFV. Usar las reglas normales de CCcontra AFV (3.8) excepto en que el vehículo no puede devolver el fuego como CC. El CCV de launidad de infantería se reduce en 1 si ya ha dis- parado (incluso disparar una SW).

3.3.5 Fuego Residual:Cuando una unidad es atacada con Primer 

Fuego Defensivo o Subsiguiente Primer Fuego

o FPF, la localización en la cual se resuelve elataque es marcada con una ficha de FP Residualigual a la mitad (hasta un máximo de 12; frac-ciones redondeadas por debajo) de la columnaFP en la IFT utilizada para ese ataque (inclu-yendo un Impacto de Artillería), aunque unArma que funcione defectuosamente o que re-tenga su ROF no dejará ninguna FP Residual.Un intento para destruir [TK] dejará residual delmismo modo excepto cuando se usa AP (amenos que dispare una MG), ATR, APCR, OAPDS o que sea una pífia [Dud]. En adelante,toda unidad que entre (o gaste MF/MP incluidoun CE AFV) en esa misma localización en lamisma MPh resultará atacada en la IFT con la

FP representada por dicha ficha, con una nuevaDR en la IFT, aplicando el TEM/Humo de la lo-calización objetivo y los DRM por FFNAM oFFMO que resulten aplicables. Una unidad quegaste MF/MP para abandonar una localizaciónno será objeto de ataques de FP Residual en lalocalización que esté abandonando. Después deque se haya determinado la cantidad de FP Re-sidual que se deja, se reducirá en una columnaIFT por cada DRM positivo en la IFT o Para Im- pactar provocados únicamente por condicionesfuera del hexágono objetivo (incluyendo DRMTH). Aquí podríamos incluir modificadores po-sitivos por mando, estatus CX y Estorbos a laLOS. La Ventaja en Altura y los DRM negativos por mando nunca afectarán a la FP Residual. LasRáfagas Aéreas incrementan el FP Residual enuna columna.

La FP Residual no puede formar un FG; siem- pre atacará en solitario. La FP Residual siempreejecuta el primer ataque de Primer Fuego De-fensivo permitido contra una unidad movién-dose en su actual localización durante su MPh yse resuelve antes de que el DEFENSOR tengaque declarar un ataque. No puede colocarse másde una ficha de FP Residual en una localización, pero se colocará una ficha con mayor valor deFP si posteriores ataques en la IFT tuvieran de-recho a colocar FP Residual, sustituyendo a lade menor valor anteriormente colocada; eso noquiere decir que fichas de FP Residual de dife-

rentes ataques puedan combinarse. Normalmente, una unidad sólo puede ser ata-

cada una vez por FP Residual por localización;un gasto simultáneo de MF/MP (p.ej.: dos MF para entrar en un edificio) no provocan múlti- ples ataques por FP Residual. Una unidad puedeser atacada por FP Residual otra vez en la mismalocalización si la unidad gasta MF/MP adicio-nales en esa localización y, al hacerlo así, es ob- jeto de más DRM negativos o de menos DRM positivos.

Retire todas las fichas de FP Residual al finalde la MPh.

3.4 Fase de Fuego Defensivo(DFPh):

La porción de Fuego Defensivoque ocurre estrictamente durante la

DFPh es llamada Fuego Final Durante Fuego

ficha de Fuego Intensivo pueden disparar (cluidas MG/Arma/MA de vehículo que haymantenido su ROF en la MPh). Cualquiera las unidades y MGs (o IFE de Cañón) no vehculares que estén marcadas con una ficha de Pmer Fuego también podrán disparar otra ve pero sólo a unidades en un hexágono adyaceny después de hacerlo se girará su ficha de PrimFuego hacia su lado de Fuego Final. Una unidmarcada con Primer Fuego tiene su FP y la sus Armas dividida a la mitad (y duplicada d

 bido a los efectos del PBF). Un Cañón marcacon una ficha de Primer Fuego podrá hacFuego Intensivo (3.2.4) a unidades en un hexgono adyacente. Una unidad ya marcada cFuego Final no podrá disparar durante FueFinal. Los ataques Fuego Final afectan a todlas unidades enemigas en la localización objtivo, no sólo a aquellas que se hayan movid pero no se aplican los DRM por FFNAM ni pFFMO.

Puede utilizarse otra vez la dirección de un jeutilizada en Primer Fuego Defensivo, al ejecuSubsiguiente Primer Fuego, FPF o Fuego Fin pero sólo en cuanto a una unidad o FP dispardor, y dicha unidad o FG no puede incluir dispradores distintos a aquellos a los que dirigdurante Primer Fuego. Si se formara un nueFG durante ese turno de jugador, el jefe no poddirigir su fuego (ni siquiera durante FPF).

Retire todas las fichas de Primer Fuego y Fuego Final al final de la DFPh.

Ver el ejemplo de la página 15

14

Resumen sobre Fuego Defensivo

Primer Fuego Defensivo:• Ocurre durante la MPh del contrario• afecta sólo a unidad(es) en movimiento• puede dejar FP Residual

• colocar fichas de Primer Fuego1a. Subsiguiente Primer Fuego:• Ocurre durante la MPh del contrario• afecta sólo a unidad(es) en movimiento

dentro del alcance normal• puede dejar FP Residual• disponible para unidades que ya estén

marcadas con una ficha de Primer Fuego pero que no tengan un objetivo máscercano

• girar la ficha hacia el lado de FuegoFinal

1b. Fuego Protector Final:• Ocurre durante la MPh del contrario

• afecta sólo a unidad(es) moviéndose ad-yacentes

• puede dejar FP Residual• disponible para unidades ya marcadas

con una ficha de Fuego Final, y actúacomo un NMC contra la unidad que dis- para.

Fuego Final:• Ocurre durante la DFPh• no se aplica FFNAM ni FFMO• afecta a todas las unidades en la localiza

ción objetivo• no disponible para unidades ya marcada

con una ficha de Fuego Final ni para unidades marcadas con una ficha de PrimerFuego a menos que estén disparando aun hexágono adyacente

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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 unúnico hexágono que no consume todo el lote MF de la4-4-7, puede utilizar Movimiento de Asalto. La 4-4-7en H3 gasta dos MF en entrar en I3 y otros dos MF por entrar en J2; dado que los PP de la LMG (1) noexceden de la IPC del pelotón (3), la LMG no afectaal movimiento. La 5-2-7 en F3 declara Paso Ligero ygasta 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 enF4 se mueven juntos y gastan dos MF para entrar enG4, luego en H4, luego en I4 para un total de seis MFutilizando 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 FuegoDefensivo 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 MFdel pelotón en dos, el pelotón no puede utilizar Movi-miento de Asalto para entrar en J3. La 4-4-7 podríadeclarar Paso Ligero lo que incrementaría su MF en

dos, pero reduciría su IPC en uno con un resultadoneto de un MF extra que le permitiría entrar en K3 y,después de haberlo hecho, a J3. Asuma que ese es elmovimiento que efectúa el ruso. La unidad alemana4-6-7 con la MMG en K5 dispara sólo con el pelotóna la unidad que entra en J3 en la columna de 4 FP conun DRM +2 (+3 edificio de piedra, -1 FFNAM), no seve 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 columnade 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 deTiro (ROF) (es decir, la DR original no es ni un 12, nison dobles, ni el dado de color es un 3 o más), laMMG es marcada con una ficha de Primer Fuego (usela 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 carreterano se aplicaría pues la totalidad del movimiento nocruza lados de hexágono de carretera. La 5-2-7 entraen H5 e I5. En este punto, el jugador alemán declaraque usará Subsiguiente Primer Fuego con la 4-6-7 (yamarcada con una ficha First Fire) ya que el ruso estáen 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 laMMG quedará marcada con una ficha Final Fire in-dependientemente de que dispare o no. Los 9 FP de la4-6-7 y de la MMG se dividen a la mitad y atacan enla columna 4 FP con un DRM –2 (–1 FFNAM, –1FFMO). El ataque dejará 2 FP Residuales a menos quesufra cobardía o la MMG funcione defectuosamente(en cuyo caso dejará 1 FP Residual) o sufra cobardíay la MMG funcione defectuosamente (en cuyo casono dejará FP Residual alguno). Asuma que la 5-2-7 sedesmoraliza y que quedan 2 FP Residuales en el hexá-gono. Gire la ficha First Fire del apilamiento alemánhacia el lado Final Fire.

El jugador ruso mueve entonces la 4-4-7 en el he-xágono F6. Mueve: G6, H5 e I5 donde sufre el ataque

de las 2 FP Residuales con un DRM –2 (–1 FFNAM, –1 FFMO); asumamos que el ataque no tiene efecto.Al jugador alemán le gustaría disparar otra vez contral id d K5 fi h Fi l Fi ól

El 9-2 ruso y la 4-4-7 con la MMG en el hexágono F5se mueven a G6, H5, I6 y J5 para un total de 5MF. LaIPC del jefe (1) se añade a la IPC de la MMC (3) parauna IPC total de cuatro que se resta de las 5 PP de laMMG. La diferencia se resta de 6 MF proporcionado por el bono del jefe. Una vez que entran en J5, el ju-gador alemán declara Fuego Protector Final. La FP delFG (la MMG tiene que atacar con la 4-6-7) se dividea la mitad (debido a que usa Subsiguiente Primer Fuego) y duplicada debido a Fuego a Quemarropa yataca en la columna 8 FP, con un DRM +2 (+3 edificiode piedra, –1 FFNAM). Con una DR original de 7 la4-6-7 supera su NMC por FPF con la cantidad másalta posible, así que queda paralizada (Pin) y los rusostienen que pasar un PTC (un 9 en la columna de 8 FP),dejando el ataque 4 FP Residuales.

 bido a que usa Subsiguiente Primer Fuego), divididla mitad otra vez (debido a estar paralizada) y dupcada debido al Fuego a Quemarropa, y ataca en la clumna de 4 FP con un DRM –1 (–1 FFNAM). Sembargo, la suerte del alemán se acaba cuando obtieuna DR original de 10 (no es un doble) lo que signifque la 4-6-7 no supera por 3 su NMC por FPF (sienreemplazada por una unidad de segunda línea 4-4-7la ELR del alemán fuera de 2 o menos) y es girahacia su lado desmoralizado y marcada con una ficDM. Además, la MMG funcionará defectuosamentse girará hacia su lado roto. No obstante, el disparo produjo, pero no tiene efecto ya que el resultado fines un 9 en la columna 4 FP. Se coloca una ficha dFP Residual (la MMG que funcionó defec-tuosamenno deja FP Residual alguno).

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3.5 Fase Avanzada de Fuego (AFPh):Las unidades y Armas del ATACANTE que no

dispararon en la PFPh pueden disparar con lamitad de su FP; la Artillería, en su lugar, añadeun DRM +2 a TH. Un pelotón con su factor FPsubrayado puede utilizar Fuego de Asalto. Lacapacidad de usar Fuego de Asalto permite queuna unidad utilizando su propia FP durante laAFPh añada 1 FP a su ataque después de todaslas modificaciones a la propia FP del pelotón;las fracciones se redondean hacia arriba. El bono

de fuego de asalto no se aplica a ningún fuegomás allá del alcance normal de una unidad. Nilas ametralladoras medias (MMG) ni las pesadas(HMG), Morteros ni Cañones podrán disparar en la AFPh si se movieron en la MPh. NingúnArma puede disparar más de una vez en laAFPh. Un vehículo que haya movido hace usode Fuego en Marcha [Bounding] para disparar en la AFPh. Si un vehículo dispara en la MPhcomo Primer Fuego en Marcha pero mantienela ROF y no dispara ninguna otra arma, podrádisparar esa arma con múltiple ROF una vezmás en la AFPh usando los TH DRM apropiadoso a mitad de MG/IFE FP si la arma con ROFmúltiple tiene capacidad de IFE o es una MG.Si el vehículo dispara cualquier otra arma queno sea la MA durante la MPh, ya no podrá dis- parar en la AFPh.

Retire todas las fichas de Fuego de Prepara-ción y Fuego en Marcha al final de la AFPh.

3.6 Fase de Retirada (RtPh):Durante la RtPh una unidad des-

moralizada que no esté en una Meléeno puede finalizar la RtPh adyacente

o en la misma localización que una Unidad Ene-miga Conocida no desmoralizada y tampoco puede permanecer sin estar emplazada en lamisma localización de Campo Abierto en laLOS y alcance Normal de una Unidad EnemigaConocida en Buen Orden que pueda ser capaz

de interdictarla si se estuviera retirando en esehexágono (véase más adelante). Dicha unidadse coloca bajo una ficha DM. Las unidades des-moralizadas que estén DM pero no estén enMelée tendrán que retirarse (las del ATA-CANTE primero –de una en una–) durante esaRtPh o resultarán eliminadas por imposibilidadde retirada. Todas las unidades desmoralizadas,excepto SMC heridas, tienen 6 MF para su usodurante la RtPh; esta cifra no puede verse incre-mentada de ningún modo. Una unidad desmo-ralizada puede retirarse a un hexágono deCampo Abierto en la LOS y alcance Normal deuna Unidad Enemiga Conocida sin sufrir Inter-dicción (véase más adelante) sólo si lo hace uti-lizando Avance a Rastras, pero aún así no podráestar adyacente a una Unidad Enemiga Cono-cida no desmoralizada al final de la RtPh o que-dará eliminada por imposibilidad de retirada. ElAvance a Rastras es una retirada de un único he-xágono que consume la totalidad del lote MF dela unidad en retirada. Una unidad en retirada uti-lizando Avance a Rastras no puede sufrir Inter-dicción. Todas las demás normas de la retiradase aplican sin cambios a las unidades usandoAvance a Rastras.

Una unidad en retirada tiene que moversehacia el hexágono de edificio o bosques máscercano (en MF) a 6 MF de distancia. Hacién-dolo así, una unidad en retirada no puede reti-rarse hacia una unidad enemiga (incluso aunque

esté desmoralizada), mientras esté en la LOS deese enemigo, si haciéndolo así disminuye la dis-tancia en hexágonos entre la unidad en retirada

l U id d E i C id i d

gono adyacente a esa misma unidad enemiga, amenos que al hacerlo esté abandonando la loca-lización de esa unidad enemiga. En cualquier otro caso, una unidad retirándose puede hacerlohacia una unidad enemiga.

Después de llegar al hexágono de edificio o bosques legal más cercano no adyacente a unaunidad enemiga, una unidad en retirada debe de-tenerse y concluir su RtPh en ese hexágono deedificio o bosques a menos que la unidad puedeentrar inmediatamente en otro hexágono de bos-ques o edificio. Una unidad desmoralizada siem- pre podrá retirarse del edificio en el quecomenzó su RtPh. Una unidad retirándose tieneque ignorar cualquier hexágono de bosques oedificio en el que no pueda entrar debido al lí-mite de apilamiento y también puede ignorar unhexágono de bosques o edificio si ese hexágonono estuviera más alejado de una Unidad Ene-miga Conocida que su hexágono actual.

Si no pudiera alcanzar un edificio o bosque du-rante esa RtPh, una unidad desmoralizada puede

retirarse a cualquier hexágono que cumpla conlas restricciones indicadas anteriormente.

Una unidad desmoralizada sólo puede retirarsesi está debajo de una ficha DM. Un jefe ya api-lado con una unidad desmoralizada antes de quese retirara, puede optar por retirarse junto con launidad desmoralizada incluso aunque él no loesté. Si el jefe opta por hacerlo así, resultará eli-minado si la unidad desmoralizada con la queestá apilado falla un MC de interdicción. Tieneque permanecer con la unidad todo lo que durela RtPh, pero no se considera desmoralizado y puede añadir su DRM de mando al NMC de in-terdicción de aquélla.

La Interdicción se produce cuando una unidad

retirándose entra en un hexágono de CampoAbierto sin utilizar Avance a Rastras en la LOSy dentro del alcance normal de una unidad ene-miga no desmoralizada ni paralizada capaz de

 puede realizar Interdicción, ni tampoco una undad/Arma que tenga cualquier tipo de FPmitad o DRM positivo (p.e. una unidad CX, único jefe con manejando una MG, la MA de vehículo BU, un vehículo en Marcha o Cañón que tenga que cambiar su CA). Si se prduce una Interdicción, la unidad en retirada se

objeto de un NMC con todo lo que conllevUna unidad en retirada que no supere su NMde Interdicción, sufre Reducción por Bajas auque la HS restante puede continuar retirándoscontinuación. La Interdicción no afecta a otrunidades en el hexágono, y las unidades puedinterdictar incluso aunque hayan agotado todlas demás opciones de fuego durante ese turde jugador. Una unidad interdictada que sufun resultado de paralización en su NMC  podrá continuar retirándose en ese turno y si aestuviera adyacente a una Unidad Enemiga Cnocida será eliminada por imposibilidad de rerada. Una unidad desmoralizada no puede sinterdictada más de una vez por hexágono Campo Abierto en el que entre, independienmente del número de unidades enemigas q puedan reclamar una Interdicción.

Un hexágono de Campo Abierto a efectos Interdicción, es cualquier hexágono de CampAbierto en el que cualquier interdictor pudiedurante una hipotética oportunidad de PrimFuego Defensivo, aplicar el DRM –1 por FFM(excluyéndo por tanto a unidades beneficiad por TEM de emplazamiento). El DRM pFFMO resulta negado si hay un Estorbo entreunidad en retirada y el interdictor. Note quePrimer Fuego no se produce realmente duranla RtPh.

3.7 Fase de Avance (APh):

El ATACANTE puede transferir SW entre undades en Buen Orden y puede mover cualquiede sus unidades de Infantería no paralizadasen Buen Orden, a un hexágono adyacente (i

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Ejemplo de Fase de Retirada:

Es la RtPh y todas las unidades desmoralizadtienen su ficha DM y, por tanto, pueden retirarse. unidad en zM9 puede optar por permanecer estacnaria o retirarse a los bosques en N9 (y después, psiblemente, a O10 o N10); no puede retirarse a L8a M8 porque de hacerlo se acercaría a una UnidEnemiga Conocida; podría ignorar los bosques en N(que no están más alejados de O6 de lo que lo es

M9) y retirarse en su lugar a N10 o L10.La unidad en N7 tiene que retirarse; no puede pmanecer en Campo Abierto dentro del Alcance Nmal de los posibles interdictores situados en O6, Mo L7, y quedaría automáticamente DM al comiende la RtPh. Puede retirarse a O8 o puede ignorar (el cual no está más alejado de O6 de lo que lo e N7) y retirarse hacia N9 (o M9), bien usando Avana Rastras hasta N8 o sufriendo Interdicción allí de mino a N9 (o M9).

La unidad en N6 tiene que retirarse a N7. Pueutilizar Avance a Rastras de forma segura, o puesufrir Interdicción en N7 y continuar retirándoseO8. Si la 4-6-7 en M6 estuviera en su lugar en M5unidad en N6 podría retirarse a M7 pero no pod

 permanecer allí y sufriría Interdicción en su caminO8 donde tendría que detenerse.

La unidad en N5 sería eliminada por imposibilidde retirada (y lo mismo sucedería si la 4-6-7 estuvien M5 en lugar de en M6).

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una unidad del lote completo de MF, quedaráCX. Por ejemplo, un pelotón ruso acarrea unaMMG de cinco PP sólo tiene dos MF y, por tanto, quedará CX si avanza a un hexágono que, por entrar, le costara dos MF en la MPh (arbus-tos, colinas, bosques o edificio), a menos quevaya acompañado de un jefe el cual agrega dosMF y un IPC a los del pelotón, para un total decinco MF. Una unidad CX no puede avanzar aun hexágono si ello le costara todo su lote MF.Por ejemplo, a un pelotón alemán CX que poseauna HMG de cuatro PP sólo tendría dos MF de- bido a los dos PP en exceso (su IPC queda redu-cida a dos debido a estar CX) y no podríaavanzar a un hexágono de edificio, a menos quefuera acompañado por un jefe.

Para que una MMC avance dentro de un hexá-gono con un AFV enemigo, ha de pasar primeroun Pre-Chequeo de Avance/Ataque a AFV(PAATC). Ha de sacar una tirada igual o menor que su moral para avanzar al hexágono. El fallodel PAATC dejará a la unidad paralizada. Los jefes no han de pasar un PAATC y pueden mo-dificar el PAATC de las unidades apiladas conellos incluso si ellos mismos no entran al hexá-gono. Toda Infantería Inexperta y Italianos de1ªlínea han de añadir +1 a la DR. Una unidad que pase un PAATC debe entrar inmediatamente alhexágono; no puede esperar al resultado dePAATC de otra unidad antes de decidir si entraal hexágono, de todos modos, el PAATC no ne-cesita ser predesignado.

Un AFV puede cambiar para poner la Dota-ción Expuesta (CE) o puede Cerrar Escotillas(BU)

3.8 Fase de Combate Cercano (CCPh):El Combate Cercano es un tipo de ataque que

ocurre durante la CCPh entre unidades opuestassituadas en el mismo hexágono. No hay modifi-cadores por TEM para una DR por ataque CC, yno se aplican ni Armas ni PBF. Al contrario delos ataques con fuego, el CC se considera simul-táneo, a menos que se produzca una emboscada,así que ambos bandos se atacan uno a otro in-cluso aunque uno de ellos o ambos resulten eli-minados, a menos que se produzca emboscada o

uno o ambos bandos tengan vehículos presentesen el hexágono.El ATACANTE especifica el orden en el cual

los diversos hexágonos que contengan situacio-nes de CC vayan a resolverse; el CC de cada he-xágono ha de ser resuelto antes de resolver elCC de otro hexágono. Cada bando tiene que de-signar todos sus ataques en ese hexágono antesde proceder a la resolución de cualquiera deellos (el ATACANTE designa los suyos pri-mero). El DEFENSOR designa a continuacióntodos sus ataques, después de lo cual el ATA-CANTE resuelve todos los ataques que previa-mente designó. A continuación el DEFENSOR resuelve todos sus ataques –incluso los de aque-llas unidades que hayan resultado eliminadas oreducidas–. Las unidades pueden atacar a cual-quier unidad o combinación de unidades en elmismo hexágono, con el límite de que ningunaunidad puede atacar o ser atacada más de unavez por CCPh. No todas las unidades en el hexá-gono tienen por qué ser atacadas, ni tampocotodas las unidades tienen que realizar un ataque.Sólo las unidades no desmoralizadas puedenatacar, pero incluso las unidades desmoralizadas pueden defenderse, aunque sufren un DRM –2en ataques CC contra ellas.

La FP de las unidades atacantes se comparacon la FP de aquellas unidades enemigas queestán siendo atacadas, para así conseguir unacomparación de factores FP ataque-defensa de-

nominada relación [Odds]. Una vez que se hadeterminado la relación, se efectúa una DR por cada ataque. Si la DR final es inferior al númeroindicado en la Tabla de Combate Cercano(CCT) bajo la columna de probabiliadad aplica- ble, las unidades atacadas son eliminadas. UnaDR final que sea igual al número para Destruir indicado en la CCT provoca una Reducción por Bajas de una de las unidades atacadas (determi-nado de forma aleatoria). Una DR final superior al número para Destruir, no tiene efecto.

Toda SMC en CC tiene una FP de uno, tantoen defensa como en ataque. Una única SMC puede atacar en solitario, pero si lo hace tambiéntendrá que defenderse en solitario. Cualquier nú-

mero de SMC puede combinarse con MMC uotras SMC para efectuar un ataque CC sumandosus FP. Una SMC se defiende en CC como partedel grupo con el que ataca añadiendo su FP a laFP de la unidad con la que está apilada (los ju-gadores son libres de recolocar sus apilamientos previamente al comienzo de la CCPh). Un jefe puede dirigir el CC de la MMC con la que atacao se defiende (y cualesquiera otras unidades quese unan a esa MMC en un ataque CC combi-nado) aplicando su DRM por mando para modi-ficar la DR del CC, además de añadir su FP alfactor del ataque. Un jefe no puede utilizar suDRM por mando para modificar un ataque en elque participe en solitario.

Siempre que la Infantería avance a un CC enun hexágono de edificio o bosques (a menos querefuerce una Melée preexistente), puede produ-cirse una emboscada. En tal caso previamente a

conseguido emboscar a su oponente. El banque consigue emboscar en un CC tiene dereca un DRM –1 en sus ataques CC e imponer DRM +1 a los ataques CC contra él, hasta qese CC se transforme en Melée al final de CCPh. La dr de emboscada será objeto de drincluso aunque sólo una parte de la fuerza d jugador en CC tenga derecho a su uso; los drincluyen +1 por estar CX, +1 por estar parazado, +1 por tropa Inexperta y cualquier drm pmando (a menos que el jefe esté solo). El ban

que logró emboscar resuelve primero todos sataques en ese CC; sólo las unidades enemigsupervivientes podrán devolver el ataque de pués de ser emboscadas.Todos los ataques de CC en un hexágono qcontenga un vehículo han de ser declarados scuencialmente, incluso si el vehículo ni atacaes atacado. El jugador sin vehículo hace un atque primero y después el jugador con vehícu puede hacer un ataque, en adelante, se alternlos bandos hasta que todas las unidades hayatacado una vez, sean eliminadas (lo que signfica que no no tendrán oportunidad de atacarno lo han hecho ya en el momento de su elimnación), o pasen. Cuando en una localización CC haya un vehículo por bando, el ATACANT

va primero, seguido por el DEFENSOR. En hexágono con vehículo puede haber emboscadentonces el bando que embosca hace todos sataques primero.

La Infantería ataca a vehículos en CC usansu Valor de Combate Cercano (CCV). El CCde un pelotón [squad] es 5, Dotación [Crew] 4, escuadra [Half Squad] es 3, y una SMC es Si una SMC se combina con otra unidad aña1 a su CCV. Un CCV sujeto a cualquier formde Fuego de Área (p.ej. paralizado) se reduce 1 por cada razón. Si la CC DR es menor queCCV, entonces el vehículo es eliminado. Si CC DR es igual al CCV, entonces el vehículo inmobilizado. Aunque pueden hacerse ataqu

múltiples, no más de dos unidades pueden com binarse para un solo ataque CC contra un vehculo y una de esas unidades ha de ser una SMUn solo ataque CC no puede hacerse contra uvehículo y personal en la misma localizacióUn resultado original de 2 siempre tiene opcines de éxito incluso el CC DRM o un CCV pqueño lo hace imposible de otro modo. Si  probabiliad de eliminar un vehículo después añadir todos los CCV DRM es menor de 2, yatacante saca un 2, entonces el atacante lanza tercer dado. Con un 1-2 el vehículo es eliminay con un 2, el vehículo es inmobilizado. Un rsultado de 4-6 no produce efecto. Cada vez quna unidad ataca un vehículo en CC que no esConmocionado ni Aturdido y saque un 12 ori

nal, el atacante sufre reducción por bajas.Un vehículo puede atacar a Infantería en C

con su AAMG (si el vehículo esta CE), su CM(a menos que la CMG solo pueda disparar hacla VCA), una RMG, Armas de Defensa Cercany/o IFE equivalente del Armamento Principal torreta inferiora 15mm. Un vehículo puede com binar cualquier MG/IFE FP en un ataque comnado o usarlas por separado en diferentataques CC. Todos esos FP seusan para formratios de relaciones contra el CCV del defensy nunca se incrementan por ninguna causa, auque pueden reducirse a la mitad por fuego Marcha y pueden ser negados por un estado Conmoción [Shock] o Aturdimiento [Stun].

A partir de Julio de 1944, ciertos AFV alemnes son equipados con sistemas de armas de dfensa cercana ( Nahverteidigungswaffe). Est

d h t d HE l IFT i

Resumen de la Fase de Retirada

• Unidades en retirada pueden usar 6MF(SMC heridas solo tienen 3 MF).

• Tienen que retirarse si están adyacentesa unidades enemigas.

• Tienen que retirarse de su hexágono i n i -cial si una hipotética unidad retirándose através de ese hexágono pudiera sufrirInterdicción.

• Pueden retirarse si están bajo una ficha

DM.• Cuando se retiran, han de hacerlo haciael edificio o bosque más cercano sinacercarse a una Unidad EnemigaConocida. La unidad en retirada puedeignorar todo hexágono de edificio quesea parte del edificio en el que ya esté.

• Puede producirse Interdicción si se retira por Campo Abierto, en alcance normaly existe una LOS sin estorbo de unaunidad enemiga, y no se usa Avance aRastras.

• Avanzar a Rastras es una retirada de unúnico hexágono que cumple con lasdemás reglas que impiden laInterdicción.

• Las unidades que tengan que retirarse yno puedan, resultarán eliminadas.

• Si no puede alcanzar bosque/edificio enuna sola RtPh, (p.ej. está a más de 6 MF)la unidad tendrá que retirarse a terreno acubierto que cumpla con el resto derequisitos.

• Una MMC retirándose que posea unarma debe acarrear hasta 3 PP (sinexceder 3PP o 1PP para una SMC). Unarma que exceda la capacidad deacarreamiento será abandonada antes deretirar la unidad.

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CCPh (a menos que el AFV sea el que em bosca). Si es disparado, ataca a todas las uniddes de infantería en el hexágono (incluso a lamigas) con 16 FP en la IFT. No puede combnarse con ninguna otro ataque y no es necesarninguna tirada TH, si la tirada original en IFTmayor que su número de uso (no añadir +1 pestar BU) no habrá efecto. No se aplica TEMEstorbos a este ataque.

Si Infantería de ambos bandos (alguna de lcuales no esté desmoralizada) permanece en

misma localización al final de la CCPh, despude que los ataques CC iniciales hayan sido rsueltos, se considerará que están encerrados una Melée y no podrán realizar ninguna otra atividad distinta al CC (p.ej.: abandonar la loclización, realizar un fuego de ataque, interdictunidades en retirada, etc.). Coloque una ficha Melée sobre dicho apilamiento. Nuevas uniddes podrán avanzar a un hexágono con uMelée, pero quedarán encerradas en CC. Uniddes que no estén en una Melée pueden atacalas unidades en dicha Melée durante una fase fuego, pero tanto las unidades amigas como lenemigas en Melée en el hexágono tendrán qser atacadas. Retire la ficha de Melée tan proncomo no quede ninguna unidad no desmora

zada.Un vehículo nunca queda encerrado en Mel

y si esta móvil puede salir de un hexágono Melée durante su próxima MPh. Un vehículo móvil o uno que opte por permanecer en el hxágono de Melée, solo puede disparar sus arma unidades enemigas en ese hexágono. No obtante un vehículo, mantiene a todas las unidadenemigas de infantería en ese hexágono Melée mientras el vehículo permanezca en elocalización a menos que este en Marcha.

Retire todas las fichas Pin al final de la CC3.9 Ficha de Registro de Turnos:

El anterior DEFENSOR pasa ahora a ser

ATACANTE e invierte la ficha que están utizando para anotar el turno. Si ya hubiera sidoATACANTE en ese turno de juego, avanzaráficha de turno una casilla en la Ficha de Registde Turnos (Turn Record Chart). Cuando la ficde turno sea colocada sobre la casilla EN(final), el escenario habrá concluido. Si una csilla de Turno está dividida diagonalmente e im presa en rojo, ello indica que sólo el prim bando en mover tiene un turno de jugador en eturno final de juego. Los símbolos de nacionadad en una casilla de Turno, sirven para recordque pueden entrar refuerzos en ese turno  juego.

4.0 Armas yArmas de Apoyo (SW):

Una unidad puede poseer cualquier número Armas (SW/Cañones) Un Arma no puede m

18

Ejemplo de Fase de Combate Cercano:

Todos los avances (mostrados con flechas amari-llas) se han completado. Los combates próximos seresuelven en el orden elegido por el ATACANTE (ale-mán).

Cuando la 4-6-7 alemana en G6 avanza a CC conla 4-2-6 rusa en F5, puede producirse una Emboscada porque es una localización de edificio. El drm por Em- boscada de la 4-2-6 es +1 (conscripta) mientras que eldrm alemán es cero. No se produce emboscada porquela dr del ruso es un 3 y la del alemán es un 2. El ale-mán ataca con un factor 1:1, y también el ruso. ElDRM de ambos ataques es cero. La DR del alemán esun 5, lo que provoca reducción por bajas, pero no cam- bia el factor. La DR rusa igual a 9 no tiene efecto. La4-2-6 rusa es reemplazada por una 2-2-6 y la localiza-ción es marcada con una ficha de Melée.

Las alemanas 8-1, 9-1 y 4-6-7 en H5 avanzan a G5con la 4-4-7 rusa. Es posible una Emboscada con undrm alemán de –1 (modificador de uno de los jefes) yun drm ruso de cero. La dr alemana es un 6; la rusa un3, así que no existe emboscada. La 4-6-7 aporta cuatroFP y cada uno de los jefes, un FP para un factor de 6:4o 3:2. El ruso tiene que atacar a 1:2; dado que los jefesatacan con el pelotón, no pueden ser atacados inde- pendientemente. Los alemanes tienen un DRM –1(modificador de uno de los jefes) y el DRM ruso escero. La DR alemana es un 6 modificada a un 5, y eli-mina a la 4-4-7 rusa. La DR rusa es un 3 y todas las fi-chas alemanas son eliminadas también. El hexágonoqueda vacío y no se coloca ninguna ficha informativa.

Las tres 4-4-7 alemanas avanzan a la localizaciónde edificio en H4 donde hay dos 4-5-8 rusas. Ambos bandos tienen un drm de Emboscada de cero, y susrespectivas dr de Emboscada son un 3 para el alemány un 5 para el ruso, lo que implica que no se produceemboscada. El alemán tiene que declarar todos susataques primero. Cada uno de sus pelotones sólo puede atacar una vez y cada uno de los pelotones rusossólo puede ser atacado una vez. Las opciones del ale-mán son: un gran ataque de 12 a 8 (3:2); dos pelotonescontra uno ruso y un pelotón contra el otro, es decir, unataque a 2:1 y otro a 1:1; o los tres pelotones contrauno de los pelotones rusos, con un factor de 3:1, y sinatacar al otro pelotón ruso. El alemán anuncia enton-ces dos ataques: uno de 2:1 y otro de 1:1. El ruso tiene

que anunciar ahora sus ataques. Las opciones son: ungran ataque de 8 a 12 (1:2); una 4-5-8 ataca a dos 4-4-7 (1:2) y la otra 4-5-8 ataca a la tercera 4-4-7 (1:1); lasd 4 5 8 t n d 4 4 7 n n t 1 1 mi nt

no resulta atacada; ambas 4-5-8 atacan a una 4-4-7(2:1) mientras que las otras 4-4-7 no resultan atacadas.El ruso anuncia dos ataques: una 4-5-8 ataca a dos 4-4-7 (1:2) y la otra 4-5-8 ataca a la 4-4-7 restante. Todoslos ataques tienen cero DRM. El alemán lanza un 6 enel ataque 2:1, eliminando el pelotón enemigo, y un 9

en el ataque 1:1, sin efectos. Los rusos consiguen un4 en el ataque 1:2 (reducción por bajas) y un 7 en elataque 1:1, sin efectos. Se determinará aleatoriamentequé 4-4-7 sufre la reducción por bajas. Después de losataques, la localización contiene dos pelotones 4-4-7alemanes, una escuadra alemana 2-3-7 y un pelotónruso 4-5-8, que son marcados con una ficha de Melée.

En J3 la 4-6-7 alemana está en una melée desde elturno anterior, con dos rusas una 4-4-7 y otra 5-2-7, yel jefe herido 9-2 en K4 avanza para reforzar la melée. No hay posibilidad de emboscada puesto que la meléeya existía. El alemán declara un ataque 1:1 contra la 5-2-7. La 4-4-7 no será atacada. El ruso ataca 3:2 contrael pelotón y el jefe. El apilamiento alemán tiene unDRM –1 (modificador por mando reducido en uno por estar herido). El DRM del ataque ruso es cero. La DR alemana para el CC es un 7, y la DR rusa es otro 7.Ambos resultados no tienen efectos y la melée conti-núa.

La 4-6-7 alemana avanza a la localización de edi-ficio en I4 en la que está la 4-4-7 rusa. Es posible unaemboscada. Los drm son cero para ambos bandos. Ladr alemana es un 4 y la rusa es un 1, lo que implicaque el ruso embosca al alemán. Por tanto, el CombateCercano en esta localización es secuencial. El ruso de-clara y resuelve su ataque(s). El alemán declarará yresolverá sus ataques con los supervivientes. El rusodeclara un ataque 1:1. El DRM es –1 (emboscada). LaDR de 6 conlleva una reducción por Bajas y la 4-6-7es reemplazada por una 2-4-7. Los alemanes declaranahora un ataque 1:2. El DRM es +1 (por haber sidoemboscada). La DR de 5 no tiene efecto. La localiza-ción es marcada con una ficha de melée. La meléecontinuará en el siguiente turno, pero el DRM de CC provocado por la emboscada, no será de aplicación en-tonces.

La 5-4-8 alemana CX avanza a E6 donde ya estáuna 4-4-7 rusa. No hay posibilidad de emboscada. Elalemán ataca a 1:1 con un DRM +1, y el ruso ataca1:2 con un DRM –1, provocados ambos DRM por elestatus CX de la unidad alemana. La DR alemana esun 9 y la DR rusa es un 2, lo que conlleva una posiblePromoción en Combate. El ruso realiza una dr en latabla de Creación de Jefes con un drm +1 (ruso). Su dr original de 1 es modificada a un 2, creando un jeferuso 8-0. El factor CC tiene que ser recalculado. El

ataque alemán se mantiene en 1:1 (5:5), sin efectos.El ataque ruso pasa a ser 1:1, aunque la DR del CC de2 eliminaría la 5-4-8 tanto en 1:2 como en 1:1.

Puntos de Acarreo (1)

Potencia de

fuego (3)Alcance (8; ignorar 

subrayado)

dr Eliminación (6)

Cadencia de tiro (1)

dr Reparación (1

   L  a   d  o   B  u  e  n   O  r   d  e  n

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mano (6.5). Una unidad no desmoralizada puederecoger y abandonar un Arma en cualquier mo-mento de su movimiento siempre y cuandotenga suficientes MF para hacerlo, aunque nin-gún Arma podrá ser movida más de una vez por MPh. Una unidad no desmoralizada puede aban-donar un Arma sin coste en MF durante su MPho APh. Si una unidad abandona una SW/Cañónal inicio de una fase en que tenga permitido ha-cerlo y previamente a gastar MF, se asumirá queese Arma ha estado desposeída (y por consi-

guiente no movida por ninguna unidad) al iniciode esa fase. Las unidades tienen que abandonar Cañones y SW que excedan su IPC antes de pro-ceder a retirarse. Si una unidad abandona unArma o es eliminada, su Arma quedará desaten-dida en la misma localización y tendrá que ser recuperada para ser poseída. Infantería en BuenOrden puede reclamar la posesión de un Armano poseída en su hexágono al inicio de su RPh,como la única acción durante esa RPh, siemprey cuando efectúe una dr de recuperación igual oinferior a 6 (drm +1 si está CX). Un Arma no puede ser transferida durante la misma fase enque fue recuperada. Infantería moviéndose puede también realizar un intento de recupera-ción al coste de 1 MF.

El acarreo actúa por objeto acarreado contra laCapacidad de Acarreo de Infantería (IPC) de unaMMC o una SMC. Una SW puede ser arrojadaen cualquier momento durante la MPh. Ningúnobjeto puede ser acarreado más de una vez por MPh. Una MMC tiene una IPC de tres PP, y unaSMC tiene una IPC de un PP. Una unidad de In-fantería pierde un MF por cada PP que exceda suIPC, y un SMC nunca podrá acarrear más de dosPP. Una SMC en Buen Orden puede añadir suIPC a la de una MMC en Buen Orden a efectosde incrementar en uno la IPC de esta última,siempre y cuando comiencen la MPh juntas y semueven en un apilamiento.

Las SW pueden ser destruidas de forma volun-

taria por la unidad que las posee durante la PFPho DFPh, pero dicha acción cuenta como el usode una SW. Las SW también pueden resultar destruidas cuando una DR final en la IFT resultaen un KIA contra la unidad que la posee. Efectúeuna dr subsiguiente en la misma columna IFTen la que hizo el ataque por cada SW que poseíaesa unidad. Si la dr final es un KIA, esa SW re-sulta destruida; si es un K, entonces esa SW fun-ciona defectuosamente. Una SW capturada tienesu ROF rebajada en 1 y su B# o X# rebajada endos, y una SW utilizada por una MMC Inexpertatiene sus B# o X# rebajadas en uno (ambos efec-tos se acumulan a otras posibles penalizaciones).

Un pelotón puede dispara cualquier SW sincoste a su propia FP, o cualesquiera dos SW alcoste de no poder utilizar su propia FP para lafase de fuego actual y restantes en ese turno de jugador (excepto para SFF/FPF). Una HS sólo puede disparar una SW, y haciéndolo no podráutilizar su propia FP para el resto de fases defuego (excepto para SFF/FPF) en ese turno de jugador (la CCPh no se considera fase de fuego).Una SMC puede usar una SW, pero pierde todoDRM por mando que pudiera haber ejercido du-rante esa fase de fuego.

SW/Cañones no pueden ser emplazados des- poseidos.

4.1 Ametralladoras (MG):Cada MG tiene un factor com-

 puesto por dos números separados por un guión que indica su efectivi-dad; el número a la izquierda es su FP y el nú-mero a la derecha es su alcance normal medido

MG a plena FP. Si una MMC va a disparar su propia FP y una MG al mismo objetivo (almismo hexágono y a la misma unidad al mismotiempo) durante la misma fase, tienen que cons-tituir un FG; no pueden atacar de forma sepa-rada a menos que la MG retenga su ROF (o laMMC ataque con Subsiguiente Primer Fuegosin utilizar la MG).

El fuego con SW MG está limitado a un al-cance máximo de 16 hexágonos, a menos queesté dirigido por un jefe. Dichos ataques a una

distancia superior a 16 hexágonos se dividen a lamitad como Fuego de Área contra Infantería nodesmoralizada (además de los efectos propiosde disparar a larga distancia).

Una MG que no porte un B# en su ficha, tieneun B# inherente de 12. Si la DR original en laIFT de cualquier ataque que utilice una MG essuperior o igual a su B#, la MG funciona defec-tuosamente y es girada hacia ese lado despuésde realizar su ataque. Si se hace uso de múltiplesMGs en un FG se usará selección aleatoria paradeterminar que MG funciona defectuosamente.El B# de una MG utilizado con SubsiguientePrimer Fuego o Fuego Final si ya estaba mar-cada con una ficha de Primer Fuego, está redu-cido en dos, y una MG será eliminada si la IFTDR original es igual al B# original.

Una MG no vehicular (o MA MG vehicular) puede atacar a un AFV como Artillería (3.2.4)usando la tabla AP TK después de obtener unimpacto como VTT.

4.2 Lanzallamas (FT):Un FT es una SW con un alcance

normal de un hexágono y un factor deFP de 24. Un FT puede atacar a

larga distancia (dos hexágonos) con la mitad deFP. La FP de un FT nunca podrá incrementarse por PBF. La FP de un FT no se divide a la mitaddurante la AFPh pero se ve afectada por Cobar-día. Los ataques con FT son resueltos en la IFT

 pero no reciben DRM por mando ni por TEM.Los DRM aplicables por Estorbos (incluyendo por Humo) y el DRM +1 por CX se pueden apli-car. Una unidad no puede usar 2 FT, pero un pe-lotón puede realizar un ataque separado con su propio FP. Un FT no puede combinarse con nin-gún otro ataque ni puede constituir un FG. Cual-quier unidad que posea un FT tiene que deducir uno (por FT poseído) de la DR de resolución enla IFT de todo ataque realizado contra ella. Si laDR original de resolución en la IFT de cualquier ataque realizado con un FT es mayor o igual a10 (su X#), el FT es retirado del juego despuésde realizar ese ataque. MMC que no sean deelite que utilicen un FT, reducen su X# en dos.

Para que un FT ataque un AFV ha de prede-signar al AFV como objetivo antes de hacer elataque. El ataque se hace en la tabla de HE yFuego TK sin necesidad de intento para impac-tar. El Factor de Blindaje no afectan a este ata-que pero el número TK se divide a mitad por disparo a larga distancia. El número TK de FTaumenta en uno si el AFV esta CE.

4.3 Cargas de Demolición (DC):Una DC es una SW que ataca la lo-

calización objetivo en la AFPh conun factor de 30 FP en la IFT. No ob-

tendrá modificaciones a la FP debido a PBF ouso en la AFPh. El TEM del defensor se aplicaa la resolución del ataque, como también el es-tatus CX de la unidad que la emplaza. Un pelo-tón atacando con una DC puede usar su propiaFP en la AFPh. MMC no de elite utilizando unaDC, reducen su X# en dos.

hexágono desde el que la DC es emplazadigual al número de MF que tendría que gasesa unidad para entrar en la localización en eMPh. El acto de emplazar la DC se considemovimiento en la localización ocupada porunidad que hace el emplazamiento, no en la lcalización en la que está emplazada realmenla DC. Una unidad no puede emplazar una Dsi realizó Fuego Preparatorio o resultó parazada o desmoralizada previamente a compleel intento de emplazamiento. Si la unidad em

 plazadora sobrevive a todo el Primer Fuego Dfensivo, Subsiguiente Primer Fuego y FPF qse haga contra ella, entonces la DC estará oprativamente emplazada. Si la unidad emplazdora estuviera CX, el DRM +1 por estar CX aplica a la DR de resolución del ataque DC. UDC que haya sido operativamente emplazadurante la MPh, atacará en la AFPh con cuquier DR original en la IFT menor a 12 (su X10 si se usa por unidad no de elite) y es retiradel juego.

Para que un ataque con DC afecte a un AFha de ser predesignado como que será emplzada contra el AFV. Si el atacante emplazaDC en el AFV, lo atacará con la tabla HE T(TK# 16) pero solo después de una DR espec

de posicionamiento de DC. Consultar la carta  posicionamiento de DC para el resultado. La Dde posicionamiento de DC también sirve comDR de localización (casco/torreta). El encarmiento del objetivo se basa en el lado de hexgono a través del cual la DC es emplazadincluso si el AFV cambia su CA antes de la dtonación de la DC en la AFPh.

4.4 Armas Anti-Tanque Liger(LATW):Las LATW son SW Artilleras, y incluyen en el grupo el Bazoo

(BAZ), Panzerfaust (PF), PIAT, Rifle Anti-taque (ATR) y Panzerschreck (PSK). Estas Stienen que conseguir un impacto en la tabla Pa

Impactar al dorso de cada ficha si la tienen o la VTT si no. Después de conseguir un Impaclos efectos se resuelven en la IFT si el objeties Infantería o Cañón. PF, BAZ, PIAT y PSson Armas de Carga Hueca (SCW) que dispar proyectiles tipo HEAT (Munición AntitanqAltamente Explosiva), no HE. Por tanto, estArmas sólo pueden ser disparadas contra Infatería si el objetivo puede recibir los beneficiTEM de un edificio. Las SCW también puedser disparadas contra Cañones. Si se disparanun AFV el efecto del impacto de una SCW resuelve en la tabla HEAT TK. La FP del Armsu alcance, B#/X# y valores PP se indican enfrontal de la ficha. Todas las DR Para Impactde LATW resultan modificadas en la forma h bitual por TEM, etc.

4.4.1 Bazooka (BAZ)Panzerschreck (PSK):

Los Bazookas sólo estarán dispnibles a partir de noviembre de 19

(use fichas de BAZ 43). Los modelos más avazados estarán disponibles en 1944 (BAZ 44)1945 (BAZ 45). Cualquier MMC de Infanterno desmoralizada puede disparar un BAZ y uso constituye uso de una SW. Cualesquiera dSMC pueden disparar un BAZ con pleno efecsin embargo, un único jefe no puede disparar BAZ. Un BAZ será retirado de forma definitidel juego si su DR original Para Impactar

mayor o igual a su X#. Un jefe puede modificla DR Para Impactar si está dirigiendo ese aque; sin embargo, un jefe no puede modificar propio ataque Un BAZ ataca en la columna

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tabla HEAT TK (TK# 13 para un BAZ 43; 16 para un BAZ 44+).Todas las reglas de BAZ se aplican a los PSK,excepto que los PSK tienen su propia tabla TH,, ataca infantería en edificios en la columna 12de la IFT, que tiene su propia columna en latabla HEAT TK (TK# 26), y que estarán dispo-nibles desde septiembre de 1943 en adelante.

4.4.2 Panzerfaust (PF):El PF es una SW potencialmente inherente a

toda unidad de infantería alemana a partir deOctubre de 1943 en cualquier escenario con unAFV enemigo o por SSR. Los impactos contravehículos se resuelven en la tabla HEAT TK (TK# 31). Empezando en Octubre de 1943 todaunidad de infantería alemana en buen orden quetodavía pueda disparar (p.ej. un jefe, dotación, oescuadra que no haya disparado o un pelotónque 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. Sila dr final de chequeo de PF es 1-3 la unidadtiene un PF y esta en disposición de dispararlo y puede intentar un TH DR contra un vehículo oinfantería en un edificio. Si la dr final de che-

queo de PF es 4 ó más, la unidad no podrá hacer un TH DR (podría tener un PF pero nola opor-tunidad de usarlo). Si la dr original de chequeode PF es un 6, entonces la unidad no tiene PF yqueda paralizada. Poner una ficha Pin sobre launidad. Si ya está paralizada, quedará desorga-nizada. Hay un drm +1 si el PF se dispara contraotro que no sea un AFV, un +1 si la unidad estaCX, +1 si la unidad es una HS/Dotación, un +2si la unidad es una SMC, y un -1 si el escenariose desarrolla en 1945.

Una unidad no puede hacer un chequeo de PFcomo Subsiguiente Primer Fuego o FPF sin im- portar si hizo un chequeo de PF como Primer Fuego. En el caso de que un pelotón no haya dis- parado su FP inherente todavía, esta puede in-tentar disparar un segundo PF enla misma faseincluso si su primer chequeo no consiguió undisparo, pero esto constituirá el uso de dos SWy el pelotón perderá su FP inherente, el chequeode PF constituye el uso de una SW. Un disparode PF no deja Fuego Residual y solo puede afec-tar a una unidad en la localización.

El alcance del PF esta determinado por lafecha del escenario. Antes de Junio de 1944, elAlcance de PF es un hexágono. De Junio de1944 a Diciembre de 1944, el alcance son 2 he-xágonos. Al comienzo de 1945, el alcance es de3 hexágonos. El número básico TH de un PF es10 y se reduce en dos por cada hexágono al ob- jetivo. Un jefe puede aplicar su modificador de

liderazgo a un PF TH DR pero dicho uso cons-tituirá su única capacidad de dirección de fuego para esa fase. Un PF es un arma de un solo dis- paro y por tanto no esta afectado por reglas derotura. De todos modos, una tirada original PFTH de 12 (11 ó 12 para infantería inexperta) nosolo es un fallo sino que resulta en Reducción por Bajas para el t irador. Un 12 original en latabla TK o IFT es una pífia [Dud]. Un PF atacaen la columna 16 en la IFT si obtiene un impactocontra infantería en un edificio pero no deja FPResidual. Cuando un PF obtiene un impacto,solo puede afectar a una unidad en el hexágono.De todos modos, antes de cualquier SelecciónAleatoria, el tirador puede elegir señalar el ob- jetivo que será seleccionado en el caso de quedicho objetivo maneje un Cañón/SW. El númerototal de disparos de PF realizados en un escena-rio no puede exceder el número de pelotones

4.4.3 Rebufo [Backblast]:Un BAZ, PSK o PF pueden ser disparados

desde el interior de un edificio, con una o doscondiciones. Quien dispara puede elegir entreusar un DRM +2 de penalización Para Impactar 

 por protegerse del consiguiente rebufo de estetipo de Armas. Sin embargo, quien dispara puede optar porque todos los ocupantes del he-xágono de edificio sufran un ataque del rebufoen la columna 1 FP de la IFT utilizando sólo ladr de color de esa DR Para Impactar; no seaplica TEM.

4.4.4 Rifles Anti-Tanque (ATR):Un ATR es una SW que usa la tablaVTT y la tabla de AP TK para atacar vehículos. Toda unidad de infantería

no desorganizada puede usar un ATR. Un ATR tiene un alcance máximo de 12 hexágonos y nodispone de capacidad de fuego a largo alcance.Un ATR usa la IFT contra infantería como una

SW de 1 FP (que puede formar FG). Las reglasnormales de rotura y reparación se aplican a unATR. Los modificadores de liderazgo puedenaplicarse al uso de cualquier ATR. Un ATR nodeja FP Residual.

4.4.5 PIAT:Disponible por primera vez en Abrilde 1943, el PIAT tiene su propia tablaTH en el dorso de la ficha y resuelve

los impactos en vehículos en la columna PIATde la tabla HEAT TK (TK# 15). Un PIAT no puede disparar a una unidad un nivel inferior yen un hexágono adyacente. El PIAT puede ser usada por un SMC a plena potencia aunque nose aplican beneficios por liderazgo a menos que

este otro jefe dirigiendo. Un PIAT ataca en la co-lumna 8 de la IFT si obtiene un impacto contrainfantería en un edificio. Un PIAT tiene un B10en lugar de un X#, es reparado con un dr de 1-2, y eliminado con un dr de 6.

4.5 Morteros Ligeros:Los Morteros se clasifican bien comoun Cañón, bien como una SW, depen-diendo del calibre. Cualquier Mor-

tero con un calibre menor o igual a 60mm es unMortero ligero y será representado por una fichade SW de 1/2”. Como tal SW no tiene CA y puede ser disparada por cualquier pelotón/HSsin detrimento y con las modificaciones habitua-les por mando Para Impactar. Si una única SMC

dispara un Mortero ligero, perderá su ROF. In-cluso aunque un Mortero ligero sea una SW puede usar y perder Objetivo Adquirido comoun Cañón Véase 6 9 en cuanto a las reglas ge-

5. ELR yCaracterísticas de Unidades

5.1 Valor del Nivel de Experiencia (ELR):Cada fuerza en cada escenario recibe un n

mero específico de jefes y SW y de pelotonesHS de elite, Primera Línea, Segunda Línea, Nvatas o Conscriptas. Sin embargo, durante curso del juego, jefes y MMC pueden ser objede posibles reemplazos por unidades de peor clidad. Cada OB indicará una ELR para egrupo de unidades. Ese número representa máxima cantidad por la cual una unidad no demoralizada puede fallar cualquier MC (despude modificaciones) sin ser reemplazada por uunidad de inferior calidad. Si una unidad que  puede ser reemplazada por una unidad de inrior calidad falla un MC por más de su ELR, sufre penalizaciones adicionales.

Si una unidad no desmoralizada falla un M por más de su ELR, es reemplazada inme-diamente por una unidad desmoralizada del mismtamaño pero un paso inferior en calidad comindica la tabla de nacionalidad de la página 2Dotaciones y MMC con moral subrayada no sobjeto de ELR.

5.2 Distinciones Nacionales:Unidades de diferentes nacionalidades tien

capacidades diferentes. En este juego esas dtinciones se reflejan en las MMC. Cada nacionlidad principal y sus unidades y Armas srepresentadas por un color común distintivo las de otras naciones. En algunos casos, las nciones menores serán representadas con mismo color.

5.3 Promoción en Combate:Siempre que una MMC consiga una DR orignal de 2 en un intento de auto reagrupamientoen un ataque CC, puede crear un jefe. La caliddel jefe se basa en una dr en la tabla de Creacide Jefes (utilizando el Nivel Moral de la uniden el momento de la DR original de 2). Si mde un tipo de MMC realizó el ataque CC, usemejor como base de la dr.

5.4 MMC Inexpertas:Las MMC Novatas no apiladas con un jefe

Buen Orden y todas las MMC Conscriptas sfren penalizaciones por su Inexperiencia. Tien3 MF (no 4); si sufren cobardía rebajan dos clumnas (no una); su Artillería utiliza númer

rojos TH; el B# o X# de un Arma que estén ulizando es rebajado en uno; sufren un drm pemboscada de +1.5 5 E i C t d

20

Ejemplo Para Impactar de LATW:La 7-4-7 no puede disparar su BAZ 43 contra el pelotón italiano

EE8 porque la 3-4-7 no está en un edificio. En su lugar, la 7-4-7 dispel BAZ 43 a la 3-4-6 en el edificio de piedra en DD7. La tabla Para I pactar al dorso de la ficha del BAZ 43 indica que, a una distancia dese necesita una DR final de 8 o menos para impactar. El DRM Para I pactar son +3 por TEM y +1 por el Estorbo en DD8 (en trigal está temporada) para un total de +4, así que una DR original de 4 impactaa la 3-4-6. Un impacto será resuelto en la columna de 8 FP sin ningDRM. Una DR original TH de 2 resultaría en un CH, que se resolveren la columna de 16 FP con -3 de TEM. Habiendo usado una SW, la 4-7 puede utilizar ahora su FP inherente para atacar a la 3-4-7 –o bien cluso a la 3-4-6 otra vez, dado que no los Grupos de Tiro Obligatoriosse aplican a la artillería–. Si DD9 fuera una hexágono de edificio, la 4-7 habría añadido un +2 a su DR TH o sufriría el ataque del Rebufola columna de 1 FP utilizando la tirada del dado de color de la DR T para determinar el resultado.

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nuevo propietario pero con algunas penalizacio-nes. Su ROF estará reducida en uno, los núme-ros B#/X# descienden en dos, y todos losataques con Artillería capturada utilizan núme-ros TH rojos y añaden +2 a la DR Para Impac-tar.

6.0 Artillería:Toda Arma que tenga que obte-

ner un impacto sobre un objetivo

utilizando el proceso Para Impac-tar (3.2.4) antes de resolver elefecto de ese impacto en la IFT, se considera Ar-tillería (Cañones, LATW o SW). Un Cañón esun Arma en una ficha de 5/8” que, normalmente,dispara como Artillería. El calibre del Arma deArtillería (en milímetros) está indicado en laficha. Si el calibre del Arma está superrayado,el Cañón no puede disparar munición AP. Si elcalibre es subrayado, el Cañón no puede dispa-rar munición HE. Si la línea de superrayado osubrayado va acompañada por un asterisco, esetipo de munición está disponible pero en canti-dades limitadas después de una fecha concreta(6.2).

6.1 Impactos Críticos (CH):Una DR original de 2 que obtenga un impacto

 para una LATW o Cañón/MA en Tipo de Obje-tivo Área/Vehicular, es un Impacto Crítico. En laTabla de Tipo de Objetivo Infantería, cadaCañón/MA/LATW tiene una posibilidad de Im- pacto Crítico indicada entre paréntesis junto alnúmero Para Impactar (en rojo para números THrojos). La DR Final tiene que ser menor o igualque dicho número a efectos de conseguir un Im- pacto Crítico. Un Impacto Crítico contra un ob- jetivo de Infantería se resuelve en la IFT con laFP de HE estándar del Arma atacante al doble(sin reducción previa a la mitad por Tipo de Ob-

 jetivo Área). Además, todos los TEM positivosa los que tendría derecho el objetivo a efectosTH o IFT, se aplicarán a la inversa como DRMnegativos a la DR en la IFT. Además, las Ráfa-gas Aéreas y FFMO/FFNAM todavía se aplica-rán como DRM negativos (si es que han deaplicarse) a los efectos del CH. Un Impacto Crí-tico automáticamente destruye el Cañón y a laInfantería que lo maneja. Un CH en Tipo de Ob- jetivo Vehicular dobla el número TK de esaarma. Un CH en Tipo de Objetivo Área se re-suelve doblando el FP del arma en la IFT. ElTEM no se aplica. Sea cual sea el número de ob- jetivos en una localización impactada por un Im- pacto Crítico, las disposiciones especiales de un

Impacto Crítico se aplican sólo a un objetivo de-terminado aleatoriamente.

6.2 Números de Agotamiento y MuniciónEspecial:

Los Cañones/MA tienen munición AP (ex-cepto morteros) y HE a menos que uno de estostipos de munición este listado en el dorso de laficha. Si dicha munición ilimitada esta disponi- ble, se asume que los ataques ITT usan HE y losataques VTT usan AP a menos que se anuncieotra cosa antes del ataque. Algunas Armas tienenla posibilidad de usar Munición Especial, lo cualfigura indicado al dorso de la ficha mediante unsímbolo de Munición Especial seguido de un

 Número de Agotamiento. Si el Número de Ago-tamiento tiene una fecha como superíndice(p.ej.: 4 = 1944, J4+E = junio de 1944 en Eu-ropa) entonces dicha posibilidad dependerá de

al Número de Agotamiento, el Cañón/MA tieneesa Munición Especial, la utilizará para resolver el probable impacto conseguido con esa DR, y podrá volver a intentar utilizarla nuevamentecuando vuelva a disparar. Si la DR original THes igual al Número de Agotamiento, el Arma

dispone de esa Munición Especial pero sólo paraese disparo, la utilizará para resolver el probableimpacto conseguido con esa DR, pero no podrávolver a intentar utilizar esa Munición Especialotra vez. Si la DR TH es superior al Número deAgotamiento, el Arma nunca tuvo ese tipo deMunición Especial y no ha disparado. Sin em- bargo, si la DR TH resulta en malfunciona-miento del Arma (o Munición limitada 7.21),dicha Arma habrá disparado y malfuncionado (o bajo munición limitada) y se habrá quedado sinesa Munición Especial. Anote el agotamiento enuna hoja aparte.

AP: (Munición Perforante): Si se dispara a unobjetivo de Infantería, la artillería menos de37mm disparando AP utilizan la columnade 1FP en la IFT. Artillería de 37mm o másque disparen AP utilizarán la columna de2FP; la munición AP no deja ninguna FPResidual.

APCR(A)/APDS(D): (Munición Perforante deBlindaje de Composición Rígida/Perfo-rante de blindaje de Carcasa Desprendible)Si esta disponible esta listada en el dorsode la ficha como “A” o “D” respectiva-mente y siempre usa la columna 1 FP en laIFT contra Infantería.

HE: (Munición Explosiva): munición estándar 

contra-personal.HEAT: (Munición Antitanque Altamente Ex-

 plosiva): sólo puede utilizarse HEAT contrainfantería en edificios o contra Cañones yvehículos. Tienen su propia tabla para Des-truir y atacan en la columna de la IFT infe-rior en uno a la HE normal. LATW indicansu FP en la ficha. Si esta disponible paraotro que no sea SCW, esta listado en eldorso de la ficha como “H”.

s: (Humo): el Humo de Artillería (1.2.5) en unaficha de 5/8” se coloca al inicio de la PFPho DFPh consiguiendo un impacto en Tipode Objetivo Área. Si se hace en la PFPh,

coloque una ficha de Humo +3; si se haceen la DFPh, coloque una ficha de HumoDisperso +2. Una vez que el disparador haya disparado cualquier otra cosa que no

WP (Fósforo Blanco): El WP sólo puede sdisparado en Tipo de Objetivo Área y inicio de la PFPh o de la DFPh o como Pmer Fuego defensivo.

Una unidad impactada con WP tiene q pasar un NMC, con el TEM restado de

DR del NMC; las Ráfagas Aéreas de Motero provocadas por WP añaden un +1 aDR. Un CH con WP añade el TEM positia la DR: Trate el WP como Humo de Arllería, excepto en que el WP normal es uficha +2 y el WP Disperso es una ficha +

6.3 Emplazamiento:

Todo Cañón que no se haya movido duranteescenario, está emplazado a menos que hasido colocado inicialmente en una carretera pvimentada. Si está emplazado, un Cañón y la dtación que lo maneja reciben un TEM pEmplazamiento +2. Este TEM por Emplaz

miento no puede ser usado en conjunción cningún otro TEM o DRM por el Escudo dCañón (6.6) (el propietario puede optar por uu otro, pero no ambos) ni podrá ser utilizadoel Cañón está siendo manejado por una unidque no sea una dotación. El Modificador DR una Rafaga Aerea se aplica acumulativamencon el TEM por emplazamiento. Si un Cañónmovido, perderá su estatus emplazado.

6.4 Colocación Inicial Escondida (HIP):

Un Cañón emplazado y su dotación siemp podrán ser colocados inicialmente utilizanColocación Inicial Escondida (HIP) a menque lo hagan en una carretera pavimentada.

 propietario del Cañón anotará la localización dCañón y el CA durante la colocación inicial. Cañón y la ficha de dotación se colocan la ladel tablero, hasta que el Cañón pierda su condción HIP. Un Cañón HIP en Campo Abierto o una carretera no pavimentada, pierde su condción HIP cuando una unidad enemiga en BuOrden esté a menos de 16 hexágonos y tenuna LOS hasta el Cañón.

Un Cañón que dispara, cambia su CA o intenmoverse o cuya dotación se mueva, perderá condición HIP. Además, si una unidad de infatería enemiga intenta entrar en un hexágono qcontenta un Cañón HIP, la unidad enemiga tedrá que volver a su hexágono previo, su mov

miento concluirá y el Cañón perderá condición HIP. Un cañón también perderá condición HIP si un AFV enemigo entra en h á U C ñó i d di i

2

Ejemplo de Impacto Crítico:El 105mm norteamericano en wR6 dispara a los dos pelotones alem

nes en wS8 usando Tipo de Objetivo Infantería. Dado que estamos 1943, se aplicarían números rojos Para Impactar a un cañón norteamecano, pero a una distancia de 2 en Tipo de Objetivo Infantería sólo haynúmero negro 9 Para Impactar. Los DRM +3 por el TEM del Edificio Piedra y el de la ficha de Objetivo Adquirido -2 se aplican. El norteamricano saca un 3 y añade los modificadores para una DR final TH deigual al 4 entre paréntesis después del número 9 Para Impactar, obtenienun Impacto Crítico (CH). Una de las 4-6-7 es elegida aleatoriamente p

recibir el CH, mientras que el otro pelotón sufrirá el ataque normal 105mm. El americano obtiene una única tirada para efectos en la IFTcuanto a los dos pelotones. El impacto normal usa la columna de 20FP DRM; el CH usa la columna 36 FP (el doble de 20) con un DRM -3 (TEinverso). Si la distancia hubiera sido de 7, el número rojo Para Impacse aplicaría. El norteamericano necesitaría una DR final Para Impactar6 para impactar a una distancia de 7 y necesitaría una DR final de 2 pun CH.

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Un ataque contra un Cañón HIP se resuelvecomo Fuego de Área con la mitad de FP en laIFT o por Artillería, añadiendo un DRM +2.Cualquier TEM o beneficio por Escudo deCañón se aplican. Si el ataque resulta efectivo, elCañón perderá su condición HIP y el ataque seráresuelto.6.5 Movimiento de Cañones:

Un Cañón QSU (1.2.6) puede ser movido amano durante el juego y desplazado a una nuevalocalización. Cada Cañón tiene un número de

movimiento a mano en la esquina superior dere-cha que comienza con una “M”. Para moverlo auna nueva localización en la MPh, el propietariotienen que sacar menos o igual que el númerode movimiento a mano, modificado por losDRM apropiados que se encuentran en la plan-tilla de ayuda al jugador. El coste en MF demover a mano un Cañón es el doble del costenormal para el tipo de terreno al que se entra.Una unidad moviendo un Cañón a mano no puede utilizar Movimiento de Asalto ni acarrear ningún PP. Puede utilizarse Paso Ligero pero noel bono por carretera. Si la DR final de movi-miento a mano es menor que el número de mo-vimiento a mano, el Cañón ha sido movido conéxito a la nueva localización y si la unidad(es)tienen suficientes MF restantes, podrán conti-nuar intentado mover a mano el Cañón a otrohexágono. Si la DR final de movimiento a manoes igual al número de movimiento a mano, elCañón y quienes lo empujan podrán entrar alnuevo hexágono pero no podrán moverse másen ese turno. Si la DR final de movimiento amano es superior al número de movimiento amano, ni el Cañón ni quienes lo empujan podránmoverse durante ese turno. Un Cañón no puedeser movido en la APh ni tampoco lo podrá hacer ninguna unidad que haya intentado mover unCañón durante ese turno. Un Cañón o unidadque intente moverse mediante el movimiento amano no podrá disparar en la AFPh. Mover a

mano un Cañón, es un Movimiento Peligroso ytoda unidad involucrada en mover a mano unCañón recibirá un DRM -2 para cualquier ata-que de fuego dirigido contra ella durante eseTurno de Jugador, sea cual sea la fase de fuego,hasta que quede paralizada. Ni FFMO niFFNAM se aplican al Movimiento Peligroso.Los Cañones no-QSU (es decir, Cañones quetienen que ser sacados de su armón (unlimbered) para poder disparar; 1.2.6) no pueden moversedurante el curso de un escenario ASLSK.

6.6 Escudo del Cañón:Todos los Cañones AT e INF tienen un escudo

 para ayudar a proteger a sus dotaciones. Los es-cudos protegen a la dotación en Buen Orden que

los manejan (sólo) de la mayoría de los ataquesque se originan dentro del Arco Cubierto delCañón. Infantería moviendo a mano un Cañónno obtendrá el beneficio protector del escudo.La dotación protegida por un escudo, podránañadir un +2 a la DR en la IFT (+1 contra fuegode Mortero; 0 contra FT). El DRM del escudonunca será acumulable con ningún otro TEM (nisiquiera con el de Emplazamiento) pero puedenmodificar una DR en la IFT después de que elTEM incluyendo emplazamiento haya sido uti-lizado para modificar la DR Para Impactar. ElDRM del escudo nunca se aplica a un ImpactoDirecto (6.7).6.7 Cañones como Objetivos:

El color del número M# (6.5) indica el tamañocomo objetivo del Cañón. Si el número M# esimpreso sobre un círculo con el fondo blanco, elCañón es un objetivo pequeño Si está pintado

obtiene un impacto (distinto de un CH) sobre unCañón a través del proceso Para Impactar, el dis- parador tirará los dados en la IFT para determi-nar el efecto sobre el Cañón y la dotación. Si laDR final (previamente a aplicar ningún DRM por escudo) resulta en un KIA, el Cañón resultadestruido junto con la Infantería que lo maneja.Si es un K, implicará que el Cañón malfuncionay que la Infantería que lo maneja sufre Reduc-ción por Bajas. Estos resultados son considera-dos Impactos Directos. Si la DR en la IFT noresulta en un Impacto Directo, entonces el resul-tado es considerado un Fallo Cercano y cual-quier TEM por escudo aplicable se sumará a lamisma DR para determinar el efecto sobre la In-fantería que maneja el Cañón.6.8 Equivalencia a Potencia de Fuego deInfantería (IFE):

Cualquier número que aparezca entre parénte-sis junto al calibre de un Cañón/Vehículo indi-can la IFE de ese Cañón. No todos los Cañonestienen esa opción. La IFE se utiliza directamente

en la IFT sin utilizar el proceso Para Impactar,como si el Cañón fuera una MG, aunque todavíasería aplicable del modificador de DR por cam- bio de CA si es necesario. Un Cañón que utilizasu IFE tiene su ROF reducida en uno y no podráformar un FG con otras unidades, ni utilizar,ganar o retener ninguna forma de Adquisiciónde Objetivo. La IFE tiene un alcance normal de16 hexágonos, no se considera Artillería y no su-frirá los efectos de la Cobardía. Al igual que unaMG, un Cañón/MA usando su IFE podrá reali-zar Subsiguiente Primer Fuego y Fuego Protec-tor Final en la MPh, y si estuviera ya marcadocon una ficha de Primer Fuego en la DFPh, podrá disparar a una unidad adyacente a la mitadde potencia y con su número B# reducido en 2

y sufrirá eliminación permanente con una DR original de 12 en la IFT.

6.9 Morteros:

SW (fichas de (1/2”). Los Morteros con un ca bre superior a 60mm, son Cañones. Los morros no pueden disparar desde un hexágono edificio. Los Morteros utilizan siempre Tipo Objetivo Área, pero no pierden la ROF al hcerlo. Los Morteros no pueden disparar a obj

tivos más cercanos que su alcance mínimo más lejos que su alcance máximo. Dichos alcaces figuran indicados entre paréntesis debajo dnúmero que indica la ROF. Toda DR original 2 que suponga un impacto para un Mortero, un CH (6.1).

6.10 Adquisición de Objetivo:Cuando un Cañón/MA realiza u

DR Para Impactar utilizando Tipo Objetivo Infantería o Tipo de Obj

tivo Vehicular puede colocar una ficha de Objtivo Adquirido -1 de 1/2” sobre su objetivo girar una ficha -1 hacia su lado -2). Esta ficde Objetivo Adquirido se aplica como DRMTH para disparos subsiguientes realizados p

esa pieza Artillera. Un mismo objetivo puede sadquirido por más de un Arma pero nunca pmás de -2. El objetivo permanece adquirihasta que la pieza Artillera o la Infantería quemaneja abandone su actual localización, cambel CA sin disparar, ataque a un objetivo distinmalfuncione, dispare Humo, o utilice su IFEhasta que la Infantería que la maneja resulte eminada, no esté en Buen Orden, ya no posea pieza Artillera, dispare su FP inherente, o utiliInterdicción, o un AFV dispare su CMG aun hxágono diferente o hasta que el objetivo abadone la LOS después de haber entrado en nuevo hexágono. Sin embargo, en este últimcaso, el último hexágono en que estuvo el objtivo previamente a abandonar la LOS, retend

la adquisición. Si otra unidad enemiga entra ese hexágono, entonces recibirá la adquisicióCambie la ficha de Objetivo Adquirido de 1/por una ficha de 5/8” si el Cañón dispara lue

22

Ejemplo de Emplazamiento y Movimiento a Mano:El Cañón AT de 57mm en xD6 manejado por la dotación 2-2-7 co-

menzó el escenario emplazado y HIP; no podría haber sido emplazado niestar HIP de estar manejada por otra unidad que no fuera una dotación.Dado que está en un hexágono de Campo Abierto/carretera no pavimen-tada, pierde su HIP tan pronto como una unidad enemiga en Buen Ordena 16 hexágonos tenga LOS hasta él. Al estar emplazado recibe un TEM +2contra todos los ataques. Por tanto, todo disparo de artillería añadiría un+2 a la DR TH. Si fuera impactado por artillería, una DR original en la IFTque resulte en un KIA eliminaría a la dotación y al Cañón (o si fuera unK, eliminaría a la dotación y haría que malfuncionara el Cañón). Si la DR 

en la IFT original no fuera un KIA/K original, y el impacto se produjeraa través del CA del cañón, la dotación añadiría el modificador +2 por elEscudo (disponible en los Cañones AT) a la DR en la IFT.

El jugador norteamericano quiere mover el Cañón, la dotación y el jefe 8-1 a D5, así que en lugar de disparar en la PFPh intenta mover amano el Cañón en la MPh (perdiendo su HIP si no lo ha hecho ya); sitiene éxito, le costará 4 MF (el doble del coste normal). El número paramover a mano es 10, como se indica en la ficha. Los DRM aplicables (in-dicados en la QRDC) son +1 por TEM, +4 por el coste en MF y -1 por el jefe, para un total de +4. Si el norteamericano saca un 5 o menos, elCañón, la dotación y el jefe se mueven a D5, y pueden intentar mover amano el Cañón otra vez este turno. Si saca un 6 (para una DR final de 10), moverá el Cañón y las unidades a y se detendrá. En ambos casos, el norteamericano podrá cambiar el CA del Cañón. Si saca un 7 o más, no podmover este turno ni cambiar su CA. Habiendo sacado menos de 6, se mueve a D5 y puede intentar mover a mael Cañón otra vez a D4 con un coste de 2 MF más. Todavía necesitará una DR final menor de 10 para llegar a pero los DRM son +2 por MF y -1 por el jefe para un total de +1. Si en lugar de haberse movido originalmea D5 quisiera moverse a C6, le costaría 2MF e incurriría en DRM de +2 por MF, +1 por TEM, -1 por el jefe-2 por cruzar un lado de hexágono de carretera, para un total de 0. Si un pelotón poseyera el Cañón en lugarla dotación, habría un DRM adicional de -1. Si un pelotón extra fuera parte del apilamiento que intenta movel Cañón, tendrían un DRM -2 adicional. En todos los casos, cualquier ataque contra el apilamiento que muea mano el Cañón recibiría el DRM -2 por Movimiento Peligroso y no recibiría el DRM del Escudo. En todos casos, ninguna de las unidades que mueven el Cañón podría disparar en la AFPh ni avanzar en la APh.

Habiéndose movido, el Cañón ya no estará emplazado en adelante. Todos los ataques con el Armamento Psonal, MG o DC a través del CA recibirán el DRM +2 por el Escudo del que disponen los Cañones AT, comtambién toda DR en la IFT después de un impacto de artillería a través del CA que no haya resultado en KIA/K original.

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tirador podrá retener una ficha de 1/2” sobre unode los Objetivos Adquiridos previamente, a suelección. Si un Objetivo Adquirido aparente-mente abandona la LOS del Cañón/MA, se podrá realizar un chequeo de LOS gratuito. Siel chequeo de la LOS revela que no hay LOShasta ese hexágono, la ficha de Adquisición deObjetivo de 1/2” será devuelta al último hexá-gono al que el Cañón/MA tuvo LOS.

6.11 Adquisición de Área:Una Adquisición ganada mien-

tras se utiliza Tipo de ObjetivoÁrea, es marcada con una ficha deObjetivo Adquirido de 5/8”. Todas

las reglas de la adquisición de 1/2” son aplica- bles, excepto que la adquisición se consiguesobre un hexágono en lugar de sobre un obje-tivo. Una adquisición de 5/8” no puede “perse-guir” a un objetivo; el disparador tendría quevolver a adquirir el objetivo en el nuevo hexá-gono al que se mueva. Los Morteros siempreutilizan Adquisición de Área. El Humo puede beneficiarse de una Adquisición de Área si sedispara dicha munición a un hexágono que yahaya sido adquirido, pero los disparos de Humono ganan adquisición y una vez que se realizan

se pierde cualquier adquisición que pudierahaber tenido el Cañón. Cambie la ficha de Ob- jetivo Adquirido de 5/8” por una ficha de 1/2” siel Cañón/MA dispara luego a un hexágono uti-lizando Tipo de Objetivo Infantería o Tipo deObjetivo Vehicular.

6.12 Rotura de Artillería:Un Cañón o Mortero SW que no tengan un nú-

mero B# en su ficha, tienen un B# inherente de12. Si la DR original Para Impactar es superior o igual a su B#, ese Cañón/SW malfunciona. UnCañón disparado por un pelotón o una HS tienensu B# reducido en 2, como también un Cañóncapturado o un Cañón que utilice Fuego Inten-sivo (o IFE si ya estuviera marcado como Pri-

mer Fuego) mientras que un Arma disparada por una MMC Inexperta tendrá su B# reducido en1. En cualquier caso, una DR original Para Im- pactar (o en la IFT) igual a su B# original pro-vocará la eliminación permanente. Si un CañónQSU o un Mortero SW malfuncionan, gire laficha hacia su dorso; coloque una ficha de Mal-funcionamiento (Malfunction) si se trata de unCañón que no está en su armón. Los Cañones yMorteros SW se reparan con una dr de “1” yambas resultan definitivamente eliminadas conuna dr de “6”.

Aunque toda la sección 7 es nueva, no ha sidosombreada.

7.0 Vehículos:Los vehículos son representados por fichas de

5/8” con un dibujo cenital de un vehículo. LosVehículos Acorazados de Combate (AFV) tie-nen Factores de Blindaje (AF) y se incluyen dostipos de AFV; Completamente con cadenas yCoches Blindados. La forma del símbolo blancodetrás del lote de Puntos de Movimientos (MP)en la esquina superior derecha de la ficha iden-tifica el tipo de vehículo y su tipo de movi-miento. Un fondo blanco circular detrás del loteMP identifica un Coche Blindado (AC) mientras

que un ovalo blanco detrás del lote de MP iden-tifica un vehículo completamente con cadenas.Cualquier número MP impreso en rojo significaque el vehículo es propenso a fallos mecánicos

7.1 Factor de Blindaje (AF):

Cada AFV tiene listados dos factores de Blin-daje (AF); uno sobre el otro. El AF superior es para el encaramiento frontal del Vehículo mien-tras que el AF inferior es para el encaramiento

Lateral/Trasero del Vehículo. Señalar que 0 seconsidera un Factor de Blindaje. Cada AF lis-tado también representa el factor de blindajetanto del casco como de la torreta. El AF decasco/torreta solo es diferente si el encaramientoesta encasillado por un circulo o un cuadrado,lo cual reduce o incrementa el AF de la torretacon relación con el AF del casco. Un circulo re- presenta inferior blindaje de la torreta en el en-caramiento y por tanto el AF de la torreta sereduce al siguiente valor menor de AF. Un cua-drado representa superior Blindaje de torreta enel encaramiento y por tanto el AF para la torretase incrementa al siguiente valor mayor de AF.Los valores de Blindaje son los siguientes: 0, 1,

2, 3, 4, 6, 8, 11, 14, 18, y 26.7.2 Armamento Principal y Tipos de Torreta:

Cada vehículo armado tiene un arma inherentecomo armamento principal (MA). El MA apa-rece como un número grande en la esquina infe-rior izquierda representando el calibre de la MAy longitud de ánima. El MA puede estar mon-tado en la torreta o en el casco. Todo vehículocon un círculo fino blanco rodeando el dibujodel vehículo tiene una MA de Torreta de GiroRápido (T). Todo vehículo con un cuadrado fino blanco rodeando el dibujo del vehículo tiene unaMA de Torreta de Giro Lento (ST). Todo vehí-culo con un círculo grueso blanco rodeando el

dibujo del vehículo tiene una MA de Giro LentoRestringido (RST). Un MA RST AFV esta con-siderado un MA ST AFV para TH DRM exceptoen que no puede disparar su MA/CMG mientrasel AFV tenga su Dotación Expuesta (CE). Final-mente, cualquier vehículo sin ese circulo o cua-drado en la ficha se considera Sin torreta (NT) y por tanto su MA esta montado en el casco. UnMA sin B# escrito tiene un B# inherente de 12;la rotura y reparación de MA es como la de uncañón (6.12) excepto en que la MA se marca conuna ficha “Malfunctioned” y con una ficha de“Disabled” (Permanentemente estropeado) enlugar de seguir eliminado si en el intento de re- paración se saca un 6. MA y MG de vehículo no

 pueden ser reparados cuando esta Conmocio-nado [shocked] o en Destrucción no confirmada[UK].

de 12 y sufre Munición limitada con cualquotro TH DR mayor o igual a la B# rodeada. Uresultado de Munición Limitada incluye a todlos tipos de munición que el vehículo pueusar. Un vehículo sufriendo Munición Limita

es marcado con una ficha de Munición Limita[Low Ammo], lo que crea un nuevo B# umenos que el rodeado B# original y causa queMA este permanentemente deshabilitada con TH DR mayor o igual al B# original rodeado

7.3 Tamaño de Vehículo como Objetivo.

Todos los vehículos están marcados por ude los cinco posibles tamaños de objetivo qsirven como TH DRM para ese vehículo. UObjetivo Muy Grande (-2 TH) tiene ambos Asuperior e inferior impresos en rojo. Un Objtivo Grande (-1 TH) tiene su AF superior im preso en rojo. Un Objetivo Mediano (0 DRMtiene ambos AF impresos en negro. Un ObjetiPequeño (+1 TH) tiene su AF superior impresobre un punto blanco. Un Objetivo Muy Pqueño (+2 TH) tiene ambos AF impresos sob puntos blancos.

7.4 AFV como Protección y Resto [wreck]:

Toda la infantería en la misma localización qun resto/AFV amigo recibe un +1 TEM a menque el resto/AFV movió/este moviendo enMPh del presente turno de jugador. En este caun +1 TEM DRM se aplicará después de AFPh del presente turno de jugador. Este TEsolo es aplicable si la unidad no puede reclamningún otro TEM, pero es acumulativo cDRM aplicable al tirador por Humo o EstorbLa infantería no resulta afectada por la elimin

ción de un vehículo en su hexágono.Un resto se crea cuando un vehículo es elim

nado. Esto se hace girando la ficha de vehícua su lado blanco. Cada AFV/resto incrementacoste para entrar en ese hexágono para otros vhículos en 2MP si entran vía un lado de hexgono de carretera o 1 MP en otro caso; est penalizaciones se duplican en bosque. Los restno contribuyen para sobreapilamiento.

7.4.1 Estorbo a la LOS por AFV/Resto:

Hay un DRM +1 por estorbo a la LOS mismo nivel por disparar a través (no hastadesde) un hexágono que contenga al menos resto/AFV pero este no se aplica hasta despu

de la AFPh si el AFV/resto mueve/movió drante la MPh del presente turno de jugador. estorbo no se aplica si el hexágono

/ d i b l i

2

La sección de Vehículos (7.) emplea muchas abreviaturas que están definidas en el glosario en l páginas 5-7. Para facilitar las referencias esta tabla incluye algunas de las abreviaturas más

comunes en la sección 7.

AAMG: Ametralladora Anti-AereaAF: Factor de BlindajeAFV: Vehículo Acorazado de CombateB#: Número de roturaBMG: Ametralladora del CascoBU: Escotillas CerradasCE: Dotación Expuesta.

CMG: Ametralladora CoaxialDR: Tirada de dadosDRM: Modificador de Tirada de DadosFT: LanzallamasHE: Alto ExplosivoIFT: Tabla de Fuego de InfanteríaITT: Tipo de Objetivo InfanteríaLATW: Arma Ligera Anti-Tanque

LOS: Línea de TiroMA: Armamento PrincipalMG: AmetralladoraMP: Puntos de MovimientoNT: Arma sin TorretaTipos de Torreta:

T: Torreta de Giro Rápido

ST: Torreta de Giro LentoRST: Giro Lento RestringidoTEM: Modificadores por Efectos del TerrenTH: Para Impactar [To Hit]TK: Para Destruir [To Kill]TCA: Arco Cubierto de la TorretaVCA: Arco Cubierto del VehículoVTT: Tipo de Objetivo Vehicular 

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7.5 Lanzadores de Humo de vehículos

Descargadores de Humo (sD), Morteros deHumo (sM), Botes de humo (sP), y el Nahvertei-digungswaffe (sN) son todo lanzadores de humode vehículos. Un AFV esta equipado con dichosdispensadores de humo si contiene en el dorsode la ficha la abreviatura apropiada y un númerode uso. Un AFV puede intentar lanzar humo unavez por turno de jugador en la MPh pero solo sila tripulación no esta aturdida [stunned] o con-mocionada [shocked] y el AFV no ha disparado

todavía ninguna arma (incluyendo fuego enmarcha o Primer Fuego Defensivo) durante eseTurno de Jugador. Usar un lanzador de Humocuesta 1 MP durante una MPh propia del AFV pero no hay gasto de MP por un intento de usosin éxito. Durante un MPh del oponente puedehacerse un intento de uso de un lanzador dehumo siguiendo cada gasto de MP/MF por unaunidad enemiga en la LOS del vehículo como siestuviera interviniendo como Primer Fuego De-fensivo. El uso de Lanzadores de Humo noconstituye el uso de un Arma; por tanto, un ve-hículo puede disparar todavía después de usar un lanzador de Humo. Incluso un vehículo in-móvil puede intentar lanzar humo.

Cuando un jugador desea intentar lanzar humohace un DR. Si la DR Final es menor o igual asu número de uso, se pone una ficha de humosegún el tipo de lanzador de humo. Si el DR final es mayor que el número de uso, no ha sidoexitoso pero el jugador es libre de intentarlo denuevo en otro turno de jugador. Un AFV debeañadir +1 a su DR de uso si esta BU.

Los Descargadores de Humo (sD)  ponenhumo disperso (+2, ficha de 5/8”) en el he-xágono del AFV cuando tiene éxito.

Los Mortero de Humo (sM) ponen humo dis- perso (+2, ficha de 5/8”) en cualquier he-xágono a la elección del lanzador que estea una distancia de 1-3 hexágonos del AFVdentro de su LOS y TCA. Si el AFV cambiasu TCA para disparar un sM, se aplicará unDRM al número de uso como si estuvieradisparando. Un vehículo en Marcha/No pa-rado debe añadir +2 a su DR de uso de sM.Los DRM por estorbos entre el AFV y suhexágono objetivo también se aplican a su

DR de uso. Un AFV no puede disparar unsM desde dentro de un edificio.

Los Botes de Humo (sP) ponen humo disperso(+2, ficha de 5/8”) en el hexágono del AFVcuando son disparados con éxito. La Dota-ción ha de estar CE para usar sP.

El Nahverteidigungswaffe (sN) ponen humdisperso (+2, ficha de 5/8”) en el hexágodel AFV. La tripulación debe estar BU pausar el sN. El sN también puede ser usadurante la CCPh como un ataque contunidades enemigas, pero sin colocar hum

7.6 Empantanamiento [Bog] y Presión Suelo:

El empantanamiento ocurre cuando un vehculo falla un DR de chequeo de empantamienUn vehículo debe hacer un Chequeo de empatanamiento cuando entra en bosque o un edificy no lo hace durante el emplazamiento iniciEl efecto del empantanamiento tiene lugar enhexágono en el que se entra. Un vehículo em pantanado no puede salir de su hexágono o cam biar su VCA hasta que se libere, pero puecambiar su TCA si puede hacerlo en cualquiotro caso.

24

Ejemplo de Movimiento de vehículos y

uso de Lanzadores de Humo:

Es Junio de 1943 y el PzKpfw IIIN en vC6empieza su MPh gastando 1 MP para arran-car. Entonces gasta 1 MP (2) para entrar enC5, 1 MP (3) para cambiar su VCA y TCA aD4/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 noafecta a posibles intentos futuros) y lanzahumo con éxito (al estar CE, no se aplicaDRM), 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 hubieragastado el MP. Entonces Cierra Escotillas,quitando la ficha CE, y gasta 5 MP (11.5) para entrar a G5 – 1 MP por entrar a campoabierto y 4 MP por cruzar un línea de crestahacia terreno más alto – mientras cambia suTCA a F4/G4, colocando una ficha de BUTCA. Entonces gasta 1 MP (12.5) para parar,

con lo que le queda un y medio MP que seconsidera que también gasta.

Ejemplo de Empantanamiento [Bog]:

Al principio de su MPh, el T-34/85 entra a vT7a un coste de 8 MP – la mitad de su MP – yhace un chequeo de empantanamiento con un+4 DRM: +1 por Presión Normal al Suelo y+3 por entrar en bosque gastando la mitad de

inmediatamente, su MPh ha terminado, y unaficha de empantanamiento se coloca sobre élEn su próxima MPh el ruso declara un intentode quitar empantanamiento. No se aplicDRM, pero cuando saca un 5 en el dado decolor, el T-34/85 se queda Mired. En su siguiente Mph, él lo intenta de nuevo, esta vezcon un drm +1 en el dado de color debido estar Mired. Saca un 3 con el dado de colorque se convierte en un 4 – desenpantanando eT-34/85 – y un 6 en el dado blanco. Multiplicando los dos dados juntos se obtiene el costde MP para arrancar – 18 MP – más de lo qutiene el T-34/85. La ficha de empantanamientose quita, y el tanque se queda en Marcha envT7. Si el T-34/85 hubiera sacado un 3 en edado blanco en su segundo intento de desem pantanarse, le hubiera costado solo 9 MParrancar (3 veces 3), y el tanque hubiera podido gastar para mover sus 7 MP restantes. S para empezar hubiera usado todos sus MP parentrar vT7, el único DRM aplicable al chequeode empantanamiento hubiera sido +1 por l

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Si la DR final del chequeo de empantana-miento es mayor o igual a 12, el vehículo se em- pantana, se marca con una ficha deempantanamiento [bog], y se para, y tiene queterminar su MPh inmediatamente. El chequeode empantanamiento esta sujeto a los DRM quese encuentran en la QRDC incluyendo Presiónal Suedlo. La Presión al Suelo de un vehículo seidentifica por la letra de unidad en la esquina su- perior izquierda de la ficha de vehículo. Cual-quier vehículo cuya letra de unidad este

encasillada por un cuadrado tiene Baja Presiónal Suelo. Si esta encasillada en un circulo tieneAlta Presión al Suelo. Si no hay nada, tiene Pre-sión al Suelo Normal.

Un vehículo móvil de otro modo, puede inten-tar eliminar el estado de empantanamiento al principio de su MPh a menos que haya

disparado durante su PFPh. Se intenta quitar elempantanamiento gastando una cantidad de MP para arrancar igual al dr original de color por eldr original blanco. El coste de MP se dobla si elvehículo es sin cadenas. Si la dr de color es 1-4el vehículo se libera, incluso si el gaso de MP para arrancar es mayor que su total de MP, perotodavía esta en el hexágono de empantana-miento. El vehículo puede usar todos los MPrestantes para mover normalmente,. Si el dr decolor fuera un 5, el vehículo quedaría Mired y su

ficha de empantanamiento se gira a su ladoMired lo que añade un +1 a un futuro intento dequitar empantanamiento mientras este Mired. Siel dr de color es un 6 ó más, entonces el vehículoqueda inmovilizado. Un vehículo empantanadotodavía puede gastar MP para actividades no re-lacionadas con el movimiento (lanzadores de

humo) y puede disparar normalmente. De todmodos, después de la fase en la que quede em pantanado se acaba, no puede cambiar su VCo disparar sus armas montadas en el casco a undades en su hexágono a menos que la unidentre durante esta MPh por dentro de la VCA dvehículo y solo durante el uso de MF/MP paentrar al hexágono, no por otro MF/MP gastaen el hexágono.

7.7 Dotación Expuesta (CE)/Escotillas Cerradas (BU):

Una dotación inherente de AFV esta o con Ecotillas Cerradas (BU) o Dotación Expues(CE). Un AFV se considera que esta BUmenos que este bajo un ficha CE indicando qesta CE. Una Dotación BU no es vulnerable

2

Ejemplo Para Destruir / Para Impactar[To Hit/To Kill]

(usar la ilustración de la página 24)

Vamos a considerar las posibilidades de im- pactar del KV-1E en E3 durante la MPh delPzKpfw IIIN que empieza en C6. Si la arboledaestá en temporada (Abril-Octubre) los tanquesno pueden verse entre ellos hasta que el PZKpfwIIIN entre en G5 porque la arboleda en D4 y E4 bloquea la LOS desde E3 al nivel inferior de loshexágonos C6, C5, D4, E5 y F4. Cuando elPzKpfw IIIN entra en G5, el KV-1E cambia suVCA o TCA para incluir G5 dentro del CA de suarmamento principal, y cambiar el TCA incurreen una penalización menor. El KV-1E disparacon Tipo de Objetivo Vehicular; cruzando la re-ferencia de tipo de cañón (Ruso 76L) con la dis-tancia (3 hexágonos) en la carta para Impactar del Tipo de Objetivo Vehicular se obtiene unPara Impactar # de 10. El DR para Impactar semodificará como sigue: +2 por el primer vértice

de hexágono cambiado por un Cañón ST (Caso8); +1 BU (Caso 12; indicar que este CañónRST no puede disparar estando CE); +2 por ve-hículo en movimiento (Caso 24; el PzKpwf IIINgasta más de 3 MP en LOS para entrar en G5);+2 Estorbo de humo (Caso 18; La arboleda noestorba lo LOS entre dos niveles más altos); para un total de +7 DRM (el disparo sería elmismo en la DFPh, asumiendo que nada cam- biara). El ruso saca un 3 (1 en dado de color),impactando al PzKpfw IIIN en el frontal de sutorreta. (Si el dado de color hubiera sido 2 y el blanco 1, el Mark III hubiera sido alcanzado enla trasera del casco).

El AP TK# para el cañón ruso 76L a una dis-

tancia de 3 es 12 en la tabla AP para destruir.Restando el Factor de Blindaje Frontal de To-rreta de 6 obtenemos un TK# Final de 6. El rusosaca un 7, uno mayor que el TK# Final, resul-tando en Posible Conmoción. El PzKpfw IIIN pasa su MC, evitando la Conmoción [Shock].

El Ruso entonces hace Fuego Intensivo con elKV-1E. (No podría hacer Fuego Intensivo a unaunidad no adyacente en la DFPh.) El Para Im- pactar # permanece en 10, pero con modifica-dores ligeramente diferentes en el DR ParaImpactar: +1 BU (Caso 13), +2 Objetivo en Mo-vimiento (Caso 24), y +2 Estorbo de Humo(Caso 18) todavía se aplican; Caso 8 por cam- biar el CA ya no se aplica, pero el +2 por Fuego

Intensivo (Caso 9) si lo hace, así como un -1 por Objetivo Adquirido (Caso 20) para un DRMtotal de +6. El ruso saca un 4 (dobles 2), impac-

d l P K f IIIN l d l

10, el ruso saca un 10 e inmoviliza el PzKpfwIIIN.

En la AFPh el PZKpfw IIIN devuelve el fuegoal KV-1E. (El alemán hubiera podido disparar durante su MPh esencialmente con las mismas probabilidades pero entonces no hubiera colo-

cado una ficha de Adquirido para un futuro uso).Él declara que intenta un disparar HEAT (H9) ytambién tiene un número básico para impactar de 10. Los modificadores del DR para impactar son +4 por Fuego en Marcha de Cañón T (Caso14), +1 BU (Caso 13), +2 Estorbo de Humo(Caso 18), y -1 Tamaño del objetivo (Caso 22) para un DRM total de +6. El alemán saca un 5 yfalla ajustado pero todavía no agota su HEAT.Si el PzKpfw IIIN no estuviera parado (o no es-tuviera inmovilizado) hubiera tenido que doblar el dr inferior (Caso 16).

En el siguiente Turno cuanto del KV disparaen la PFPh Rusa su Para Impactar # permaneceen 10. Modificadores DR para impactar son +1

BU (Caso 13), +2 Estorbo de Humo (Caso 18),y -2 Objetivo Adquirido (Caso 20) Para un totalde +1.

Asumiendo que el PzKpfw IIIN todavía sobre-viva en la DFPh, su para impactar # seguiríasiendo 10 y el TH DRM sería +1 BU (Caso 13),+2 Estorbo de Humo (Caso 18), -1 Tamaño deObjetivo (Caso 22), y -1 Objetivo Adquirido(Caso 20) para un total de +1 DRM. Si él im- pacta con HE, su HE TK# de 7 es básicamenteinútil contra el KV. Si impacta con HEAT, tendráun TK# de 13. Con un Impacto en torreta el IIINgolpearía al KV-1E en el Factor de Blindajefrontal de 11, y el TK# Final de 2 sería difícil deconseguir. Un impacto en el casco golpearía el

Blindaje lateral de 8 (ya que el VCA no estaapuntado al Mark III), y el resulta un final TK#de 5 es más razonable de alcanzar. (El cuadradoalrededor del Factor de Blindaje Lateral 8 indicaque el Blindaje lateral de la torreta es 11, un paso arriba del 8).

Si en lugar de usar Tipo de Objetivo Vehicular (como se ha hecho en todos estos disparos) elPzKpfw IIIN usara el Tipo de Objetivo Área,entonces su Para Impactar # básico a esta dis-tancia sería 7 y el TH DRM sería el mismo paraun total de +1. Si este impacta en el KV, el resul-tado se determinaría en la columna 6FP de laIFT (mitad de columna 12 FP usada normal-mente para ataques 70+mm) con un +1 DRM

 por ser 8 el factor inferior de blindaje del KV.El alemán necesita sacar un 2 ó 3 original paraafectar al KV en la columna 6 FP con un FinalDR d 3 ó 4 (D d lt d K/#

Si la arboleda estuviera fuera de tempora(Noviembre a Marzo), entonces el KV-1E yPzKpfw IIIN en C6 (atrás donde empezó) pdrían verse una a la otra al principio de la MPCuando la PzKpfw IIIN gasta 1 MP para arracar, el KV puede disparar. El TH# es 10, y lDRM son +1 BU (Caso 13) y +2 Estorbo de a boleda (Caso 18) por D4 y E4 (el lado de hexgono E4 de este terreno inherente es suficien para invocar el Estorbo) para un total de +Aunque el IIIN ha arrancado, y no ha entratodavía a un nuevo hexágono y por tanto no un objetivo en movimiento para aplicar el ca24. Si el KV impacta al IIIN, impactaría el Afrontal de 6 da lo mismo que golpee el cascola torreta. La LOS entra en C6 a lo largo del vtice de hexágono que divide el frontal de torrey el lateral de torreta, el encaramiento del objtivo usado es el menos ventajoso para el tirad(El AF lateral del casco del IIIN es 3; su AF teral de torreta es 4, un nivel por arriba de 3). KV dispara y saca un 7 (dado de color de 4), im

 pactando al IIIN en el casco; usando el AP TK básico de 12 deduce un Final TK# de 6. El rusaca un 7 en el TK DR, consiguiendo una Po ble Conmoción. El alemán pasa entonces MC, evitando la conmoción. Al no haber efecen el vehículo, la dotación CE sufre un ataqcolateral de 2 FP para un impacto de AP usanel mismo TK DR para resolver el ataque enIFT pero con un +2 CE DRM. En este caso  particular (y muchos otros), cualquier AP TDR que no afecta al AFV tampoco tendrá efecen el Ataque Colateral 2 FP.

El ruso podría haber declarado que el Kusaba munición HE, mientras aun usa el Tipo Objetivo Vehicular con las mismas probabilid

des de alcanzar al IIIN. Después de un impacuna mirada a la carta de HE y Llamas TK muetra que el HE TK# en la columna 70+ es 7, oteniendo un TK# Final de 1 contra el AF fronde 6 – Imposible de conseguir. El Ataque Coteral subsiguiente sería en la columna 12 Fañadiendo el +2 CE DRM al TK DR original 7, el final es 9 en la columna 12 FP resulta un MC sobre la dotación. Si la dotación saigual a su moral y se paraliza, Cerrara escotillSi la dotación falla el MC, el AFV estará Atudido y Cerrara escotillas, parará y se pondrá uficha Stun. Si la dotación saca un 12 en su MEl AFV estará Aturdido y bajo Retorno; cerraescotillas, parará, y se pondrá una ficha STU

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a ataques de fuego excepto a aquellos que pue-dan afectar al AFV. Una dotación BU debe aña-dir +1 a todo TH DR de su MA. Estando BU sedobla el 1/2 MP de la tarifa de movimiento por carretera para AFV.

Un AFV debe estar CE para usar una AAMG.Un vehículo CE no puede entrar en un edificio;de todos modos una vez un BU AFV esta dentrode un edificio, puede ponerse CE. Una DotaciónCE esta dotada con un DRM protector de +2 de- bido a la protección parcial del AFV. El TEM por CE no es acumulativo con otros TEM posi-tivos. Una dotación CE no puede ser el objetivo para artillería de otra forma que no sea como parte de un AFV.

Una ficha CE puede ponerse durante el empla-zamiento y en adelante puede ponerse o quitarsesolo durante la MPh/APh del propietario ex-cepto debido a resultados de combate pero no puede ser ambas cosas, puesta y voluntaria-mente quitada o viceversa durante la mismafase. Esta colocación no puede ocurrir en laMPh siguiendo una PFPh en la que el AFV dis- pare o en la MPh simultáneamente con o des- pués de declarar Primer Fuego en Marcha.

Ponerse CE o BU no constituye movimiento aefectos de Primer Fuego Defensivo, pero per-mite Primer Fuego Defensivo en su nuevo es-tado (CE o BU) por armas que de otra forma pudieran disparar basándose en el último gastode MP o acción del AFV. Un vehículo que quedeConmocionado o Aturdido queda BU al menos por el resto de la fase de jugador.

7.8 Fuego de Ametralladoras/IFE vehicular.

Muchos AFV tienen MG(s) de un tipo u otro.el FP de MG esta listado en la porción inferior derecha de la ficha y esta listado por este ordenen Casco (BMG)/Coaxial (CMG)/Anti-aérea(AAMG) tal como 2/4 o 2/4/4, o -/-/2. El arma-mento MG/IFE de un AFV solo puede hacer unataque de fuego por turno a menos que MA delvehículo tenga un ROF múltiple específico. Elfuego de ametralladoras que no sea CombateCercano vehicular esta limitado a la misma faseque dispare la MA. Si un vehículo no dispara

MG en la misma fase que su MA (contandoMPh y DFPh como una), anula su uso en otrasfases con la excepción de la CCPh, En su MPh,un vehículo puede disparar sus armas solo desdeel mismo hexágono, a menos que la MA retengaROF. El FP de las varias MG/IFE de un vehículo pueden disparar juntas para hacer un ataque asu-miendo que el objetivo este dentro de sus CA, olas IFE/MGs pueden hacer ataques separadoscontra diferentes objetivos; se aplica FG obliga-torio. Si disparan juntas el peor CA DRM se

aplica al ataque total. No importa si las MG dis- paran antes o después que su MA. Adicional-mente, una vez un vehículo dispara cualquier arma montada en la torreta, cualquiera de susarmas montadas en la torreta deben pagar lasmismas penalizaciones de CA que la primeraarma que haya disparado. Si después de dispa-rar, otra arma montada en la torreta o MA quehaya mantenido ROF desea disparar a otro obje-tivo fuera de su TCA actual, el DRM solo apli-cará el movimiento desde la TCA actual alnuevo TCA. Estos mismos principios se aplicana armas montadas en el casco si cambia el VCA para disparar. Si la VCA cambia, la TCA cambiael mismo número de vértices de hexágono en re-

lación con la VCA. Una Torreta de Giro LentoRestringido de AFV no puede disparar unaCMG mientras esta CE.

Cualquier BMG/CMG/IFE disparando fuerade su CA actual correspondiente debe añadir unDRM igual al caso pertinente TH DRM basadoen el tirador (MG casco = NT, CMG = T o STdependiendo del tipo de torreta). Un vehículoque use Fuego en Marcha de MG debe partir suFP a mitad y un Primer Fuego en Marcha siem- pre debe disparar dentro de su TCA (Usual-mente deberá ajustar la TCA antes de disparar),La MG vehicular que dispara durante la AFPhesta también a mitad a menos que sea una MA

intentando un TK DR como artillería.Una AAMG tiene un alcance de 8 hexágonosy puede disparar solo si la Dotación del AFVesta CE. La CMG tiene un alcance de 12 hexá-gonos y la BMG tiene un alcance de 8 hexágo-nos. Una MG vehicula puede atacar a la

dotación de otro vehículo si están CE pero so puede apuntar a otro AFV como artillería si esMA del vehículo. Las MG se averían con un Dde 12. Marcar esta MG con una ficha “malfuntion”. Se podrá reparar con un dr de 1 y esta permanentemente averiada con un dr de reparción de 6, Marcar esta con una ficha “DisabledLa AAMG solo puede ser reparada si la Dotción esta CE. Una BMG con un punto blansobreimpreso sobre su factor de fuerza FP es uMG de montaje fijo que requiere un drm +1 a

cional sea aplicado cuando la MG dispare a objetivo que se mueva.

7.9 Proceso Para Destruir:

Un impacto obtenido sobre un vehícuusando un carta LATW TH o usando el Tipo Objetivo Vehicular se resuelve en la tabla padestruir (TK ) aplicable. Hay 4 distintas tablTK (Tabla AP TK, Tabla APCR/APDS TTabla HEAT TK y la Tabla HE y Llamas TK)cada una se consulta solo para resolver impactusando su tipo de munición particular. Catabla TK lista un número TK para cada armcapaz de usar ese tipo de munición.

El TK# de un impacto de artillería contra u

vehículo se encuentra consultando la tabla Tusada por ese tipo de munición para encontrel TK# listado para ese calibre de cañón, longtud y distancia. El TK# entonces es modifica por los modificadores aplicados listados enQRDC (si lo hay) para encontrar el TK# modficado, Por último, el TK# Final se deduce retando al TK# Modificado el Factor de Blindadel encaramiento del vehículo que ha sido acanzado. El tirador ha de sacar menos que el nmero TK# Final para garantizar la destruccidel vehículo.

7.10 Efectos en AFV:

Un AFV ha sido destruido cuando el TK D

Final hecho por fuego de artillería es menor qel número TK final. En este caso el vehículo gira sobre su lado de resto. Hay algunos casos los que un vehículo puede ser afectado por ataque contra él pero no destruido. Todo AFtiene una dotación inherente que no esrepresentada

26

Ejemplo de MG Vehicular:

En la Fase de Fuego de preparación elPZKpfw VIb quiere disparar sus MG a los dos

 pelotones. El tanque dispara sus 3FP de Ame-tralladora del Casco (BMG) y sus 2FP de Ame-tralladora Anti Aérea (AAMG) a la 4-4-7 envO7. El ataque es en la columna 4FP (3FP BMF+ 2FP AAMG) sin DRM. Las MG vehiculares pueden formar grupo de fuego con otra y puedenhacerlo cuando disparen al mismo objetivo. Elobjetivo esta en la VCA del tanque, por tanto eltanque no tiene que pivotar para disparar suBMG, y el tanque esta CE, permitiendo el usode su AAMG (que no tiene CA del que preocu- parse). El tanque dispara entonces sus 5FP deAmetralladora Coaxial (CMG) a la 4-5-8 envN9. Este hexágono queda dentro del TCA dela CMG por tanto el tanque no necesita pivotar 

su torreta. El ataque se produce en la columna4FP 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

 para afectar al 4-5-8 solo con MGs). El KoenigTiger podría en lugar de eso haber optado por formar grupo de fuego con su BMG y CMG a la4-4-7 en vO7, cambiando su TCA a M8/M9.

Este ataque sería en la columna 8FP (añadir laAAMG no ayudaría) con +2 DRM (+2 por un

cambio de eje de hexágono para Torreta de GiLento). Esto quitaría la adquisición -1 sobre Ndebido a disparar la CMG a un objetivo distin

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 por una ficha. Esta dotación chequea moral conel nivel de moral de su mejor MMC de infante-ría de élite no desorganizada (como se encuentraen la carta en la QRDC).

Una posibilidad de Conmoción [Shock] ocurrecuando una no-MG, no HE TK DR es unomayor que el número TK Final de un AFV.Dicho AFV debe hacer un MC normal, el resul-tado de fallarlo solo es la colocación de unaficha Shock sobre el AFV. Una Conmoción au-tomática es provocada por el efecto de HE entorreta o el efecto de DC en torreta uno mayor que el número TK Final/número de resultado K en la IFT o por un número TK por impacto entorreta igual al TK Final/resultado K en la IFT por fuego Directo o Indirecto y ataques con DC.La dotación de un AFV conmocionado es inca- paz de realizar cualquier acción. Si esta CE,debe inmediatamente ponerse BU. Un AFVConmocionado no puede mover ni para pivotar o cambiar su TCA, interdicción o atacar, inclusoen CC. No hace falta gasto de MP para detener el vehículo. Al final de la siguiente RPh, el AFVdebe hacer un dr para recuperación. Con un 1-2la ficha Shock se quita. Con un 3-6 la fichaShock se gira sobre lado Destrucción no confir-mada (UK). Un AFV bajo una ficha UK todavíaesta conmocionada y debe hacer un dr de recu- peración en la próxima RPh. Con un 1-3 la fichaUK es eliminada. Con un 4-6 el AFV se girasobre su lado de resto. Un AFV ya conmocio-nado

que es conmocionado de nuevo no tiene penali-zación adicional excepto que la dicha de UK segira otra vez a su lado Shock.

Un TK DR Final igual al número TK Final decualquier AFV alcanzado por un impacto en elcasco resulta en inmovilización del AFV sin im- portar el encaramiento del objetivo. Una HE/DCTK DR Final uno mayor que el número TK Final en un impacto en el casco o un Ataque defuego indirecto resultando en un K en la IFTcontra el casco también da como resultado in-movilización del AFV. Un ataque deFT/MG/IFE nunca puede dar como resultado in-movilización.

Si un la dotación CE de un AFV falla un MC,o si una TK DR Final de una MG es igual al nú-mero TK Final la dotación esta aturdida y elAFV se marca con una ficha de Stun. Un AFVAturdido queda inmediatamente BU si estabaCE y no puede recuperar el estado CE hasta que pueda hacerlo en el subsiguiente turno de juga-dor. Un AFV Aturdido no puede disparar (in-cluso en CC), mover (incluyendo cambios deCA) o gastar MP por ninguna razón durante elrestante turno de jugador, e inmediatamente se

 para, aunque no gasta MP para parar si estabamoviendo/En marcha. Al final del turno de juga-dor en el que se colocó el Stun, la ficha Stun segira sobre su lado +1. Esto indica que el AFV yano esta Aturdido pero debe añadir +1 a todo TH,MG/IFE, CC o MC DR. La ficha +1

 permanece con el AFV por el resto del escenrio. Un AFV que sufre un segundo resultado Aturdimiento hace Retorno [Recalled].

Retorno [Recall] también ocurre cuando CE AFV sufre un resultado K/KIA o Bajas pMC en la IFT. Poner una ficha STUN sobre AFV el cual hace Retorno, que es tratado iguque Aturdimiento excepto en que al final dturno de jugador la ficha STUN se gira sobre lado Recall +1 y ese AFV debe intentar salir dárea de juego a lo largo de un límite de tableamigo (el límite por el que cada bando ha etrado, o delante del que podía emplazarse sunidades enemigas entre medias) vía la ruta mcorta usando estado en marcha (3.3.2) lo más r pido que pueda. Si una MA AFV sufre rotu permanente, el AFV hace Retorno (sin estaturdido). No se ganan puntos de victoria pRetorno.

7.11 Resultados de Tipo de Objetivo Área:

Un impacto usando el Tipo de Objetivo Árcontra un AFV se resuelve en la IFT usandomitad de FP de la columna que representa el clibre de artillería. Usando la misma DR paefectos para todas las unidades alcanzadas p

el ataque. Un KIA final resulta en la destruccide AFV y un DR Final que resulte un K/# o umayor que un K/# Conmociona el AFV con impacto en torreta o le inmoviliza con impacen el casco. El TEM modifica el IFT

2

Ejemplo de PF y Fuego al mismo hexágono:

El T-34/85 empieza su MPh gastando 1 MP para arrancar. El 4-6-7 hace un intento de PF,necesitando un dr Final de 3 ó menos. No se

aplica drm si es antes de 1945, y cuando el ale-mán saca un 4 el pelotón no encuentra un PF pero se considera que ha usado una SW (todavía puede usar su FP inherente normalmente o dis- parar otra SW). El no puede probar de nuevohasta que el AFV gaste otro MP. El 5-4-8 haceun intento de PF, saca un 6, falla en encontrar un PF, y esta paralizado. El tanque entoncesgasta otro MP para mover a Y2.El 5-4-8 parali-zado hace otro intento de PF, saca otro 6, y sedesorganiza.

El T-34/85 entra entonces en Z1 con la mitadde sus MP (8) para el coste de terreno de edifi-cio, y hace el requerido chequeo de empantana-miento para entrar al edificio. Quedaempantanado con un DR final de 12 ó más, y losDRM son +1 por Presión Normal al Terreno y+3 por entrar al edificio. El ruso saca un 7, pa-sando el chequeo de empantanamiento.

El 4-6-7 entonces hace un segundo intento dePF y saca un 3, cogiendo un PF. A una distanciade cero hexágonos el PF tiene un TH# de 10.Los DRM aplicables son +2 por TEM (Caso17), +2 por Objetivo Moviendo (Caso 24) y po-siblemente +2 por evitar el Rebufo causado por disparar desde un edificio (Caso 12). El alemándeclara que acepta la penalización de desespera-ción por Rebufo, de todos modos, el TH DRMtotal es +4, y saca un 4 (3 en dado de color), im-

 pactando al AFV en el casco (Dado de color ≥dado blanco) y lateral (dr de color de 3 ó 4cuando se dispara al mismo hexágono). Un 3 enla columna 1 FP resulta en un 1MC para la

4-6-7 como resultado de la penalización del Re- bufo, que el pelotón pasa, siendo marcado conuna ficha de Primer Fuego por haber usado 2SW. En la tabla Para Destruir de HEAT el PFtiene un TK# de 31, y restando el AF del lateraldel casco de 6 resulta en un TK# Final de 25;solo un DR de 12 – Una pifia – puede salvar alT-34/85. El alemán saca un 12, dejando al T-34/85 indemne.

La 4-6-7 no puede hacer más intentos de PF, pero puede atacar al T-34/85 de nuevo ya que hagastado 8 MP para entrar. El 4-6-7 ahora deseaconducir un ataque CC de Fuego de Reaccióncontra el tanque y primero hace un PAATC, pa-sándolo sacando menos de 8. El CCV normaldel pelotón de 5 se reduce por 1 a 4 por haber disparado ya, y hay un +2 DRM pues el vehí-culo no esta parado. El alemán ha de sacar un 2 para que tenga algún efecto (Si saca un 2 en CC,la 4-6-7 sería elegible para Creación de Líder).

El alemán saca más de 2, de todos modos, de- jando el T-34/85 indemne, pero marcando la 4-6-7 con una ficha de Fuego Final.

El T-34/85 entonces gasta un MP para parar, yla 4-6-7 hace otro ataque CC de Fuego de Reac-ción, esta vez como Fuego Protector Final (po-dría haberlo hecho antes de que el T-34/85 se parara). El pelotón no ha de pasar otro PAATC,y ahora no hay DRM porque el tanque esta pa-rado, aunque todavía el CCV del pelotón se re-duce a 4. El pelotón saca un 5, pasando su FPFMC pero sin efecto en el T-34/85.

Ahora el tanque ataca al 4-6-7 en la columna 8FP con un +2 TEM; la columna 6 FP de combi-

nar las MG (2 FP BMG y 4 FP CMG) se tripli-can (TPBF) y a mitad (Primer Fuego enMarcha). Al haber gastado el tanque solo 1 MPpara parar, el pelotón no puede intentar otro FPF

de ataque CC de Fuego de Reacción antes que el T-34/85 ataque. Si el tanque no hubie parado, su FP hubiera sido dividido a mitad nuevo por no estar parado. El Ruso saca un que se transforma en un 9 en la columna 8  para un PTC, El alemán saca un 10 y falla PTC, quedando paralizado, evitando cualquotro CC Fuego de Reacción.

El T-34/85 todavía tiene 7 MP restantes. Puegastarlos como Espera y terminar su MPh Z1,o puede arrancar y salir de Z1. Si se queda el hexágono queda trabado en CC con el 4-6de nuevo durante la CCPh, sin requerir PAATSi ambos sobreviven a la CCPh , la 4-6-7 qudará bloqueada en Melee; el AFV no queda bloqueado en Melee, pero quedará recluido padisparar fuera del hexágono mientras el 4-6este allí.

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DR, como lo hacen los siguientes DRM: -1 todos los AF son menores o iguales a 4; +1 todos los AF son mayores o iguales a 8.

7.12 Ataques Colaterales:

Un ataque con la Potencia de Fuego inherende una MMC o un ataque de MG/FT que no sñale específicamente un AFV como objetivoun ataque usando el ITT no puede afectar a uAFV, solo a su dotación CE. Un ataque usanel ATT o VTT que alcance a un AFV (o un at

que de FT predesignado) pero no lo destruyconmocione o aturda puede afectar a la dotaciCE colateralmente. Usando la misma DR orignal para efectos que resuelve el ataque contraAFV, hace otro ataque contra la dotación usanla potencia de fuego y tipo de munición del armen la IFT (a mitad si el impacto es con ATT) y aplica solo el CE DRM o el TEM del hexágon

28

Traducción al castellano: David Galán y Fernando J. Garcia Manie

Es la APh Rusa, y todos los rusos quierenavanzar a Combate Cercano(CC) con el PzKpfwIIF alemán. La MMC primero ha de hacer unChequeo de Actividad Previo al Avance/Ataquea AFV (PAATC). El jefe 8-1 modifica el DR delas dos 4-4-7 que están apiladas con él y cadauna saca un 8, pasa y avanza inmediatamentedentro de J2. La 6-2-8 falla su TC, y esta para-

lizada, y no puede avanzar. Después de observar este resultado, el 8-1 avanza a J2. Durante laCCPh los ataques CC son secuénciales debidoa la presencia de un vehículo. El jugador sin ve-hículos ataca primero, y el ruso elige atacar alAFV con el 8-1 y un 4-4-7. No puede formar grupo con los dos pelotones juntos, y el jefe de-fenderá con la unidad con la que ataca. El pelo-tón tiene un Valor de Combate Cercano (CCV)de 5, y el jefe tiene un CCV de 1 que añade parahacer un total de 6. El DRM para el ataque CCcontra 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 elCCV#, inmovilizando el AFV. Si lo hubiera eli-

minado, no habría posteriores ataques. El AFVahora contraataca, y el Alemán debe elegir comoasignar sus dos armas capaces de CC, los 5 FPde la CMG y los 4 FP IFE MA (no a mitad desdeque el vehículo ya no esta en marcha), contra elCCV 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) oatacar a la restante 4-4-7 a 3-2 (9:5). Asumiendoque la 4-4-7 restante sobrevive, puede atacar consu CCV de 5 y un -1 DRM porque el AFV estainmovilizado. Si el alemán divide los ataques,

Ejemplo de PAATC y Combate Cercano:

 puede atacar la 4-4-7 a 1:1. Asumiendo que elAFV sobreviva a cualquier ataque de la 4-4-7restante, el podría entonces atacar al 8-1 y 4-4-7 a 1-2 (4:6). Decidiendo que la 4-4-7 no ha ata-cado todavía y es la mayor amenaza. El alemánla ataca con ambas armas a 3-2 y sin DRM. Elalemán saca un 5, igualando el número # bajo lacolumna 3-2 de la CCT y inflinge bajas en la 4-

4-7, que es reemplazada por una escuadra 2-3-7.La escuadra entonces ataca con su CCV de 3 yun -1 DRM. El ruso saca un 12, causando Re-ducción por Bajas para la HS y por tanto elimi-nándola. El 8-1 y 4-4-7 esta ahora trabada enMelee con el PzKpfw IIF y marcado con unaficha de Melee. El tanque no esta trabado enMelee, pero no podrá disparar fuera de su propiohexágono.

Pelotones y Escuadras Alemanas Pelotones y Escuadras Americanas Pelotones y Escuadras Rusas

Pelotones y Escuadras Británicas

Carta de Nacionalidad

DotacionesAmericana Alemana Británica Rusa

Jefes (SMC)

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 An ASLSK Tutorial

J AY  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.

Itwould probably be a good idea foranyone who plansto 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

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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) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101.3.2 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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262.2.2 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

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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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 393.2 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 594.1 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

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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? . . . . . . . . . . . . . 1246.2.16 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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1297.3.4 Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

 ASL Starter Kit Abbreviations 132

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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

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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 completedone 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.

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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 theGerman Conscript squad only hasa range of 3 hexes; it has the same basicweapons 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 1 st 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.

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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 tacticalleadership 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 andthe Germansare 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.

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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 theAmerican 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 targetbut 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).

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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 representcrawling 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.

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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.

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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 wereother German units with a LOS to the American squad, each of them couldalso 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 FirstFire 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 whilemoving — 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 unitsmay, 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 itto 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.

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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 andthe 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?

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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 anduse the third squadto 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 ismuch 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.

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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 Timeand 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 wouldnowbe –1leadership, –1FFMO, 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

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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.

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Squads, Leaders, Basic Sequence of Play 

Figure 1.7: Rematch: American second move

If the Germans fire at this third American squad, theshot 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 couldeventually 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.)

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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 FPfor thisshot is6, cut inhalf to3 FPbecauseit istheAFPh, doubled backto 6 FPbecauseof PBF, increased

to 7 FP because of the assault fire bonus (underlined FP factor). The 6 FP column of the IFT must be used,

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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 torally 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.

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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 CCattack will be at 1-2 odds. The German squad’s CCFP 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 CCDR is 5, and the –1 leadership DRM makes it a 4, which is equal to the 1-2 CCKill 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.

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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’standardequipment,

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 riflesquads 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.

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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 therange 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, 9–1zF7: 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.

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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 theMF 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 buildingoccupied 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 oneallowed 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...

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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, andthe Americans will win when they kill thepinned 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).

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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 concentrateall of their fire on the DC squadand 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 andimmediately 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 squadand leader in zG7 will move together as a stack, anduse 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 toplace 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.

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Support Weapons

Figure 2.4: American third move; Assault move from

the squad and leader in zG7 to zF6 where the squad

is pinned by German Defensive First Fire

Figure 2.5: German Defensive Phase; the American

squad in zE6 is broken by German Defensive Fire

from zF5

The Germans could now take a second shot, this time as Subsequent First Fire, because the American stack 

expended 2 MF to enter zG6, but they decline to do so. With the DC squad safely pinned, their concern now is

 with the first two American squads.

This ends the MPh, as the 8–0 leader can do nothing useful with his remaining 3 MF (remember that he must

limit his MF expenditure to 5 MF or less because he is using Assault Movement). Remove the Smoke and

Residual FP counters.

2.2.4 Defensive Fire Phase

The Germans are marked with a First Fire counter, so they can only fire at an adjacent target with one-half of their normal FP. They choose to fire at the American squad in zE6.

The FP is 4, cut in half to 2, doubled back to 4 by PBF, with a –1 DRM from the German leader (FFMO and

FFNAM never apply in the DFPh), so the shot is 4/–1.

The DR is 6, which is a 1MC (5 on the 4 FP column). The American squad fails its MC with a roll of 6 (6 + 1 is

greater than its Morale of 6), so it is flipped over to its broken side and a DM counter is placed on top of it. Flip

the First Fire counter over to the Final Fire side.

No other defensive fire is possible, so the DFPh is over. Remove the Final Fire counter.

2.2.5 Advancing Fire Phase

Remember that all shots taken in the AFPh are at one-half of their normal FP.

The squad in zG6 has 7 FP (6 FP, cut in half to 3, doubled back to 6 by PBF, +1 for Assault Fire bonus) and the

pinned squad in zF6 has 4 FP (6 FP, cut in half to 3, cut in half to 1.5 because of the pin, doubled to 3 by PBF, +1

 Assault Fire bonus). They will form a FG to attack at 8/+3 (11 FP and a +3 TEM DRM). The DR is 7, which has

no effect (10 on the 8 FP column).

2.2.6 Rout Phase

The broken American squad routs to zC7 via zD6. It must rout to zD6, as that is its only legal rout destination.

It could stop there, or continue to rout to zC7, zB6, or zB7.

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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 haveambushed 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?

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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, 6-6-6squad 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 havelow 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.

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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

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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 playas a result. A design for effectgame

 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

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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 63-6-6zJ5: 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 dris 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.

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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, andtheir final MF to enter zE6, at which pointthe Germansannounce 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).

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2.5. Machine Guns (rule 4.1)

Figure2.10: The Americans first move; the American squad in zF7 places smoke in zF6and moveto 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 trueenough — 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.

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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 havea total of 9 FP, which is doubled to18 FP by PBF. Sothe shot will be16/+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, andno 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:

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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 affectthe squad that is already in zF6, becauseDefensiveFirst 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.

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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.

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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 wouldgive 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.

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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 

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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 mightbreak. 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 wouldonly 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.

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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 RussianMGs 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).

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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.

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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

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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, butit 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 thatare 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 notall 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.

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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.

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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.

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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.

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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).

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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 yZ7will abandon the MMG androut 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.

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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   TheGerman 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.

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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 rallythe two broken squads in that hex. The rallyDRM is –2 (–1 leadership, –1 building 

hex), so a DR of 9 or less will succeed.

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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, –1building 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 isif 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.

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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 benecessary 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 shotis 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.

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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.

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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 yU6during 

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

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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 RPhof 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 ontheir 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.

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Chapter 4

Ordnance and the To Hit Process

Thischapter 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, andthen 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.

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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 TEMapplies as a negative DRM.

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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 wouldbe 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 andASLSK #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.

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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.

LightMortars wereused 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 arenot actually used in ASLSK, because the barrel length effects arealready 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 

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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 withany 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 operateany 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, andfacing wS6-wS7 (that is, the Gun barrel is pointing 

directly at wT6, wV6, wX6, etc.). TheGun 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 includesthe 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.

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Ordnance and the To Hit Process

Figure 4.3: The Covered Arc of the 75L Gun in wR6 is highlighted.

Ifthe 75L scoresa hit on wV8, the resulting IFT DRwould be12/+0. The 12 FP valuecan 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 bya Gun at a specifictarget 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 changedits 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 

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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 andexpends 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 Firecounter 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

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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 haveto 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 withless 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:

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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 withthe 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.

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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 morethan 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 THDR is 4 (coloreddr 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

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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:

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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 oftennot have anyAP rounds available, as noted bya 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 applyto IFEshots; 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.

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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 rangeas 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.

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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 thedirection 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 locationand 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 movementand 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

Thischapter 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 linedrawing 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 allof the vehicles involved in a scenario prior to playing it, to make surethat both playersare 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 fitthis 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 numberfor ‘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 foreach type of weapon that an AFVcan 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 doesnot 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 tanknowspends 1 MPto enter the Orchard in vF3 (10 MPremaining), and 1 MPto 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 maybecome BUat 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 been3 MP: 1 MPto turn left, 1/2 MPto enter vI1, 1 MPto 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 becomesmuch 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, anda 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 MPto start, 1 MPto enter vS6, 1 MPto stop, and finally 11Delay 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 Motionuntil 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 Delaypoints, then start again and expend more MPs, then stop again andexpend moreDelay 

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 andMotion 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 aMoving 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 understandwhy 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, anda 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. TheVTT works in much the same way as theATT 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)

T K DR 5   Shock 

T K DR 6   Possible Shock (crew NMC)

TK DR7 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; +2DRM from the partial protection of the tank, Rule 7.7) collateral attack (Rule 7.12) on the IFT using 

the TKDR, but this will haveno effect: a TKDR of4 orless would beneeded 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:

T K DR 2   Immobilized, collateral attack 1MC

T K DR 3   Possible Shock (crew NMC), collateral attack NMC if not shocked

T K DR 4  collateral attack PTC

TK DR5 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)

RegularAP 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)

T K DR 9   Shock 

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TK DR 10   Possible Shock (crew NMC)

TKDR 11or more  no effect

Possible results for an APCR hull hit:

TK DR 5 or less   Elim (flip AFV over to wrecked side)

T K DR 6   Immobilized

T K DR 7  Possible Shock (crew NMC)

TKDR 8 ormore  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

originalTK DR3 or4  collateral attack 1MC

original TK DR 5  collateral attack NMC

original TK DR 6  collateral attack PTC

original TKDR 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. Youcan 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.

TheGerman Gun, of course, couldcontinue to fire at the American tank until it loses ROF, andthen

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 squadin buildingvP7 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 toeven 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 applyto that shot as well (the CMG and the MA wouldactuallybe firing simultaneously 

at the 4-6-7, so the TCA change would affect both attacks), or the MA couldfireat 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

backto fire the MA at the Gun, that the MA’s shot would have a +2 TCA change DRM becauseof 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 thesecond

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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Tanks

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 atthe

 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 theMA.)

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 DirectHit, 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 tobe BU tokeepthe 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

Itis the startof 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 andthen the ‘Vehicleand 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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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 playercan 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 couldget 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 firedat 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 oneout... 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 19hexes. 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’lltry 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 beganthe 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 beconcerned 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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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 willmake 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 MPin 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.

TheGerman 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 thePrep FirePhase. 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)

T K DR 8   Shock 

T K DR 9   Possible Shock (crew NMC)

TK DR10 ormore  no effect

Hull hit with a final TK# of 5:

TK DR 4 or less   Elim (flip AFV over to wrecked side)

T K DR 5   Immobilized

T K DR 6   Possible Shock (crew NMC)

TK DR7 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)

T K DR 7   Shock 

T K DR 8   Possible Shock (crew NMC)

TK DR9 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)

T K DR 5   Immobilized

T K DR 6   Possible Shock (crew NMC)

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TKDR 7 ormore  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 isthe 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’ thenspends 2 MPto 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... butthey 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, butcase 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 ahit 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,andthe THDR is8 (coloreddr is3), sotheshotmisses and ROFis 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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Figure 5.20: Russian tank ‘C’ moves to uP9, changes VCA to P8-uQ9, moves to uT7 and stops. TheTiger 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

MotionStatus 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, sothe 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 simplesolution 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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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 orequal 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

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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 MotiontO10: German Pz IVH facing tN9-tN10, BU

It is the startof 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 expendhalf of its MPallowance (8.5 MP) to enter tK9, 1 MP to stop, and 7.5 MPin

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 enteringa Woodshex at half MP. A Bog DRof 9 or morewould 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.

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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 MPto enter tK9 and 1 MP to stop; if it wishes to remainin 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 allof 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 chartis not used when you are attacking 

an AFV using your CCV), andthey 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 beable to make its CCattack, after whicha 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 anddrive 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.

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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 orthrough 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, andTodd 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 VASLprogram (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 receiveda 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:

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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 wouldlook. But I don’t knowif 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 thetutorials 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 someconfusion 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 brokenunits 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 unitsthat 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 Phaseinstead of removing it: it accepts the +4 Rallypenalty 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 exampleof your lack of control over broken units... once they end a RallyPhase 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 throughthat 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 hisrouts, 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

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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 theRtPh, 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 routingunit 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 theKnown 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 yZ5from 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 raresituation 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 hasquite 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 situationwas 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 (thatis, 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 useLow 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 situationin 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.

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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 squadzB7 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-zE5it 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 itstarted 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.

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Chapter 7

Explanation of ROF and Defensive Fire

(Note: An expanded version of this article, complete with full color examples of play, has been published by 

MMP in their magazine Operations, Issue 49. Copies of this issue can be purchased directly from MMP at:

http://

 www.multimanpublishing.com/

Operations/

prodops49.php Please do not re-post or re-use this article without first obtaining permission from MMP.)

Because players learning to play ASL Starter Kit #1 continue to have questions about how ROF works, especially 

during the complicated defensive fire sequence, I’ve decided to put together this detailed look at both ROF and

defensive fire. In addition to explaining how these rules work, I’m also going to discuss the rationale behind

the rules. If you understand the rationale for the rules, so that when you play the game you can visualize what’s

happening on the map, you should then find the rules themselves easier to understand and master.

In ASL Starter Kit #1 the only weapons that have ROF are the MGs (LMG, MMG, HMG). Other starter kits will

introduce additional SW with ROF, such as the light mortar, and Guns and AFVs also usually have ROF. I will use

the HMG in my examples, as it has the highest possible ROF combined with a high FP, making it a very deadly 

 weapon indeed.

During an ASL turn, there are three phases in which a unit may fire: the Prep Fire Phase (PFPh), the Advancing Fire Phase (AFPh), and the Defensive Fire Phase (DFPh) which — for the purposes of this discussion — will also

include shots taken against moving units during the Attacker’s Movement Phase (MPh). I’ll explain how ROF

 works in each of these cases, beginning with the simplest and working up to the most complicated.

But first, let’s explore what ROF in ASL actually represents.

One turn in ASL covers the passage of two minutes of time. A lot can happen in two minutes at this scale, so

the rules must, of necessity, have some level of abstraction built into them. ROF is one of those abstractions.

Suppose a HMG prep fires at a squad, causing a Morale Check. What really happened in this situation falls

between one of two extremes: (A) the HMG fired continuously for two minutes before finally causing enough

damage to have an effect, or (B) the HMG scored some lucky hits after maybe only 10 seconds of firing, 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.

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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 toshoot). 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 ora 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 beable to move during the Movement Phase, and it will not beable 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 multipledefensive 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:

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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, andmakes 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.

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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.

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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.

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 ASL Starter Kit Abbreviations

® : not equipped with radio . . . . . . . . . . . . . . . . . . 78

 AA   : Anti-Aircraft gun . . . . . . . . . . . . . . . . . . . . . . . . . 62

 AAMG   : Anti-Aircraft Machine Gun . . . . . . . . . . . 76

 AF   : Armor Factor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

 AFPh   : Advancing Fire Phase . . . . . . . . . . . . . . . . . 13

 AFV   : Armored Fighting Vehicle . . . . . . . . . . . . . . . 75

 AP   : Armor Piercing . . . . . . . . . . . . . . . . . . . . . . . . . . 59

 APCR   : Armor Piercing Composite Rigid . . . . . . 59

 APDS   : Armor Piercing Discarding Sabot . . . . . 59

 APh   : Advance Phase . . . . . . . . . . . . . . . . . . . . . . . . . 14

 ART   : Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

 ASL   : Advanced Squad Leader . . . . . . . . . . . . . . . . . 7

 ASLSK   : Advanced Squad Leader Starter Kit . . . . 8

 AT   : Anti-Tank gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

 ATR   : Anti-Tank Rifles . . . . . . . . . . . . . . . . . . . . . . . . 59

 ATT   : Area Target Type . . . . . . . . . . . . . . . . . . . . . . . . 67

B#   : Breakdown number . . . . . . . . . . . . . . . . . . . . . . 7 6

BAR   : Browning Assault Rifle . . . . . . . . . . . . . . . . . . . 8

BAZ   : Bazooka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59BFF   : Bounding First Fire . . . . . . . . . . . . . . . . . . . . . 97

BMG   : Bow Machine Gun . . . . . . . . . . . . . . . . . . . . . 76

BU   : Buttoned Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

CA   : Covered Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

CC   : Close Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4

CCPh   : Close Combat Phase . . . . . . . . . . . . . . . . . . 1 4

CCV   : Close Combat Value . . . . . . . . . . . . . . . . . . . 112

CE   : Crew Exposed . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

CH   : Critical Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0

CMG   : Co-axial Machine Gun . . . . . . . . . . . . . . . . . 75

CS #   : crew survival number . . . . . . . . . . . . . . . . . . 78CX   : Counter Exhausted . . . . . . . . . . . . . . . . . . . . . . 55

DC   : Demolition Charge . . . . . . . . . . . . . . . . . . . . . . 24

DFPh   : Defensive Fire Phase . . . . . . . . . . . . . . . . . . 13

DM   : Desperation Morale . . . . . . . . . . . . . . . . . . . . . 12

DR   : Dice Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1

dr   : die roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

DRM   : Dice Roll Modifier . . . . . . . . . . . . . . . . . . . . . 11

drm   : die roll modifier . . . . . . . . . . . . . . . . . . . . . . . . 2 0

ELR   : Experience Level Rating . . . . . . . . . . . . . . . . . 9

FFMO   : First Fire Movement in Open Ground 12

FFNAM   : First Fire Non-Assault Movement . . . 11

FG   : Fire Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

FP   : Firepower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

FPF   : Final Protective Fire . . . . . . . . . . . . . . . . . . . . 17

FT   : Flamethrower . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

G   : Gyrostabilizer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

HE   : High Explosive . . . . . . . . . . . . . . . . . . . . . . . . . . 59

HEAT   : High Explosive Anti-Tank . . . . . . . . . . . . . 59

HIP   : Hidden Initial Placement . . . . . . . . . . . . . . . 72

HMG   : Heavy Machine Gun . . . . . . . . . . . . . . . . . . 32

HS   : Half Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

IF   : Intensive Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

IFE   : Infantry Firepower Equivalent . . . . . . . . . . . 70

IFT   : Infantry Fire Table . . . . . . . . . . . . . . . . . . . . . . 10

INF   : Infantry Howitzer . . . . . . . . . . . . . . . . . . . . . . . 6 2

IPC   : Infantry Portage Capacity . . . . . . . . . . . . . . . 24

ITT   : Infantry Target Type . . . . . . . . . . . . . . . . . . . . . 63

K   : Kill number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

KIA   : Killed in Action . . . . . . . . . . . . . . . . . . . . . . . . . 1 2

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

LLTC   : Leader Loss Task Check . . . . . . . . . . . . . . . 27

LMG   : Light Machine Gun . . . . . . . . . . . . . . . . . . . . 23

LOS   : Line of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

MA   : Main Armament . . . . . . . . . . . . . . . . . . . . . . . . 75

MC   : Morale Check . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

MF   : Movement Factor . . . . . . . . . . . . . . . . . . . . . . . . . 9

MG   : Machine Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . 24ML   : Morale Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

MMC   : Multi-Man Counter . . . . . . . . . . . . . . . . . . . 3 5

MMG   : Medium Machine Gun . . . . . . . . . . . . . . . . 32

MP   : Movement Point . . . . . . . . . . . . . . . . . . . . . . . . 76

MPh   : Movement Phase . . . . . . . . . . . . . . . . . . . . . . 11

MTR   : Mortar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

NMC   : Normal Morale Check . . . . . . . . . . . . . . . . . 13

NT   : Non-Turreted . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

PAATC   : Pre-AFV Advance/ Attack Task Check 112

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 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 ............... 60sD#   : 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 . . . . . . . . . . . . . . . . . . . . . . . . . 8 7

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

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

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

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Then print the “unofficial” errata &%&17&B7) <.5: C.A

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Rolling ≥ SW 23X (breakdown)…” 

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B> E&.')G i @5B7)! jIKKJ! 3&'$ G57$ <5. & G(&'/

k`A``4 G)) ;&L) 2a <5. & $1G;5G1/15' 5< “TheAirborne Assault” on 6 June 1944, showing the&$%&'() 5< /M) F).:&' I'$ E&//&715'[\/M 

Y&77G(M1.:TlL). 3;&.&/.55;).4 D)L1:)'/ 5' h1).%177)A

m1G/5.> 1G NM&/ ;7&>).G 5< #*-! $'.  /M1G */&./). 01/

%).G15'! 75%)OX

m).) N) L5A =). /M) G()'&.15 (&.$! /M) 40*%&$.51

1*' )6 first (you’ll need every strength factor 7QJQn,'1/ <5. /M1G B&//7)4A 6M) #:).1(&'G G/&./ /'A9/$+.  N1/M ]A_ G+,&$G &'$ & 7)&$).b /M) 5/M).G <5775N 5'

7&/). /,.'G &G .)1'<5.():)'/GA D)%1)N 5' /M) oDSd

3o,1(RQD)<).)'() S&/& d&.$4 NM&/ /M) /M.))Q

',:).&7 G/.)'L/M <&(/5. &'$ /M) ,;;). .1LM/ (5.').

&BB.)%1&/15' .);.)G)'/ 5' /M) CCdG &'$ NM&/ /M)

/N5 ',:B).G 5' /M) *CdG .);.)G)'/ 3G)) =2QI 5<

2AIAI4A 6M) <1.G/ /&(/1(&7 +,)G/15' 1G M5N /5 $);75>

>5,. 5'QB5&.$ .)G5,.()GA *1'() /M) G()'&.15 (&.$

G/1;,7&/)G /M&/ /M)> &.) &77 5' <5,. (5'/1L,5,G .5&$

M)9)G! &'$ '5 :5.) /M&' 5') CCd ;). M)9! /M)

+,)G/15' B)(5:)GV 5' NM1(M .5&$ M)9 $5 >5, N&'/

>5,. M&7< G+,&$! &'$ N1/M NM1(M CCd $5 >5, N&'/

>5,. 7)&$).U P don’t know if there is a good answerto this question … probably there is, but I’m here to/)&(M :)(M&'1(G &'$ '5/ ')()GG&.17> /&(/1(G! G5! 7)/’G

 T,G/ ;,/ /M) ]Q]Qn M&7< G+,&$ 1' @] &'$ /M) nQJQnG 1'

/M) .):&1'1'L /M.)) .5&$ M)9)GA W*1'() /M).) 1G 5'7>

5') B5&.$ 3>4 1' ;7&> 5' /M1G G()'&.15! P (&' $1G;)'G)

N1/M (&771'L /M) M)9 = @] &'$ T,G/ (&77 1/ @] 3G))

2A24AX 6M)' ;,/ /M) aQ2 7)&$). 3-$.4 1' C_ 3:1$$7) 5<

/M) ;&(R! G5./ 5<4A c1/M /M) #:).1(&'G $);75>)$! N)

&.) .)&$> <5. F).:&' 6,.' 2 3F624A 6M) G1$) NM5G)

/,.' 1/ 1G /5 :5%) 1G /M) #66#d08Db /M) 5/M). G1$) 1G

/M) S8Y8@S8DA P' /M1G *()'&.15! /M) F).:&' ;7&>).1G /M) #66#d08D <1.G/A

Y5775N1'L /M) *)+,)'() 5< =7&> 3NM1(M P M&%) (575.

(5$)$ /5 &GG1G/ 1' .):1'$1'L NM1(M (5,'/).G &.)

:&'&L)$ N1/M /M) ;M&G)4V

78! 9:; <7*%0.5 8)%5 ! 9.//= :;.1*> ?@!4V 6M).) 1G

'5 ;5GG1B7) .&77>1'L &/ /M1G G/&L) G1'() '5 ,'1/G &.)

B.5R)' >)/b &'$ G1'() /M).) &.) '5 *cG 1' /M1G

G()'&.15! /M).) N177 '5/ B) &'> .);&1.1'L e5.

:&7<,'(/15'1'L[ B.)&R$5N' 5. (&;/,.1'Lf 5.

/.&'G<)..1'L 5< *cG /M.5,LM5,/ /M) L&:) )1/M).A @5SC 3S)G;).&/15' C5.&7)4 (5,'/).G /5 .):5%) –>)/A

:%*A1'.B&5B )5&'1C

F).:&' ;7&>). 5'7> 3/M) #66#d08D 1' /M1G =7&>).

/,.'4V

P' o22V aQ2!J\n9]

D6*$&./ 9.//= :;.1* E*11,5C *02 .,7)G G)(/15' ]A2&

G/&/)G /M&/ p#66#d08DAAAG)/G ,; 5<<QB5&.$ &77

<5.()G $,) /5 )'/). /M1G ;7&>). /,.'!" but doesn’t

G;)(1<> M5NA cM)' .)+,1.)$ /5 :5%) ,'1/G 5'/5

/M) ;7&>1'L &.)& <.5: 5<<QB5&.$['5'Q;7&>1'L &.)&

3&G 1' /M) &..1%1'L F).:&' ,'1/G 5. 7&/).

.)1'<5.(1'L ,'1/G <5. B5/M G1$)G 1' /M1G G()'&.154!

>5, :,G/ 4#$(" >5,. ,'1/G 1' 5<<QB5&.$['5'Q;7&>&B7) M)9)G &/ /M) G/&./ 5< /M) D&77> ;M&G)

$,.1'L >5,. ;7&>). /,.'A 65 $5 G5! >5, :&> ,G) &'>

5/M). B5&.$ 35. ;M5/5(5;> 5< 5')4 ;7&()$ &$T&()'/

/5 /M) B5&.$ )$L)G <.5: NM1(M ,'1/G )'/).! 5. &$$

&$$1/15'&7 .5NG[(57,:'G 5< '5'Q;7&>&B7) M)9)G

371R) .5N c <5. /M) '5./M )$L) 5< /M1G B5&.$ 5'

/M1G G()'&.154A 6M) /)..&1' 1' /M)G) &$$)$ 35.

1:&L1'&.>4 M)9)G! )ALA 022! 1G (5'G1$).)$ 5;)'

/)..&1'! &'$ .5&$ M)9)G (5'/1',) 5<< /M) B5&.$ 1'

play (i.e., I11 and I0 (“I” zero) are road hexeG4A ^5,:&> 5'7> G)/Q,; 5<<Qboard on “full” hexes, as half

M)9)G 5< /M) B5&.$ &' 2-$=  &.) <,77> ;7&>&B7)A

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) ? 5< "# 

P' HQ2V JJn

P' PKV nQK!JJn

P' mQ2V JJn 

78! :F:; <:%*6 F&%* :;.1*> ?@"GV #L&1'! '5/ ;5GG1B7)

>)/ G1'() /M).) (&''5/ B) -?* B)/N))' 5<<QB5&.$&'$ 5'QB5&.$ ,'1/GA 

78! H:; <H,I*0*5' :;.1*> ?@?GV 6M) F).:&'

;7&>). M&G /N5 L.5,;G /5 )'/).! 5') 5' /M) )&G/ G1$)

32G/ 71') /.55;G N1/M & L55$ 7)&$).4 &'$ 5') 5' /M)

N)G/ G1$) 3I'$ 71') /.55;G N1/M &' &%).&L) 7)&$).4A

WD1LM/ &N&> >5, (&' 7)&.' /M) <&(/ /M&/ /M) F).:&'

2K_a/M F.)'&$1). D)L1:)'/ 3FD4 N&G ;.)//> L55$

G/,<< (5:;&.)$ /5 /M) ̀ 2`/M FDA X cM1(M L.5,;

GM5,7$ )'/). <1.G/! 1G ,; /5 /M) ;7&>).A 6M1'R &B5,/

/M1GV /M1G 1G 5((,..1'L 5' Sq2A 6M) B&//7) <5. (5'/.57

1G 5'L51'L &'$ G/177 ,'$)(1$)$A 6M) F).:&'G N&'//5 G/5; /M) #:).1(&'G <.5: L51'L $5N' /M) .5&$

/M&/ ;&GG)G /M.5,LM h1).%177) /5 */A dg:)Q$,QC5'/!

G5 /M)> N&'/ /5 (5'/.57 /M1G 71//7) %177&L)A 6M)

F).:&'G R'5N /M) #:).1(&'G &.) &;;.5&(M1'L <.5:

/M) '5./M)&G/ 3r/&M B)&(M &'$ */)A C&.1)Q$,Q

C5'/4A 6M) 7)&$). 5< /M) )&G/Q)'/).1'L F).:&'

L.5,; N&'/G /5 ;.)%)'/ :5.) )'):> <.5:

5((,;>1'L /M) %177&L) &'$ M5;)G /5 B5//7)Q,; /M)

#:).1(&'G 1' /5N' ,'/17 5/M). F).:&' ,'1/G! /M)

)71/)! %).> /5,LM \/M Y&77G(M1.:TlL). 3;&.&/.55;).4

D)L1:)'/! &..1%) 7&/). /5 ;1/(M B&//7)A 6M).)<5.) M)N&'/G /5 G')&R 5%). /5 /M) '5./M G1$) 5< /5N' &'$

5((,;> /M) B,17$1'LG T,G/ G5,/M 5< 5;)' /)..&1' /M&/

can serve as a “killing field” in order to cut the&$%&'() 5< /M) )'):> WT,G/ :> <1(/15'! NM)/M).

L55$ 5. B&$ /&(/1(GXA C,7/1QC&' d5,'/).G 3CCd!

B5/M *+,&$G &'$ m&7< *+,&$G4 G/&(R)$ /5L)/M). N1/M

& -)&$). <5. :5%):)'/ M&%) /M)1. C5%):)'/

Y&(/5. 3CY4 1'(.)&G)$ <.5: J /5 \A 6M1G 7)&$). 1G

:5%1'L /M)G) L,>G +,1(R7> 3/M5,LM '5/ $5,B7)Q

/1:1'L4A

aQ2[J\n9] 31A)A /M) -$. &'$ /M) /M.)) JQ\Qn G+,&$G4:5%) &G 5') G/&(RV o2K e'5 -?* /5 -_! G5 '5

S)<)'G1%) Y1.G/ Y1.) 3S2Y! ]A]A24 ;5GG1B7)fQo`QoaQon

3)9;)'$1'L JCY! /M,G <&. B)(&,G) .5&$G &.) )&G> /5

/.&%)7 5' &'$ M&%) &' CY (5G/ 5< 2CY ;). M)94A6M)'

/M) )'/1.) G/&(R )'/).G /M) G/5') B,17$1'L 3L.)>4 1'

o\ &/ & (5G/ 5< ICY! <5. & /5/&7 5< \CYG G;)'/! &'$

G/5; /M)1. :5%)A 6M) #:).1(&'G M&%) '5 -?* /5

/M): >)/! 5. %1() %).G&! B)(&,G) /M) -?* B)/N))'

/M) ()'/). $5/G 5< @] &'$ o\ (.5GG)G /M) (5.'). 5<

B,17$1'L =_A

@5N /M) L,>G <.5: /M) `2`/M FD )'/). <.5: /M)

N)G/! &'$ $5 G5 '5/ &77 B,'(M)$Q,;Q/5L)/M). 3G1'L7)G/&(R! B&$ N&> /5 :5%) B)(&,G) >5, :&R) >5,.G)7<

a “juicy” /&.L)/4V

JJn &75') 3M&G 5'7> JCY G1'() '5/ G/&(R)$ N1/M &

-$.4 )'/).G HK 3M&7<QM)9)G &.) <,77> ;7&>&B7)!

(5,'/1'L &75,$V CY2QI! eICY (5G/ <5. N55$Gf) …and the American 337 half squad in N3, yells “?M

ksitO! 6here’re Jerries in the woods over there!”!

;51'/1'L /5 HKA <As you move your units, you’resupposed to count off the MFs that you’re G;)'$1'L

M)9QB>QM)9! &'$ L1%) & :5:)'/’G 5;;5./,'1/> <5.

/M) S8Y8@S8D /5 $)(7&.) <1.)AX 6M) #:).1(&'$)(7&.)G <1.)A W6M1G 1G $5') N1/M /M)

$441G2#&/'K4142&6&/' 5< M&%1'L -?*! &'$ 1<

(M&77)'L)$! 1G (M)(R)$ N1/M & /M.)&$ B)/N))' M)9

()'/).G 3G)) ]AI =I4 5'7> $?#"+  /M) $)(7&.&/15' 5< &

<1.) &//&(RA 6M) :/+4#  /M&/ (&' M&;;)' NM)' >5,

find out that you don’t have LOS is that you M&$

<1.)$ >5,. CF &'$ 1/ M&;;)')$ /5 :&7<,'(/15' 5'

>5,O E,/ $)(7&.1'L <1.) '5N &'$ '5/ M&%1'L -?* (&'

71:1/ >5,. 5;/15'G :5:)'/G 7&/).A Since we’re not,sing MGs in this scenario, it’s no big deal &/ /M1G

;51'/ /5 $)(7&.) <1.) &'$ <1'$ 5,/ /M&/ >5, 5'7>#>/1(>#  >5, G&N /M) )'):> 3'5 -?*4AX

6M) $)<)'G1%) <1.) /M&/ M&;;)'G $,.1'L /M) C=M 1G

(&77)$ S)<)'G1%) Y1.G/ Y1.) 3S2Y! G)) ]A]A24 &'$

&<<)(/G 5'7> G/,&'( ,'1/G 3(5'G1$). /M&/ /M).) (5,7$

/M)5.)/1(&77> eB,/ '5/ 1' /M1G G()'&.15f M&%) &7.)&$>

B))' F).:&'G 1' /M)G) N55$G ;.15. /5 /M) &..1%&7 5<

/M1G G+,&$4A D)&$ /M) /M.)) ;&.&L.&;MG 5< /M&/ .,7)

&L&1' .1LM/ '5NA

6M) ,'1/ 1' @]3]]n4 1G &//&(R1'L HK3JJn4V @5N /M)

:&/MA 6M) <1.);5N). 3Y=4 5< /M) CCd 3& M&7< G+,&$1' /M1G )9&:;7)4 1G /M) <1.G/ ',:).&7 5< 1/G G/.)'L/M

<&(/5.! 1' /M1G (&G) ]A 6M) G)(5'$ ',:).&7 1G /M)

'/+G$-  .&'L) /5 NM1(M 1/ (&' &;;7> 1/G <,77 G/.)'L/M!

B,/ /M1G &//&(R 1G &/ & .&'L) 5< _ M)9)G! NM1(M 1G

/M).)<5.) & L/'( !$'(" M&+" 3-DY4 GM5/A r'1/G (&'

<1.) &/ -5'L D&'L) e,; /5 & $1G/&'() 5< /N1() /M)1.

'5.:&7 .&'L)f B,/ /M) G/.)'L/M 1G M&7%)$ 3G)) /M)

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) J 5< "# 

P'<&'/.> Y1.) 6&B7) 3PY64 Y= C5$1<1).G B59 5' /M)

oDSd! /M1.$ 1/): ,'$). F+"$ M&+"4A *5 5,. ,'1/ (&'

5'7> &;;7> 2A_ Y=A 6M).) 1G! M5N)%).! '5 (57,:' 5'

/M) PY6 <5. 2A_ Y=! G5 /M) &//&(R GM1</G 7)</QN&.$ /5

the “1” FP column. <This isn’t going to be a frightful

&//&(R! B,/ >5, ')%). R'5N NM&/ (&' M&;;)'AX @5Nlet’s detail the target unit. They mo%)$ '5.:&77>!

that is to say not carefully by declaring “AssaultMove” ;.15. /5 /M) :5%) 3]A] =_4 <5. & (&.)<,7

G1'L7)QM)9 :5%)! /M).)B> L1%1'L /M) S8Y8@S8D &

YY@#C 3Y1.G/ Y1.) @5'Q#GG&,7/ C5%):)'/4 Q2 $1()Q

.577Q:5$1<1). 3SDC4A 6M)> )'/).)$ & N55$G M)9!

NM1(M $)'1)G /M) S8Y8@S8D & YYC? 3Y1.G/ Y1.)

C5%1'L 1' ?;)'4 Q1 DRM because it’s not openL.5,'$ &'$! 1' <&(/! (5'<).G G5:) ;.5/)(/15' 3G))

/M) 6)..&1' 8<<)(/G dM&./ e68df4 B> &$$1'L q2 68C

e6)..&1' 8<<)(/G C5$1<1).f /5 /M) S8Y8@S8D’* $1().577 3SD4 <5. /M) &//&(RA 65 G,: ,;V N) M&%) & 2Y=

&//&(R 3]Y=[I <5. -DYu2A_Y= NM1(M 1G 1'G,<<1(1)'/ <5.

/M) IY= (57,:' &'$ 1G /M).)<5.) .)G57%)$ 5' 2Y=4

N1/M & Q2 YY@#C &'$ & q2 68C SDC! NM1(M (&'()7

)&(M 5/M). <5. ')/ SDC 5< qKA #77 5< /M1G :&> B)

G,::&.1Z)$ &G <5775NG B)75NV *M55/).G 75(&/15'

3*M55/1'L ,'1/G4 QX e&' &..5N :)&'1'L &L&1'G/f

6&.L)/ 75(&/15' 3/&.L)/G 1'(7,$)$4! t 5< Y1.) =5N).

3Y=4[')/ SDCGA

@]3]Q]Qn4QXHK3JQJQn4! 2Y=[qK!

&'$ /M) $1() .577)$V I!Ju\ 3E> (5'%)'/15'! /M) <1.G/

',:B). 71G/)$ 1G /M) (575.)$ $1e, though we don’t'))$ /M&/ $)/&17 >)/4A

d.5GG1'L & \ 5' /M) 2 Y= (57,:' 5< /M) PY6 >1)7$G &

result of “Q“, or nada. We needed to roll a 5 to 2/44&9-=  =1' /M):A @5N <5. /M) &$:1'1G/.&/1%) N5.RV

C&.R /M) #:).1(&' ]]n N1/M & %157)/Q5'QNM1/) “FirstFire” co,'/).A # Y)N &$$1/15'&7 (5::)'/GV

Y1.G/! P< /M) #:).1(&' nJn 1' @J M&$ M&$ -?* /5 HK!

/M) /N5 &$T&()'/ #:).1(&' ,'1/G (5,7$ M&%)

(5:B1')$ /5 <5.: & Y1.) F.5,; 3YF! ]AI =J4 &'$N5,7$ M&%) &;;71)$ ]A_Y= 3nY=[I <5. -5'L D&'L)

<.5: @J4! q2A_Y= 3]Y=[I4 <.5: @]! u_Y= <5. /M) YF!

NM1(M N5,7$ M&%) B))' .)G57%)$ 5' /M) JY= (57,:'

5' /M) PY6! &'$ N1/M /M) G&:) <1'&7 PY6 SD 3\4 N5,7$

have resulted in a “NMC” result that might have led/5 B.)&R1'L /M) F).:&' G+,&$A

*)(5'$! /M) Y1.) F.5,; &//&(R T,G/ $)G(.1B)$ 3JY=4

N5,7$ M&%) 7)</ & L.))'Q5'QNM1/) IY= 3>$-? 5< /M)

5.1L1'&7 &//&(R G/.)'L/M4 D)G1$,&7 Y1.) (5,'/). 3G))

]A]A2 =nQ2K &'$ Y1L,.) I 5' ;&L) a <5. &' 1:&L) 5<

NM&/ /M)> 755R 71R)4! B,/ &G /M) &(/,&7 &//&(R N&G

5'7> 2Y=! 1/ N&G '5/ 5< G,<<1(1)'/ G/.)'L/M /5 7)&%)&'> D)G1$,&7 Y1.) 3NM1(M &//&(RG /#>"+  G/,&'( ,'1/G

&G /M)> ;&GG /M.5,LM /M) G&:) &.)& $,.1'L /M)

C5%):)'/ =M&G)! &'$ 1G 1'/)'$)$ /5 ;5./.&>

&BG/.&(/7> /M) G1:,7/&')5,G :5%):)'/ 5< G)%).&7

,'1/G /M.5,LM &' &.)& B,/ /M) .&+"6# /&.L)/1'L 5<

5'7> 5') 5< /M): $,.1'L /M) C=M 5< & /,.'A

6M1.$! 1< /M) ]Q]Qn M&$ .577)$ $5,B7)G 5' /M) &//&(R!

/M)> N5,7$ M&%) 6/:"+".  G1'() '5 7)&$). N&G

;.)G)'/ $1.)(/1'L /M)1. <1.) 3]AI =]4! .)G,7/1'L 1' '5

:5.) /M&' G+,1./1'L N&/). L,'G 5. T,G/ >)771'L &/ /M)

F).:&'G B)(&,G) /M).) 1G '5 Y= (57,:' 7)GG /M&'

5') 5' /M) PY6A

Y5,./M! /M) 5.1L1'&7 &//&(R1'L ]Q]Qn ,'1/ $5)G '/#  M&%) /M) /M)5.)/1(&7 5;/15' 5< .);)&/1'L /M) S2Y

&//&(R! R'5N' &G *,BG)+,)'/ Y1.G/ Y1.) 3*YY! ]A]A2

=]4 B)(&,G) /M) /&.L)/ ,'1/ 1G &/ (+"$#"+ #>$''/+G$- +$'("< )%)' /M5,LM /M) F).:&' G;)'/ ICY

1' /M&/ M)9 3HK4 1' the American unit’s LOS.m5N)%).! )%)' 1< 1/ M&$ B))' ;5GG1B7) B> .&'L)! /M)

&//&(R Y= 1G M&7%)$ $($&' <5. *YY! &'$ 1' /M1G

)9&:;7) N5,7$ B) 5'7> KAn_Y= &'$ 1'G,<<1(1)'/ /5&//&(R &/ &77A

Y1</M! M&$ /M) 5.1L1'&7 ]Q]Qn B))' &//&(R1'L N1/M &

CF /M&/ .)/&1')$ D?Y eD&/) 5< Y1.)! 5. /M) &B171/> /5

(5'/1',) GM55/1'L 1' /M) G&:) <1.) ;M&G)f B> /M)

6/-/+".  $1) 5< /M) PY6 &//&(R SD B)1'L 7)GG /M&' 5.

)+,&7 3≤4 /5 /M) B59)$ D?Y ',:B). 5< /M) CF! /M)'

1/ N5,7$ '5N B) &B7) /5 GM55/ 5' 1/ & I '$ /1:)

B)(&,G) /M) /&.L)/ F).:&' ,'1/ G;)'/ ICY 1' 1/G

-?*A W6M1G N177 B)(5:) &' 1GG,) 1' /M) #*- G()'&.15

*I! I>" 3$+ /? #>" !$#4! NM1(M ,G)G CFGA D?Y 1G

)%)' B)//). )9;7&1')$ &'$ 177,G/.&/)$ 1' #*-*0I3F,'G4OX

*19/M! 1< 5/M). #:).1(&' ,'1/G M&%) -?* /5 /M1G

F).:&' ,'1/! /M)> :&> '5N S2Y 5' 1/ /55A

Y1'&77>! /M).) 1G '5/M1'L :5.) /M)G) #:).1(&'G (&'

5. N1GM /5 $5 /5 /M5G) F).:&'G 1' /M) N55$Gb /M)>

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) K 5< "# 

;.5())$ N1/M /M)1. :5%):)'/! ;1(R1'L ,; NM).)

they left off… 

… H23JCY (,:,7&/1%)! ICY (5G/ <5. /M) N55$G &'$ I

CY (5G/ /5 )'/). /M) G/5') B,17$1'L4A 6M).) 1G '5

-?* B)/N))' /M): &'$ &'> )'):> 3#:).1(&'4 ,'1/$,) /5 /M) 5BG/.,(/15'G 5< B,17$1'LG 1' B)/N))'A

6M)> )'$ #>"&+  :5%)A

nQK[JJnV C5%) &G & G/&(RV P23CY24! H23CYIQ]! &'$

$)(7&.) #>"&+  )'$ 5< :5%):)'/A

-&G/ JJnV mK3CY2QI4! … #:).1(&'G 1' C_ N5'$). 1<

/M)> G)) F).:&'G 1' /M5G) N55$G B,/ G)) '5 .)&G5'

/5 GM55/ &/ G,(M -5'L D&'L) NM17) /M) )'):> M&G

/M) B)')<1/ 5< N55$G ;.5/)(/1'L /M): &'$ M&%1'L

7)&.')$ <.5: /M)1. B,$$1)G 1' @] 5' /M) (5'();/ 5<

)9/.):)7> 75N ;.5B&B171/> GM5/GA E,/ 1< /M)> $1$GM55/ &'$ M&$ -?*! 1/ N5,7$ B) & IY=[Q2SDC!

$)<1'1/)7> B)//). /M&' B)<5.)A d&' >5, <1L,.) NM>U

W6.> /5 (&7(,7&/) 1/! /M)' ;.5())$X

P/ N5,7$ B) nY=[I <5. -DY! en M)9)G! /M) G+,&$’G'5.:&7 .&'L) 1G Jf u]A_Y=A 6M&/ 1G '5/ )'5,LM <5.

/M) J (57,:'! G5 1/ <&77G /5 /M) I (57,:'A 6M) SD

:5$1<1).G 3SDC4 &.)V

Q2 <5. YY@#C! q2 68C <5. N55$G &'$ Q2 <5. /M)

leader’s Leadership Modifier in directing fire, NM5G)

;.)G)'() &'$ $1.)(/15' &7G5 ;.)%)'/G /M) G+,&$

<.5: (5N).1'L 1' (&G) /M)> .577 $5,B7)GA

C5%1'L 5' … H1 3].$ CY4 &'$ G/5;A 6M)> M&%) 2CY

.):&1'1'L NM1(M /M)> (5,7$ ,G) /5 L5 1'/5 mI 1< /M)>

N&'/)$! B,/ /M)> N&'/ /5 )'/). /M) B,17$1'L 1' PI!

&'$ $5 '5/ M&%) /M) G,<<1(1)'/ CYG 7)</ 3.)+,1.)G

ICY :5.)! &'$ & CCd 3G+,&$ 5. M&7< G+,&$4 5'7>

M&G JCY /5/&74A 6M)> (5,7$ M&%) $)(7&.)$ S5,B7)

61:) 3]A] =\4 &/ /M) 4#$+#  5< /M)1. /,.' /5 L)/ I )9/.&

CYG &'$ & '1() dv (5,'/). /5 (&..> 5' /M): <5. &

NM17) ,'/17 /M)> .)(,;).&/)$! B,/ /M)G) L,>G &.)

G:&./ &'$ R'5N /M&/ )%)' 1< /M)> &.) /M) 5'7> 5')G5,/ 1' /M) G/.))/ .1LM/ '5N! /M).) 1G &' #$%&'()

=M&G) 3#=M4 coming right up that they’ll use to)'/). /M) B,17$1'LA 6M1G )'$G /M) F62 C=MA P< /M).)

M&$ B))' D)G1$,&7 Y1.) :&.R).G 5. *:5R) :&.R).G

<.5: G:5R) L.)'&$)G ,G)$ B> F).:&' ,'1/G $,.1'L

/M)1. :5%):)'/! /M5G) :&.R).G N5,7$ B) .):5%)$

'5NA

78! LF:; <L*-*51&I* F&%* :;.1*> ?@JGC m).)! /M)

S8Y8@S8D GM55/G &/ M)9)G /5 &<<)(/ $--  /&.L)/G 1'

/M):! <5. NM&/ 1G /).:)$ Y1'&7 Y1.)! N1/M5,/ /M)

B)')<1/ 5< YYC? 5. YY@#C SDCGA 6M) #:).1(&'G

M&%) '5 G,(M 5;;5./,'1/> ;.)G)'/7>! G5 N) (5'/1',)

<5.N&.$A D):5%) &'> %157)/ Y1.G/[Y1'&7 Y1.) :&.R).G

78! 4F:; <4MI.5$&5B F&%* 6;.1*> ?@KGC P< >5, N1GM!

.)&$ /M) GM5./ )'/.> 1' ]A_! B,/ /M).) 1G '5

5;;5./,'1/> <5. &'> :5.) <1.) 5< &'> R1'$ B)/N))'

)'):> ,'1/G B)(&,G) /M).) 1G '5 -?*A C5.) 7&/).

NM)' N) M&%) G5:)A =.); Y1.) :&.R).G &.)

.):5%)$ &/ /M) )'$ 5< /M1G ;M&G)A

78! 9':; <9,)' :;.1*> ?@NGC m).) /M) B.5R)'

1'<&'/.> /.> /5 G))R (5%).A c) M&%) '5 B.5R)' ,'1/G

/M,G <&. G5 /M).) 1G '5 D5,/1'L /5 B) $5')A C5.) 5'

/M1G 7&/).! B,/ G1:;7> ;,/! B.5R)' ,'1/G .,' &N&><.5: /M) )'):> /5 <1'$ & G&<). ;7&() /5 .)L&1' /M)1.

').%)A

78! 4:; <4MI.5$* :;.1*> ?@OGC m).) &'> 5< /M)

#66#d08D’* ,'1/ /M&/ &.) 1' F55$ ?.$). &'$ &.) '5/

;1'')$ :&> :5%) 5') M)9! 1'(7,$1'L 1'/5 )'):>Q

5((,;1)$ M)9)GA

JJn9I 1' H2 3'5/ /M) -$.4QX0I

JJn m2QXPI

J\n92 o\QX=_

78! PP:; <P/,1* P,0Q.' :;.1*> ?@#GC 6M1G 1G (75G)+,&./).G B&//7) <5. )'):> ,'1/G 1' /M) 4$G" M)9A P<

they don’t settle it right away (this CCPh) they.):&1' 1' B"-""! &'$ 1L'5.) /M) N5.7$ &'$ B&//7)

5,/G1$) ,'/17 #>"&+ /:' B&//7) 1G <1'&77> G)//7)$A =1'

:&.R).G &.) .):5%)$ &/ /M) )'$ 5< /M1G ;M&G)A

6M1G 1G )'$ 5< F62A Y71; /M) /,.' :&.R). 5%). /5

1'$1(&/) /M&/ 1/ 1G '5N #:).1(&' 6,.' 2 3#624 &'$

/M) #:).1(&' 1G '5N /M) #66#d08DA

C#= P@h8@6?D^ w 8@S 5< F62V

F8DC#@V

PIV JJn

H2V nQK

0IV JJn9I

=_V J\n

o\V aQ2! J\n9I

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) N 5< "# 

#C8DPd#@V

-_V nJn

C_V aQ2!nJn

@]V ]]n

@JV nJn

48! 9:;C =7&() >5,. ,'1/G )'/).1'L /M1G /,.' &75'L

/M) '5./M B5&.$ )$L) &G G/1;,7&/)$ 1' /M) ?E 1'

&'/1(1;&/15' 5< G/,&'( /M): 1' /M) C=MA

:%*AD'.B&5B <40*%&$.5GC 

c2KV aQ2!nJn

c_V nJn9I

?/M).N1G)! /M).) 1G '5 5') /5 .&77> >)/A @5 SC

:&.R).G >)/ /5 .):5%) &/ )'$ 5< ;M&G)A

48! :F:;C m).) 1G /M) <1.G/ (M&'() <5. G5:)

G1L'1<1(&'/ <1.) <.5: /M) #:).1(&'G /5 /M) F).:&'GA

6M).) 1G -?* B)/N))' /M) @J &'$ @] ,'1/G /5 /M) =_,'1/A -?* &7G5 )91G/G <.5: PI &'$ 0I /5 @]A 6M).) 1G

-?* B)/N))' PI &'$ C_! &'$ B)/N))' -_ &'$ 0IA #77

5< & G,$$)' /M).) &.) )'):> )%).>NM).) /M) )>)

(&' G))A 6M) #:).1(&'G .)&71Z) /M)> &.) )'(1.(7)$

N1/M )'):> /5 /M)1. @8 &'$ *cA =.); Y1.) 3=Y4 1G <5.

7&>1'L (5%).1'L <1.) “$,.1'L NM1(M” 31A)A! 1' /M) C=M

5< /M) /,.'4 5/M). 5< >5,. ,'1/G :&> B) &B7) /5 :5%)

G&<)7> 1< >5, :&'&L) /5 L)/ /M5G) )'):> /5 $,(R

/M)1. M)&$G 31A)A B.)&R4A ̂ 5, )9(M&'L) /M) &B171/> 5<

& ,'1/ /5 :5%) 1' /M) C=M 1< /M)> &//):;/ =.); Y1.)

'5NA *5 /M) $)(1G15' M).) 1G! $5 /M) #:).1(&'G G/&>1' /M) G/.))/ &'$ GM55/ &/ /M) F).:&'G! 5. $5 /M)>

M)&$ <5. (5%)r in the buildings (don’t forget theh1(/5.> (5'$1/15'G4U 6M)> $)(1$) /5 :&'),%). 1'/5

/M) B,17$1'LG! 1A)A! /M) #:).1(&'G ;&GG 5' &'> =.);

Y1.)A

48! H:;C o,)G/15' ',:B). 5')V cM1(M ,'1/G /5

:5%) <1.G/! /M) L,>G 1' /5N' 5. /M) L,>G )'/).1'L

&75'L /M) '5./M )$L)U P /M1'R /M) L,>G )'/).1'L 3/M&/

N&> /hey’re sure not to be forgotten; >);! /M&/

M&;;)'G4A

aQ2[nJn G/&(R)$ /5L)/M). $)(7&.) $5,B7) /1:)e;7&() dv (5,'/). 5' /M):f! G5 '5N M&%) aCY 3JCY

&G CCd! ;7,G I CY <5. -)&$). 3-$.4 E5',G! ;7,G ICY

<5. )%).>B5$> dX’d) enters V10(2MF), … ;5GG1B7)

71') 5< G1LM/ /5 o\ B,/ /M) F).:&'G <5.)L5 75'L

.&'L) <1.) /M.5,LM <5,. M)9)G 5< L.&1' /M&/ 1G &'A4"$4/' 3qJ m1'$.&'() SDC! q2 m1'$.&'() ;). M)9

9"#:""' <1.). &'$ /&.L)/) … continuing: U10! '5

75'L). 1' -?* 5< o\ $,) /5 B,17$1'L 1' Dn 3]A_CY!

2A_CYG ;). L.&1' M)9 NM)' 1'QG)&G5' eH,')Q

*);/):B).f4! 6`3_CY4! *` 3\A_CY4! *a 3aCY4! )'$

#>"&+  :5%)A

nJn9I #GG&,7/ C5%) /5 h_! &'$ )'$ #>"&+  :5%)A 6M)F).:&'G 1' o\ &.) /M1'R1'L &B5,/ GM55/1'L &/ /M):

&'$ <1'&77> $)(1$) /5 $)(7&.) <1.) 3S)<)'G1%) Y1.G/

Y1.)4! G1'() /M)> M&%) '5 5/M). %1G1B7) /&.L)/G &'$

/M)> M&%) '5/M1'L /5 75G)A W6M) F).:&'G :&> &G

N)77 N&1/ ,'/17 /M) SY=M /5 GM55/ &/ /M)G) nJnG &'$

G)) 1< &'> :5.) 1'/).)G/1'L /&.L)/G ;.)G)'/

/M):G)7%)G $,.1'L /M) C=MA 6M) &//&(R N177 B)

)9&(/7> /M) G&:)A #7/M5,LM /M)> <5.)L5 /M)

5;;5./,'1/> /5 /&R) & G)(5'$ GM5/ 3J[q24 &/ /M) /N5

#:).1(&' G+,&$G B> $51'L G5! :&1'/&1'1'L /M)

/M.)&/ 5< $)<)'G1%) <1.) &L&1'G/ 5/M). :5%1'L

#:).1(&' ,'1/G 1G :,(M :5.) %&7,&B7)AX 

o\ 3aQ2[J\n9I4 QX h_ 3nJn9I4! aY=[qKA P/ 1G &/ .&'L)

_ M)9)G &'$ N1/M1' '5.:&7 .&'L) <5. /M) JQ!QnGA

Here’s how it figures: FP is 4FP/unit x 2 units = 8FP.6M) :5$1<1).G &.)V

Q2 -$.! q2 ?.(M&.$ M1'$.&'() 5< q2[M)9 9"#:""' 

,'1/G 36_4 u qK ')/A m5N)%).! /M) #:).1(&'

(M&77)'L)G -?* &'$ /M)> $)/).:1') /M&/ /M) N)G/Q

:5G/ )$L) 5< r\ 1G 3/M5,LM B&.)7>4 5BG/.,(/1'L <1.)A

The units in Q6 are “considered to have fired for allpurposes” (3.2 P2) therefore, place a First Fire

:&.R). 5' /M):O

-_ 3nJn4 #GG&,7/ :5%)G /5 C\A

C_3aQ2[nJn4 #GG&,7/ :5%) /5 @_A =_ $)(7&.)G

$)<)'G1%) <1.G/ <1.) 3S2Y4 5' G&:)A

=_3J\n4QX@_3aQ2[nJn4! JY=[qJ

3JY=! q] 68C <5. G/5') B,17$1'L! q25.(M&.$

M1'$.&'()! u ')/ qJSDCA @5/)V 6M) N/#" <5. /M)

?.(M&.$ 6)..&1' 6>;) 5' /M) 6)..&1' 8<<)(/G dM&./

5' /M) oDSd )9;7&1'G /M&/ &' 5.(M&.$ M)9 1G

“Inherent Terrain, fire *even just+ along *the+

hexside still hindered.” “Inherent” here means that/M) 5.(M&.$ >"5 ! '5/ /M) L.))' 5.(M&.$ 4=G9/-4 &'#>" >"5< 1G NM&/ M1'$).G! )%)' 5'7> &75'L /M)

hexside. See “Inherent Terrain” under 2.0S)<1'1/15'G4A Continuing … #'$ /M) $1() &.)V 2!Ju_!

qJ SDCuY1'&7 SD 5< `A d.5GG1'L ` 5' /M) PY6 N1/M

JY= >1)7$G & .)G,7/ 5< “Q“! '&$& &L&1'A =7&() & Y1.G/

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) O 5< "# 

Y1.) d5,'/). 5' /M) F).:&' ,'1/! &'$ & 2Y=2 

D)G1$,&7 Y1.) (5,'/). 3L.))'Q5'QNM1/) G/&. B,.G/

N1/M 24 5' M)9 @_A P< =_ N&'/)$ /5! /M)> (5,7$ <1.)

5' /M) G&:) ,'1/ &L&1' N1/M *,BG)+,)'/ Y1.G/ Y1.)

3*YY! G)) 2& 5' /M) *>'5;G1G 5< S)<)'G1%) Y1.) &/ /5;

5< ;&L) n4 G1'() /M) /&.L)/ ,'1/3G4 G;)'/ ICYG)'/).1'L /M) M)9 3B,17$1'L4! B,/ ;&GG <5. '5NA C5.)

5' *YY B)75NA

#L&1' '5/ G,.) /M1G 1G L55$ G/.&/)L>! B,/ N177 :&R)

<5. L55$ )9).(1G) 5< .,7)GV /M) ,'1/ 1' @J 1G /5GG)$

B)/N))' M)&$1'L 1'/5 CJ /5 M)7; &%)./ /M) &//&(R

<.5: /M) G5,/MN)G/! &'$ L51'L 1'/5 @_ <5. B)//).

;.5/)(/15' &'$ ')&.')GG /5 M1G 7)&$). 3B,/ N5,7$

'))$ /5 <1.G/ ,'$).L5 /M) !Y= .)G1$,&7 <1.) (5,'/).

&//&(R N1/M & SDC 5< q]I 1< ,G1'L #GG&,7/ C5%)

3,'71R)7> /5 (&,G) &'> $&:&L)4! 5. #GG&,7/ C5%) /5

/M) 5.(M&.$G 1' ?_ 1' M5;)G 5< (75G1'L N1/M &'$

)%)'/,&77> $)G/.5>1'L /M) ,'1/ 1' =_! NM5 N&G

$1G/.&(/)$ B> <1.1'L 5' @_ 31A)A 1G :&.R)$ N1/M Y1.G/

Y1.) :&.R). &'$ /M).)<5.) N177 '5N GM55/ &/ M&7<

G/.)'L/M <5. *,BG)+,)'/ Y1.G/ Y1.) 3]A]A2 =] &'$ G))

*>'5;G1G 6&B7) 5' ;&L) n4A 6M)> (M5G) /M) ?.(M&.$A

@J3nJn4 #GG&,7/ :5%)G /5 ?_A =_ $)(7&.)G *YY 5'

/&.L)/A 6M) JY= 5< /M) F).:&'G 1G M&7%)$ <5. *YY

3/M)> &.) &7.)&$> :&.R)$ N1/M & Y1.G/ Y1.) :&.R).4 /5

IY=! B,/ /M)' $5,B7)$ <5. =51'/ E7&'R Y1.) 3=EY4 <5.

B)1'L &$T&()'/ /5 /M)1. /&.L)/! B&(R /5 JY=A 6M):5$1<1).G &.) K 3Z).54A 6M) F).:&'G $5 '5/ L)/

YY@#C B)')<1/ B)(&,G) /M) #:).1(&'G :5%)$ 5'7>

5') M)9 6$+"?1--=  B> $)(7&.1'L #GG&,7/ C5%)! &'$

they don’t get FFMO benefit because &' 5.(M&.$

M)9 1G '5/ (5'G1$).)$ ?;)' L.5,'$A ?' /M) 5/M).

M&'$ /M) #:).1(&'G L)/ '5 68C <5. B)1'L &' /M)

5.(M&.$ B)(&,G) 1/ 5'7> ;.5%1$)G & m1'$.&'() SDC

NM)' 9"#:""' the target and firer. So it’s what we(&77 & (7)&' GM5/ 3'5 SDCG4A P' G,::&.>V JY=[qK

SDCGA #'$ /M) $1() G&>V

]!Iu_ .)G,7/1'L 1' & 2Cd 5. & C5.&7) dM)(R N1/M

$1<<1(,7/> 1'(.)&G)$ B> 2A 6&R) & :5:)'/ &'$ .)&$

]AIA2 D)G,7/G! G)ction “NMC” and “#MC.” The#:).1(&' ,'1/ 1G '5N (M)(R)$ /5 G)) 1< 1/ M)7$ ,;

,'$). /M1G <1.)! &'$ .577G &V J!Iu\! q2 SDC u<1'&7 nA

2 cM> 2Y= 1'G/)&$ 5< IY=U 6M) 5.(M&.$ M1'$.&'() 5< q2

.)$,()G DY= B> 5') (57,:'A *)) 8..&/& <5. ]A]2AI H,G/ /M) &'A>"5  68C[3G:5R) 1< &;;71(&B7)4A

6M1G 1G "O1$-  /5 1/G C5.&7) -)%)7 3C-4 of “7” (third',:).&7 5< /M) */.)'L/M Y&(/5.b :&> B) $1<<).)'/

NM)' B.5R)'4 &'$ :)&'G /M&/ M) P14# 9$+"-=  4166"".".  1' '5/ B.)&R1'L B> '5/ .5771'L M1LM). /M&'

n! B,/ 1G /M).)<5.) Pinned instead, and can’t move

Q! FR*FNCH  1' /M1G /,.' &'$ M&G 1/G Y= (,/ 1' M&7<,'/17 /M) )'$ 5< /M1G /,.'O 6M) F).:&' M&G ;1'')$ &

,'1/ /M&/ N5,7$ M&%) ()./&1'7> &$%&'()$ ,;5' 1/

7&/). <5. d75G) d5:B&/O D&/GOOOO C&.R /M) #:).1(&'

,'1/ N1/M & .)$Q5'QNM1/) “Pin” counter (note what itG&>G 5' 1/4 &'$ /,.' /M) Y1.G/ Y1.) :&.R). 5' /M)

F).:&' ,'1/ 5%). /5 /M) Y1'&7 Y1.) G1$)A #7G5! *YY

7)&%)G D)G1$,&7 Y1.) G5 ;7&() & IY= D)G1$,&7 Y1.)

d5,'/). 5' ?_! 1' (&G) &'>B5$> )7G) $)(1$)G /5

N&7R /M.5,LM /M&/ 5.(M&.$ .1LM/ '5NA W@5/) /M&/ B>

R));1'L /M) G&:) $1() .577G <5. /M) F).:&' &//&(R

&'$ /M) #:).1(&' C5.&7) dM)(R! B,/ ;.)/)'$1'L/M&/ /M) F).:&'G M&$ '5/ &7.)&$> Y1.G/ Y1.)$ &'$

/M).)<5.) N5,7$ M&%) B))' <1.1'L &/ <,77 G/.)'L/M

JY= $5,B7)$ <5. =EY /5 aY=! /M1G N5,7$ M&%)

.)G,7/)$ 1' & ICd <5. /M) #:).1(&'G &'$ /M)> N5,7$

M&%) B.5R)' N1/M /M)1. .577 5< \ 3qIua! NM1(M 1G

L.)&/). /M&' n! /M)1. :5.&7) <&(/5.4A 6M) 7)GG5' /5

7)&.' 1G /M&/ 5.$). 5< )%)'/G (&' B) ,"+= 1:;5./&'/!

)%)' $)(1G1%)A

@]3]]n4 #GG&,7/ :5%)G /5 CJA 6M) F).:&'G 1' 0I

$)(7&.) <1.)A C&.R /M): N1/M & Y1.G/ Y1.) :&.R).A 6M)

#:).1(&'G 5BT)(/ /M&/ /M).) 1G '5 -?*! /M)> (M)(R!&'$ /M) F).:&'G M&%) -?*A 6M) &//&(R 1GV

aY=[q] 3:&R) G,.) >5, R'5N NM>4A6M) $1()V

\!_u22 q]3GE7$4u2J .)G,7/1'L 1' &BG57,/)7> '&$&A

=.)//> B&$ GM5/ <.5: /M5G) G)(5'$Q71') ,'1/GO 6M)

#:).1(&'G &.) 1' G&<)A 6M1G )'$G /M) C=MA D):5%)

&77 D)G1$,&7 Y1.) :&.R).GA

48! LF:;V PI 3JJn4 $)(7&.)G <1.) /5 @_A

IY=3JY=[I <5. -DY4[q] 3GE,17$ 68C4! 6M) $1()V \!Iua

q]u22! .)G,7/G 1' '&$&A C&.R <1.1'L ,'1/ N1/M Y1'&7

Y1.) (5,'/).A 8'$ 5< SY=MA @5/) /M&/ =_ N&G

;.5M1B1/)$ <.5: <1.1'L 5' /M) &$T&()'/ ;1'')$ ,'1/

B)(&,G) 1/ N&G &7.)&$> :&.R)$ N1/M & M&'$-  Y1.)

(5,'/).A @5N .):5%) &77 Y1.G/[Y1'&7 Y1.) :&.R).GA

48! 4F:;V #$%&'(1'L Y1.) 1G M&7%)$A 6M) 5'7>

#:).1(&' ,'1/G N1/M & /&.L)/ &.)V CJ 3&L&1'G/ 0I B,/

/55 71//7) Y= /5 B5/M). N1/M4b C\ /5 H2! B,/ &L&1' /55

71//7) Y= &/ /M&/ L.)&/ $1G/&'()b h_ (&' 4"" 0I B,/

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) # 5< "# 

G1'() /M)> M&%) '5 G'1;). .1<7)G N1/M G(5;)G /M)>

(&''5/ )%)' B)L1' /5 /5,(M /M): 31< ;5GG1B7) /M)

SDC N5,7$ B) qJ! G)) NM>U4A h_ (&' &7G5 G)) =_!

B,/ /M) /&.L)/ 1G B)>5'$ '5.:&7 .&'L) G5 /M)> can’t,G) /M)1. #GG&,7/ Y1.) E5',G 3G)) ]A_4 &'$ /M).)<5.)

/M) &//&(R 1s a 2/6! They’d have to roll a 0 T,G/ /5L)/ & =6d .)G,7/A PG /M1G GM5/ &775N)$ ;). /M) .,7)G

37&G/ G)'/)'() 5< ,;;). ;&.&L.&;M! ].$ (57,:' 5'

;&L) J4V “Any combination of smoke or terrain LOSM1'$.&'() SDC L.)&/). /M&' 5. )+,&7 /5 q\ B75(RG

that LOS completely”U ^)GA ?'7> q] 5< /M) SDC 1G

<.5: -?* m1'$.&'()! /M) .)G/ 1G 68CA cM&/ &B5,/

h_ <1.1'L 5' o\U LOS is reciprocal: if Q6’s D1F shot)&.71). N&G B75cked against V5, then V5 can’t see Q6)1/M).A Y1'&77> /M).) 1G @_ &'$ ?_A ?_ (&' &'$ N177

give the good ‘ole American try &L&1'G/ =_A @5N ;&>

&//)'/15'A 6M) #:).1(&' " JnG M&%) #GG&,7/ Y1.)E5',G 3]A_4 (&;&B171/> B> %1./,) 5< /M)1. ,'$).71')$

Y1.) Y&(/5. 3G5 N177 /M) (5:1'L F).:&'GO4 /M&/

.)<7)(/G &' 1'(.)&G)$ &B171/> 1' #GG&,7/ &//&(RG 3Y1.1'L

NM17) G1:,7/&')5,G7> :5%1'L <5.N&.$4 B)(&,G) /M)>

M&%) L55$1)G 71R) 6M5:;G5' G,BQ:&(M1') L,'GA 6M)

B5',G 1G /M&/ &</). $--  :5$1<1(&/15'G /5 /M)1. Y=! >5,

&$$ 2 &'$ &'> - .&(/15' 1G %5,'$)$ );N&.$G 3YDr4A

6M).)<5.)! /M) ?_ ,'1/ M&G nY= NM1(M 1G M&7%)$ <5.

B)1'L ;1'')$ /5 ]A_Y=! NM1(M 1G M&7%)$ <5.

#$%&'(1'L Y1.) /5 2An_! NM1(M 1G $5,B7)$ B&(R /5 ]A_

<5. =51'/QE7&'RQY1.) 3=EY! 1A)A! B)1'L &$T&()'/4A @5N

N) &$$ 2 <5. #GG&,7/ eY1.)f E5',G &'$ M&%) JA_! /M)'

.5,'$ ,;N&.$G /5 _Y=O @5/ B&$A 6M&/ N177 B)

.)G57%)$ 5' /M) JY= (57,:'A 3Pf they weren’t Pinned1/ N5,7$ M&%) B))' &' aY= en[I <5. #Y=M! 9I <5. =EY!

q2 <5. #GG&,7/ E5',G uaf4A 6M) SDC 1G q] <5. /M)

G/5') B,17$1'L 3GE7$L4A #'$ /M) $1) .577 1G _!2u\! q]u

Y1'&7 SD 5< ` <5. '&$&! B,/ & L55$ /.>O Though it’s'5/ 1' /M) .,7)G! P 71R) /5 :&.R :> #$%&'(1'L Y1.1'L

,'1/G N1/M & =.); Y1.) 3=Y4 (ounter, so I don’t use/M): /N1() &((1$)'/&77>A

@5N @_ 3aQ2[nJn4 QX=_3J\n4V JY=[q]. Here’s how:nY= [I <5. &$%&'(1'L <1.) u ]A_A &$$ 2 <5. &GG&,7/

B5',G u JA_ &'$ YDr /5 _A @5 (57,:' <5. _ 5' /M)

PY6 G5 B&(R $5N' /5 J Y=A 6M) /&.L)/ 1G 1' & GE7$L <5.

q] 68C! &'$ /M) 5.(M&.$ M)9 &$$G q2 <5. 5') M)9 5<

M1'$.&'() 9"#:""' /M): 3M)9 ?_4! &'$ <1'&77> /M)

-$. ;.5%1$)G Q2 <5. $1.)(/1'L <1.)! <5. & ')/ 5< q]

SDC! &'5/M). 75'L GM5/A 6M) $1()V J!\u2K!

q]SDCuY1'&7 SD 5< 2]! &'$ & B1L @#S#O C&.R N1/M

=YA 6M1G )'$G /M) #Y=MA D):5%) &'> =.); Y1.)

:&.R).G

48! 9':;V 6M).) &.) G/177 '5 B.5R)' ,'1/G >)/! G5 '5

.5,/1'LA

48! 4:;V

S8(CX’d aQ2[nJn4QXDn

h_ 3nJn9I4QXr\!

C\3nJn4QX@\!

@_3nJn 5'7>4QX?\!

CJ 3]]n4QX-] 3L55$ 7,(R L,>GO4

48! PP:;V @5') >)/A D):5%) =1' :&.R).3G4A

8'$ 5< #:).1(&' 6,.' 2 &'$ F&:) 6,.' 2A Y71; /,.'

C&.R). 5%). /5 <.5'/ G1$) <5. F).:&' 6,.' I &'$&$%&'() &75'L /M) 6,.' D)(5.$ dM&./ /5 1'$1(&/)

/M&/ N) &.) '5N 1' /,.' IA WcM)NO 6M&/ N&G & 75/ 5<

7)&.'1'LA 6M1'LG N177 :5%) <&G/). '5NAX

E?#DS P@h8@6?D^ )'$ 5< #62

#C8DPd#@V

-]V ]]n

@_V aQ2

@\V nJn

?_V nJn

?\V nJn

DnV dvVaQ2!nJnr\V nJn9I

F8DC#@V

PIV JJn

H2V nQK

0IV JJn9I

=_V J\n

o\V aQ2!J\n9I

78" 9:;V =7&() /M) ,'1/G /M&/ &.) /5 )'/). /M1G /,.'

&75'L /M) )&G/ )$L) 5< /M) B5&.$ /5 .):1'$ >5, /5

:5%) /M): 1' &/ /M) C=MA:%*AD'.B&5BC 

P22V `Q2! _Ja9]

?/M).N1G)! G/177 '5 B.5R)' ,'1/G /5 .&77>A

78" :F:;V 65 .):1'$ >5, &L&1'! 1< >5, =.); Y1.)

,'1/G 31A)A! ;.5%1$) (5%). <1.)4! /M)' /M5G) ,'1/G don’t:5%) $,.1'L /M) C=MA 6M) F).:&' 1G /M1'R1'L /M&/

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) R 5< "# 

M) N&'/G /5 L)/ /M5G) `2`/M FD L,>G &(.5GG /M) .5&$

/5 &$%&'() ,;5' &'$ )71:1'&/) /M&/ 75')7> M&7<

G+,&$ 1' 5') 5< /M) %1(/5.> (5'$1/15' B,17$1'LG 3-]4A

6M1G (5,7$ B) G&<)7> ;).<5.:)$ 1< /M) YF 3Y1.)

F.5,;! 1' (&G) >5, <5.L5/4 1' 0I (5,7$ B.)&R /M):

N1/M =.); Y1.)A *5 /M)> /.>A

0I3JJn9I4QX-]3]]n4! aY=[q] 3/M) SDC 1G <5. /M)

GE7$LA #'$ /M) SDuI!2u]! q]u\O ?h, oh … this couldB) B&$A d.5GG1'L /M) Y1'&7 SD 5< \ N1/M /M) aY=

column yields a “1MC.” If you don’t know what that:)&'G! /M)' read again the meaning of “NMC” and“#MC” under 3.2.1 5. 5' /M) oDSd ,'$). /M) PY6A

6M) ]]n .577G <5. 1/G 2Cd &'$ L)/GV I!2u]!q2uJOOOO 3P

GN)&. B)<5.) F5$! /M)G) &.) &(/,&7 $1) .577GO4 *5

/M)> G,.%1%) h8D^ '1()7>O m&$ /M)> .577)$ & 2I 3E59

d&.G4! /M)> N5,7$ M&%) G,<<).)$ d&G,&7/> D)$,(/15'!

NM1(M )71:1'&/)G & m* (explained under 3.2.1 “K/#.”WP< /M)> M&$ .577)$ & I 3*'&R) 8>)G4 &'$ /M1G N).)

/M) ?1-- 9-/:' F0L %).G15'! /M)> :1LM/ M&%) E&//7)

m&.$)')$! (.)&/)$ & ')N m).5 3*Cd4! L5') E).G).R!

5. M&$ & 2[]\ (M&'() 5< &(/,&77> G,..)'$).1'L 31< '5/

&' )71/) ,'1/4OX C&.R /M) <1.1'L ,'1/G N1/M & =.);

d5,'/). 32 5' /5; 5< /M) G/&(R4A

6M) German units on the other end of town aren’t;7&''1'L 5' L51'L &'>NM).) 3:5%1'L4 G5 /M)> <1.) &/

&'> &'$ &77 &%&17&B7) /&.L)/GA =_3J\n4 M&G /N5

)'):> ,'1/G &$T&()'/ NM).) M) (&' L)/ /M) B)')<1/5< $5,B7)$ Y= <5. =EY 5' )1/M). 5')A m) $)<1'1/)7>

N&'/G /5 M,./ 5. R177 5') 5< /M): before it’s their/,.' /5 L&'LQ,; 5' M1: N1/M & YFA m5N)%).! /M)

,'1/G 1' o\ M&%) -?* /5 /M) ,'1/ 1' ?\! &'$ &77 /M.))

,'1/G 31' /N5 M)9)G4 (5,7$ <5.: & YF! G1'() /M)> &.)

&$T&()'/ /5 5') &'5/M). 3&775N1'L /M): /5 GM&.)

G)7)(/)$ /&.L)/G N1/M )&(M 5/M). <5. & (5'()./)$

)<<5./4! B,/ /M)> (5,7$ 5'7> ,G) /M) aQ2 -$. /5 $1.)(/

<1.) B> /M5G) ;.)G)'/ N1/M M1: 1' o\A *M5,7$ o\ T51'

N1/M =_ /5 &//&(R ?\! 5. GM5,7$ M) <1.) /5 /M) '5./M

3&/ r\4! 5. &(.5GG /M) .5&$ &/ DnU m) (5,7$ &7G5 ,G)

5') ,'1/ 5') N&> &'$ /M) 5/M). /M) 5/M). N&>! B,/

(5,7$ 5'7> &;;7> M1G -)&$).GM1; :5$1<1). 1' $1.)(/1'L

/M) &//&(R 5< 5') &//&(RA P< /M)> &77 L&'LQ,; <5. & YF

5' ?\ 1/ N177 B) & 2\Y=O[q]! /M&/ G5,'$G ;.)//>

$)%&G/&/1'LA P< -$. $1.)(/G B5/M 5< M1G G+,&$G &/ Dn!

M) L)/G &' aY=[qI 3q] <5. GE7$L! ;7,G Q2 <5. /M1G

-)&$). $1.)(/1'L <1.)4A m) (&,LM/ & L71:;G) 5< &

-)&$). :5%1'L N1/M /M) G+,&$ /M&/ 1G '5N 1' Dn &'$

M) R'5NG 1< M) (&' L)/ >&G /5 B.)&R! 1/ N177 B) N5.G)

<5. /M) G+,&$ N1/M M1:! B,/ 1< /M) -$. 1G G1= G$6>/ 

and doesn’t break, it :1LM/ B) /5,LM). /5 B.)&R /M)

G+,&$ &75')A m) &7G5 R'5NG /M).) 1G & NM57) 75/ 5<

Y= G/&.1'L &/ M1: <.5: &(.5GG /M) N&> 1' /M) GE7$L

3?\4 &$T&()'/ /5 /M) 5.(M&.$ 3&7G5 &' aY=[qI&//&(R4A He decides to shoot at R7 and leave what’sB)M1nd him to the other squad to handle … if they(&'A

o\3aQ2[J\n9I4Q>R7 (CX’d:8Q2!nJn4! aY=[qIA 6M) SDu

I!\ua! qIu<1'&7 2K! NM1(M 1G '&$&A C&.R /M): N1/M &

=Y (5,'/).A

@5N =_ (M55G)G /M) /&.L)/ 1' /M) 5.(M&.$ G1'() 1/

;.5%1$)G '5 68C 36)..&1' 8<<)(/G C5$1<1).4 B)')<1/A

=_3J\n4QX?_3nJn4! aY=[qK, and the DR is … 3,5=8,for a “NMC”. Mark the fi.1'L G+,&$ N1/M & =Y

:&.R).A 6M) #:).1(&' ,'1/ 1' ?_ .577G <5. /M)1. @Cd!

SDu\!2unO 6M)> ;&GG /M)1. Cd B,/ P14# 9$+"-=G&44". 9+"$%&'( B> ;&GG1'L /M)1. Cd N1/M /M)

M1LM)G/ ',:B). ;5GG1B7)! /M).)B> L)//1'L =1'')$

&L&1'O 3=7&() & =1' (5,'/). &'$ .)%1)N /M) 7&G/

;&.&L.&;M 5< ;&L) _4A *1'() 1/ 1G '5N /M) F).:&'

turn, and the Americans wouldn’t be moving&'>N&>! /M) ;1'')$ G+,&$ G,<<).G 5'7> B> M&%1'L

/M)1. Y= .)$,()$ 1' M&7<! &L&1'A 6M1G )'$G /M) F6I

=Y=MA

78" H:;V “Then came, arriving from /M) 8&G/! /M.))

G+,&$s of German paratroopers!”`Q2!_Ja9I3/M) 5/M). (5:)G B)M1'$ G);&.&/)7>4 )'/).

5' P2K3CY24! P`3CYI4! Ha3CY]QJ4!0a3CY_Q\4 &'$ )'$

/M)1. :5%)A r;5' )'/).1'L /M) GE7$L 1' 0a! 5') 5<

/M) L,>G 1' -] '5/1()$ /M): #@S D8d?F@Px8S

them, and yells to his buddies, “Oh crap! There’reFallschirmjäger behind us!” Then he franticallyB)L1'G L1%1'L M&'$ G1L'&7G /5 &7)./ &'$ 1'<5.: M1G

7)&$). 1' @_A

-&G/ _Ja )'/).G P2K3CY24!P`3CYI4!Pa3CY]QJ4 &'$

)'$G :5%):)'/! &'$ 1G &7G5 G))' B> -]A

cM17) -] 1G /M,G7> $1G/.&(/)$! PI3JJn4 :5%)G

P]3CY24! H]3CYIQ]4 &'$ )'$G 1/G :5%)A eE)<5.) N)

L5 5'! 1< >5, '5/1()$ /M&/ -] M&G -?* /5 /M) 5;)'

>&.$ 5< PI[P] ;.15. /5 /M) G+,&$ &(/,&77> L)//1'L /5

/M) .5&$ 3()'/). $5/4 NM).) /M)> &.) '5 75'L).

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !S 5< "# 

%1G1B7) /5 -]! &'$ &.) B5/M).)$ B> /M) <&(/ /M&/ -]

isn’t allowed to fire on them as the Germans areG(.)&:1'L 5,/ 5< /M) M5,G) /5 (.5GG /M) G/.))/! /M)'

>5, N&'/ /M) <,77 B75N' #*- L&:) NM).) /M1G R1'$

5< <1.)! /).:)$ & *'&; *M5/! $'. ","+=#>&'( "-4"

&G$(&'$9-", is accounted for. But let’s continue onestep at a time.+ The squad in L3 knows it doesn’tM&%) :,(M /5 N5.R N1/M B,/ GM55/G N1/M S)<)'G1%)

Y1.G/ Y1.) 3S2Y4 &/ /M) :5%1'L F).:&'G &'>N&>A

-]3]]n4QXH]3JJn4! IY=[qI 3IY= B)(&,G) ]Y= 1G '5/

)'5,LM <5. /M) JY= (57,:'! &'$ qISDC B)(&,G) 5<

q] GE7$L &'$ Q2 <5. YY@#C4A #'$ /M) SD 1G ]!2uJ!

qIu\! & =6dA =7&() & Y1.G/ Y1.) (5,'/). 5' -]! &'$ &

2Y= .)G1$,&7 <1.) :&.R). 5' H]A @5N /M) JJn .577G <5.

its PTC and gets … 4,1=5, /M).)B> ;&GG1'L /M) (M)(R

&'$ &.) @?6 ;1'')$A 6M) #:).1(&'G 1' -] R'5N /M&/

1< /M)> GM55/ &L&1' N1/M *YY! 1/ N177 B) )%)' 7)GG

effective and so they don’tA

W#G & +,1(R (M)(R! >5, GM5,7$ M&%) /M) <5775N1'L

1'<5.:&/15' :&.R).G 5' /M) B5&.$ &/ /M1G :5:)'/V

=.); Y1.) 9] 30I! =_! o\4!

=1' 92 3?_4!

Y1.G/ Y1.) 92 3-]4!

2Y= D)G1$,&7 Y1.) :&.R). 3H]4 &'$

dv 5' DnAX

F).:&' ;7&>). $5)G '5/ N1GM /5 :5%) /M) 7)&$). 1'

H2 &'$ )'$G /M) C=MA D):5%) /M) .)G1$,&7 <1.)

:&.R). 3L.))'Q5'QNM1/)4A @5 G:5R) N&G 7&1$ G5

/M).) 1G '5') /5 .):5%)! >)/A

78" LF:;V Y1.) L.5,;V ?_3nY= M&7%)$ <5. B)1'L

=1'')$! B,/ $5,B7)$ B&(R /5 nY= <5. B)1'L &$T&()'/

3=EY44 .5M ?\ 3nY= $5,B7)$ <5. =EY /5 2JY=4 T51' /5

(5'/.1B,/) I2Y= 3,G) /M) IKY= (57,:'4 &L&1'G/ /M)

&$T&()'/ =_3J\n4A

?_3=1'')$ nJn4q?\3nJn4QX=_3J\n4! IKY=[q]A 6M)

DR is … 4,2=6, 3=final 9, resulting in a 1MC. First

:&.R B5/M <1.1'L ,'1/G N1/M & YP@#- Y1.) :&.R).AThen P5 rolls for its 1MC, and gets … 6,6=12! Boxd&.GO 3P GN)&. B)<5.) F5$ /M1G 1G .)&77> M&;;)'1'LO4

#$$1'L /M) &$$1/15'&7 q2 SDC /5 :&R) 1/ 2] :&R)G

'5 $1<<).)'() &/ /M1G ;51'/A 6M)> M&$ /5 .577 & \ 1'

5.$). /5 &$$ /M) q2 SDC &'$ G/177 )'$ ,; N1/M & n /5

'5/ B.)&R 3<5. & =1' .)G,7/! B,/ '5/ B.)&R1'L4A

P'G/)&$ /M)> <&17)$ G&4"+$9-= O #' ,'B.5R)' ,'1/ /M&/

.577G &' 5.1L1'&7 2I <5. & Cd G,<<).G (&G,&7/>

.)$,(/15' 3:)&'1'L 1' /M1G (&G)! /M&/ M&7< /M) G+,&$

1G R177)$ 5. N5,'$)$ &'$ 1G ,'&B7) /5 <1LM/b /M)

.):&1'1'L <1LM/).G &.) '5N 5'7> & M&7< G+,&$4A

BUT, … now it’s time to read both 3.2.1 “NMC” first;&.&L.&;M! &'$ /M)' .)&$ _A2 3B5/M ;&.&L.&;MG4A

6M1G F).:&' G+,&$ /M&/ B.5R) G5 :1G).&B7> /M&/ 1/ 1G

'5N 5'7> &G )<<)(/1%) &G & M&7< G+,&$! 1G &7G5

.)$,()$ 1' O1$-&#=< B)(&,G) 1/ <&17)$ 1/G Cd B> :5.)

/M&' /M) ?EQG/1;,7&/)$ 89;).1)'()Q-)%)7QD&/1'L

38-D4 71:1/ 5< ] 3G)) /M) G()'&.15 (&.$4A P/ <&17)$ 1/G

Cd B> \! /M) $1<<).)'() 5< 2] 3<1'&7 Cd SD N1/M /M)

SDC4 &'$ n 3/M)1. C-4A *5! (M)(R1'L /M) @&/15'&71/>

dM&./ 5' /M) B&(R (5%). 5< /M) .,7) B55R <5. NM1(M

R1'$ 5< M&7< G+,&$ 1G 2G/ 71') 1' +,&71/>! N) <1'$ 1/ 1G

/M) IJnA 6M).)<5.)! /M) G+,&$ :/1-. >$," 9""' 

.);7&()$ B> /M): <5. (&G,&7/> .)$,(/15' ;,.;5G)!

except that they must also be ELR’d 3;&G/ /)'G) 5<

/M) “%).B” #/ HL!< :)&'1'L /5 G,<<). ,'1/

G,BG/1/,/15' B> & 75N). +,&71/> ,'1/4 /5 /M) ')9/

-/:"+ O1$-&#=  M&7< G+,&$ <5. M&%1'L <&17)$ /M)1. Cd

B> :5.) /M&' /M)1. 8-D 71:1/[.&/1'L 5< ]A 6M).)<5.)!

/M) 5.1L1'&7 J\n G+,&$ 1G <1'&77> .);7&()$ B> &

broken (flipped) and DM’d 3;7&() & B7,)Q5'QNM1/)

SC (5,'/). 5' /M):4 I]n I'$ 71') M&7< G+,&$O

S1G;)'G) N1/M /M) =Y (5,'/).A 6M) <1.G/ B755$ M&G

B))' <1'&77> G;177)$A W@5/1() /M&/ /M1G M&7< G+,&$’G

9+/%"' :5.&7) 7)%)7 1G 5'7> \AX

d5'/1',1'LV

r\3nJn9I4QXo\! 2IY=[qJ 3&L&1' 2IY= '5/ 2J! &'$

SDC 5< q] GE7$L &'$ q2 ?.(M&.$ m1'$.&'()A 6M) SD

is … 4,2=6, 4 = 10, for a result of “PTC.” Mark the<1.1'L ,'1/G N1/M & Y1'&7 Y1.) :&.R).A 6M) ,'1/G 1' o\

:,G/ '5N (M)(R! -$.! N1/M C-a! L5)G <1.G/A m1G

SDu_!_u2KA m) =1'G! &'$ /M).)<5.) (&''5/ L1%) &'>

benefit to the guys with him (i.e. they don’t get theB)')<1/ 5< /M) 7)&$).’G Q2 SDC4A 2G/ J\n G+,&$ 3C-n4

.577GV ]!Iu_ &'$ ;&GG)G /M)1. =6dA I'$ J\n G+,&$3C-n4 .577GV J!Jua! &'$ <&17G /M)1. =6d! ;.)(1G)7> B>

/M) &:5,'/ /M&/ /M) -)&$). N5,7$ M&%) M)7;)$ B>

M&$ M) '5/ B))' ;1'')$A #..&'L) /M) G/&(R G5 /M&/

/M) -)&$). &'$ 5') G+,&$ &.) &/ /M) B5//5: 5< /M)

G/&(R &'$ M&%) & .)$ =1' (5,'/). 5' /M):A 6M)

5/M). G+,&$ 1G 5' /5; 5< /M): &'$ /M) )'/1.) G/&(R

G/177 M&G & =.); Y1.) (5,'/). 5' 1/A

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !! 5< "# 

@5N /M) L,>G 1' DnA 6M5,LM /M)> ;.5B&B7> (&' G))

the Germans in K8, they’re too far away to hurt 

/M):, so they’ll apply their FP across the street&L&1'G/ /M) F).:&' *(MN).;,'R/ 3<5(&7 ;51'/4 1'

o\A *1'() /M)> &.) G/177 .)(5%).1'L <.5: /M) M,<<1'L

&'$ ;,<<1'L /M)> $1$ 7&G/ /,.' /5 L)/ M).)! /M)>suffer a 1 DRM for being CX’d for just about any.)&G5' 3G)) ]A] =\4! 1'(7,$1'L PY6 &//&(RGA

R7(CX’d 8Q2!nJn4QXo\3=1'')$ aQ2 &'$ J\n! J\n4A

\Y=[q] 3q]GE! q2dv!Q1Ldr=3). And the DR is …1,1=2 (Snake Eyes!!) plus 3=final DR of 5! (I can’tB)71)%) /M)G) .577G :>G)7<O4A C&.R Dn N1/M & Y1'&7

Y1.) (5,'/).A 6M1G <1.) .esults in a “1MC”. The Ldr(ML8) rolls first, and gets … 4,1=5! q2u\ &'$ $5)G

'5/ B.)&R! B,/ 1G G/177 =1'')$ <.5: /M) ;.15. &//&(RA

Then, the Pinned 467 rolls … 4,2=6! q2 un &'$ $5)G

'5/ B.)&R eB&.)7>! &'$ 1G &7.)&$> =1'')$f! B,/.):&1'G ;1'')$A -&G/7> /M) other 467 rolls … 5,3=8,q2u` !<&171'L M1G Cd &'$ B.)&RG e<71;;)$ 5%).f &'$

L)/G & '&G/> B7,)Q5'QNM1/) SC (5,'/). ;7&()$ 5'

M1: e:5%) M1: 1' /M) G/&(R /5 B)75N /M) ;1'')$

,'1/G &'$ >5, (&' $1G(&.$ /M) =.); Y1.) (5,'/).A

36M1G ,'1/ <&17)$ B> 5'7> I e'))$)$ n B,/ L5/ `f!

NM1(M 1G 7)GG /M&' or equal (≤) to /M) :&91:,: 8-D

5< ]! G5 M) 1G '5/ L51'L /5 $)%57%) /5 75N). +,&71/>4A

W#G & /)(M'1+,) '5/) <5. G/&(R1'L! P 71R) /5 G71LM/7>

:1G&71L' :> G/&(R 1' o\ G5 /M&/ P (&' G)) /M) NM1/)

5< /M) SC (5,'/). G)(5'$ <.5: /M) B5//5:! &'$

G)) /M) /5; =1' (5,'/).! /5 .):1'$ :) /M&/ /M).) 1G

G5:)/M1'L $5N' /M).)A ?. >5, (&' .5/&/) /M)

;1'')$ units above the DM’d ones, etc.X #:).1(&'

,'1/G $)G1.) '5 <,./M). S)<)'G1%) Y1'&7 Y1.)! G5 )'$G

/M) SY=MA D):):B). NM&/ /5 $5 '5NU ^);! .):5%)

&77 %157)/ Y1.G/[Y1'&7 Y1.) (5,'/).GA

78" 4F:;V  6M) ')N7> &..1%)$ Y&77G(M1.:TlL). 1' 0a

&..1%) &/ /M) N1'$5NG N1/M /M)1. L,'G B7&Z1'L &N&>

&/ -]A

0a3`Q2!_Ja9I4Q>L3(337). Let’s calculate their FP.

6M5,LM /M)> M&%) &' ,'$).71')$ Y1.) Y&(/5. 3_4!/M)> &.) '5/ &B7) /5 /&R) &$%&'/&L) 5< /M) #GG&,7/

E5',G B)(&,G) /M) /&.L)/ 1G B)>5'$ '5.:&7 .&'L)A

*5 "$6> _Ja! M&G _Y=[I <5. #Y=MuIA_Y=! $1%1$)$ B>

/N5 &L&1' <5. 75'L .&'L) <1.) 3-DY4 )+,&7G 2AI_Y=A

I:/ G,(M ,'1/G .&1G) the FG’s FP to 2.5 for this&//&(R 3.)G57%) 5' /M) IY= (57,:'4A eP< /M) /&.L)/

N5,7$ M&%) B))' 1' '5.:&7 .&'L)! "$6> _Ja N5,7$

M&%) _Y=[I <5. #Y=M u IA_Y=! q2 #GG&,7/ E5',G

u]A_Y=! &'$ YDr /5 JY=O Y5. #:/ G,(M ,'1/G! aY=O

cM&/ & $1<<).)'()Af *5 5,. &//&(R 1G L51'L /5 B) &

IY=[qI 3q]GE7$ &'$ Q2 -$. $1.)(/15'4A #'$ /M) SD 1G

… 3,1=4, 2=<1'&7 DR of 6, for a result of a “PTC.”

C&.R /M) Y1.1'L ,'1/G N1/M &' 5.&'L)Q5'QNM1/) =.);Fire counter (just for me). The L3 squad rolls …_!2u\! &'$ 1G '5/ =1'')$A 3F1%)' /M&/ /M)> 3/M)

#:).1(&' ]]n4 &.) '5/ 1' & ;5G1/15' /5 B) &$%&'()$

,;5' B> &' &$T&()'/ )'):> ,'1/ <5. dd 3NM).) /M)

#:).1(&'G N5,7$ '5/ N1GM /5 G,<<). N1/M Y= B)1'L

M&7%)$ <5. =1''1'L4! &'$ /M1G 1G /M) F).:&' /,.' G5

the Americans wouldn’t be Moving or Advan(1'L

&'>N&>! 1/ :&R)G '5 $1<<).)'() )%)' 1< /M)> M&$

B))' ;1'')$A P< >5, (&' ,'$).G/&'$ NM&/ P T,G/

N.5/)! >5, M&%) (5:) & 75'L N&>A @5N H] T,:;G

1' N1/M G5:) #$%&'(1'L Y1.) 5< /M)1. 5N'A

H]3JJn4QX-]3]]n4! IY=[q] 3>5, GM5,7$ $)<1'1/)7>

,'$).G/&'$ /M1G 5'e by now). And the DR is …4,3=7,q]u2K! <5. &' &BG57,/) '&$&! '5/ )%)' (75G)A C&.R

/M): N1/M & =.); Y1.) (5,'/).A 6M) G+,&$ 1' Pa

R'5NG /M&/ 1< /M)> /.1)$ /5 M&.: -] 1/ N5,7$ B) &

2[qJ! N1/M &' 1:;5GG1B171/> 5< )%)' L)//1'L & =6d!

and don’t even try. End o< #Y=MA D):5%) /M) =.);

Y1.) (5,'/).GA

78" 9':;C Y1'&77>! N) M&%) G5:)/M1'L /5 $5 M).)A

E5/M G1$)G .5,/ $,.1'L /M1G ;M&G) 31< /M)> B5/M M&%)B.5R)' ,'1/G4 B,/ /M) #66#d08D 3/M) F).:&' .1LM/

'5N4 L5)G <1.G/A E&G1(&77> ;,/! B.5R)' ,'1/G G))R

(5%). &'$ G&<)/>A 6M)> ')%). :5%) /5N&.$G /M)

)'):> &'$ /M)> /.> /5 <1'$ & B,17$1'L 5. N55$G /5

.&77> 1'A P/’G B)//). 1< >5, /&R) & :5:)'/ &'$ .)&$

G)(/15' ]A\ &'$ .)%1)N /M) D5,/ =M&G) )9&:;7)A

WS5 G5 '5NX

#((5.$1'L7>! /M) B.5R)' G+,&$ 1' o\ N5,7$ &(/,&77>

:&R) :&//).G N5.G) 1< /M)> G/);;)$ 5,/ 5< /M)

B,17$1'L 1' &'> $1.)(/15'! &'$ G1'() /M).) 1G '5)'):> &$T&()'/! /M)> (&' G/&> 1' /M) G&:) B,17$1'L!

#@S /M) 7)&$). 1G /M).) &'>N&>A *5 /M)> &.) '5/

.)+,1.)$ /5 .5,/! &'$ G/&> ;,/A

6M) ,'1/ 1' =_! M5N)%). 1G &$T&()'/ /5 )'):> &'$ 1G

.)+,1.)$ /5 .5,/ 5. B) )71:1'&/)$A 6M)> N1GM /5 .5,/

/5 o\ &G /M).) 1G '5 -?* /5 Dn &'$ /M).)<5.) Dn 1G

'5/ & 08r 30'5N' 8'):> r'1/4A m5N)%).! /5 :5%)

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !" 5< "# 

/5 o\ 1G &7G5 /5 (75G) /M) L&; /5N&.$G /M) 08r 1'

r\O =J 1G &$T&()'/ /5 /M) )'):> 1' ?_A P' )<<)(/! =_

1G )'(1.(7)$ &'$ M&G '5 ;5GG1B7) 7)L&7 .5,/! G5 1G

*/&0&5.'*M -,% -.&/)%* ', %,)'T  P< 5'7> /M).) N).) '5

#:).1(&'G 1' ?_! /M)' =_ (5,7$ M&%) )1/M). .,'

N)G/ /M.5,LM =J &'$ .1GR)$ P'/).$1(/15'! 5. -5Nd.&N7)$ /5 =J &'$ '5/ M&%) .1GR)$ 3B))' G,BT)(/ /54

P'/).$1(/15'A W6M) '55G) 1G /1LM/)'1'LXA 6M1G )'$G

/M) D/=MA

78" 4:;C 

JJn3H]4QX0JA

6M) /N5 G+,&$G 1' 0I &$%&'() G);&.&/)7> /5 0] &'$

-I 3>);! /M) .5&$4A 6M) L,>G 1' -] G)) /M)1. $55:

&;;.5&(M1'LA

H23nQK4 $)(1$)G it’s safe enough /5 L)/ (75G). B>

&$%&'(1'L /5 0IA6M) _Ja 1' Pa QXPn 31' /M) .5&$4A

0a 3`Q2!_Ja9I4QX-nA 6M,G )'$G /M) #$%&'() =M&G)A

78" PP:;C @5') >)/! B,/ &7:5G/A D):5%) /M) /N5

=1' :&.R).GA

8'$ 5< F6IA Y71; /M) /,.' :&.R). 5%). <5. /M)

#:).1(&' /,.' IA

E?#DS P@h8@6?D^ 8'$ 5< F6I

F8DC#@V

PnV _Ja0IV nQK

0]V JJn

0JV JJn

-IV JJn

-nV `Q2!_Ja9I

o\V aQ1,467,Bk/DM’d:467 

#C8DPd#@V

-]V ]]n

@_V aQ2

@\V nJn

?_V nJn

?\V nJn

DnV dv$VaQ2!nJn

r\V nJn9I

48" 9:;C #:).1(&' G/&L)G M1G /,.'QIQ)'/).1'L ,'1/G

&75'L /M) @5./M )$L)A

:%*AD'.B&5BC 

c_V aQK!nJn9I

6M) #:).1(&' M&G '5 B.5R)' ,'1/G /5 .&77>! B,/ /M)

F).:&' ;7&>). $5)G 3B5/M G1$)G &//):;/ .&77> $,.1'L

/M) D&77> =M&G)]4A 6M) F).:&' M&G '5 G)7<Q.&771)G /5

&//):;/! G5 M) ;.5())$G N1/M /M) ,'1/Q.&771)GA

6M) -$. 1' o\ &//):;/ /5 .&77> M1G B.5R)' J\n G+,&$A

6M)> M&%) & 9+/%"' C- 5< n 3(51'(1$)'/&77> /M)

G&:) &G NM)' 1' L55$ 5.$).4A 6M)> M&%) /M) B)')<1/

5< B)1'L 1' L55$ /)..&1' 3N55$G &'$ B,17$1'LG4 /M&/

;.5%1$)G & .&77> B5',G 5< Q2! ;7,G /M) 7)&$). M&G & Q2

SDCA m5N)%).! /M) ,'1/ T,G/ <1'1GM)$ B.)&R1'L &'$

1G GN)&/1'L 1/ %).> B&$7> 31A)A M&G & SC (5,'/). 5'

/M): (5'<)..1'L & ;)'&7/> 5< qJO4 #$$1'L ,; /M)

:5$1<1).GV Q2! Q2! qJ =2. Since the unit’s ML is 7,/M)> N5,7$ M&%) /5 .577 & _ 5. 7)GG /5 G/177 L)/ & n 5.

7)GG 3&</). &$$1'L /M) qI SDC4 and rally. It’ll be tuffbut the Ldr tries, and rolls … 1,2=3, 2=5 and rallies/M5G) B,LL).GO Y71; /M): /5 L55$ 5.$). 3F?4 G1$)A

6M) SC (5,'/).G &.) .):5%)$ &/ /M) )'$ 5< /M)

D&77> =M&G) 3)9();/ <5. /M) .)&G5'G :)'/15')$ 1'

/M) .,7)G4A

48" :F:;C P< /M) #:).1(&' (&' B.)&R o\! /M)

&;;.5&(M1'L ,'1/G <.5: /M) '5./M (5,7$ T,G/ .,'

right up and take ‘em. 

r\3nJn9I4QXo\! 2IY=[qJ! and the DR is … 2,4=\!qJu2K <5. & =6dA C&.R N1/M =.); Y1.) (5,'/).A 6M)

F).:&' -$. .577G <1.G/ &'$ gets … 5,6=11, and is=1'')$ &L&1' 3;7&() (5,'/). &'$ :5%) M1: /5 /M)

B5//5: 5< /M) G/&(R4 &'$ (&''5/ ,G) M1G 7)&$).GM1;

:5$1<1). /5 M)7; /M) 5/M).GA 2G/ 467 rolls … 3,1=4&'$ 1G '5/ ;1'')$A I'$ 467 rolls … 3,2=5 and is not;1'')$A

@5N Dn /.1)G /M) G&:)A

R7 (CX’d 8Q2 &'$ nJn4QXo\! \Y=[q] 3/M) dv ;)'&7/>

&'$ /M) -$. B)')<1/ (&'()7! 7)&%1'L ,G N1/M /M) GE7$L

] 65 B) $94/-1#"-=  71/).&7 /5 *0 .,7) ]A2! 9/#> ;7&>).G

N5,7$ &//):;/ /M)1. 4"-?  .&771)G <1.G/ 3#//&(R). <1.G/4b #>"' 

9/#> ;7&>).G N5,7$ &//):;/ /M)1. 1'&#  .&771)G 3#//&(R).

<1.G/4A P' #*- /M1G 1G '5/ G/1;,7&/)$ &'$ :5G/ ;)5;7) T,G/

;7&> 1/ /M) N&> P N177 B) ,G1'L M).)V #//&(R). &//):;/G

.&771)G 3&774 /M)' S)<)'$). &//):;/G .&771)G 3&774A 6M1G

$1<<).)'() M&G '5 1:;&(/ 5' /M) L&:)A

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !? 5< "# 

TEM). The DR is … 5,4=9, 3=12. Totally ineffective,B,/ :&.R /M): N1/M & =.); Y1.) (5,'/).A

6M) ]]n 1' -] R'5NG /M)> :,G/ /.> /5 B.)&R ,; /M)

IJY= YF /M&/ 1G L)//1'L .)&$> /5 GN&775N /M):

NM57)! 5. .)/.)&/ <.5: /M) <1.)A 61:) /5 1'/.5$,()/M) :5G/ <&:5,G F0L 4-"$S" /)(M'1+,)V GR,7R1'g …7)&.' 1/! 75%) 1/O 0'5N1'L /M&/ /M1G 1G /M) #:).1(&'

/,.'! /M) #:).1(&' ;7&>). R'5NG /M&/ /M) F).:&'G

don’t move or ad%&'() $,.1'L /M1G /,.'! /M).)<5.)

those Germans surrounding him in L3 aren’t coming>)/A E,/ the 337’s C=M 1G ')9/A P< M) GM55/G &/ /M)

G+,&$ 1' 0] 35. &'> 5< /M): <5. /M&/ :&//).4 N1/M

=.); Y1.)! M1G ,'1/ 1G G/,(R /M).) &'$ N177 .)()1%) <1.)

1' /M) SY=MA If he doesn’t fire on them so that he(&' :5%) ')9/ ;M&G)! &'$ 1'G/)&$ (&.)<,77>

3#GG&,7/4 :5%)G B&(R /5 CJ! M) (&' 5'7> .)()1%) <1.)<.5: /N5 1'$1%1$,&7 JJnG 1' /,.' 30J &'$ -I4 5< 5'7>

JY= &'$ M) M&G & G/5') B,17$1'L /5 ;.5/)(/ M1:A

6M)' M) (&' &$%&'() B&(R $,.1'L /M) #=M! G5 /M&/

$,.1'L /M) F).:&' /,.'! /M) F).:&'G :,G/ "&#>"+  =.); <1.) &'$ '5/ :5%)! 5. G1/ /M).) 1' /M) 5;)'

G/.))/ 1' M5;)G 5< :5%1'L! )1/M). N&> M) :&> B)

&B7) /5 S)<)'G1%) Y1.) 5' 5') 5. :5.) 5< /M):A 6M1G

G+,&$ )7)(/G /5 GR,7R B> '5/ =.); Y1.1'L '5N &'$

:5%1'L 5,/ 5< /M) -?* 5< /M) YF 1' /M) C=MA @5

5/M). #:).1(&' ,'1/G N177 =.); Y1.) '5N! )'$1'L /M)

=Y=MA

48" H:;C Y1.G/! .):5%) /M) dv (5,'/). 5<< 5< Dn!

they have finally recuperated (but can’t Double61:) /M1G :5%):)'/ ;M&G) &'$ &.)'’t going&'>NM).) &'>N&> B)(&,G) /M)> =.); Y1.)$ &'$ &.)

:&.R)$ &G G,(M e&(/,&77>! /M) dv (5,7$ M&%) B))'

.):5%)$ NM)' /M)> =.); Y1.)$f4A

-]3]]n4 &GG&,7/ :5%)G /5 CJA *1'() /M) -I &'$ 0J

F).:&' ,'1/G M&%) '5 B)')<1/ 5< Y1.G/ Y1.1'L '5N

$,.1'L /M) :5%):)'/ ;M&G) 3/M) #:).1(&'G $)'1)$

/M): /M) YY@#C Q2 SDC B> ,G1'L #GG&,7/ C5%)4

they’ll wait and shoot in the DFPh with Final Fire.

6M)'! @\ #GG&,7/ C5%)G 1'/5 ?\! L)//1'L 5,/ 5< /M)

-?* 5< -n 3&'$ 1'/5 /M) -?* 5< o\! NM5G) -$. 1G

;.)G)'/7> ;1'')$4A 6M) ,'1/G 1' o\ R'5N /M&/ 1< /M)>

GM55/ &/ M1: '5N N1/M Y1.G/ Y1.) $,.1'L /M) C=M! 1/

N5,7$ M&%) & ;5GG1B7) )<<)(/ 5' /'-=  /M) :5%1'L

,'1/! '5/ /M) nJn &7.)&$> /M).)A P< /M)> N&1/ ,'/17 /M)

SY=M! /M)> (5,7$ <1.) 5' B5/M /&.L)/G

G1:,7/&')5,G7>A ?' /M) 5/M). M&'$! /M)> <)&. :5.)

#:).1(&' .)1'<5.():)'/G <.5: /M) @5./M &'$

simply don’t know what to do! 6M)> M&%) /5 $)(1$)

NM)/M). /5 Y1.G/ Y1.) '5N! B)<5.) /M) 1'&#  )'$G &#4 

:5%):)'/! &'$ /M)> $)(1$) /5 ;&GG 5' 1/A C&>B)they’ll fire on it during the DFPh, we’ll see. 

6M)'! … ?\ 3nJn 5.1L1'&77> 1' /M).) e'5N >5, (&'

G)) NM> "$6> 1'$1%1$,&7 CCd (5,'/). 1G &7G5

1$)'/1<1)$ B> & ,'1+,) 7)//). 1' /M) 75N). .1LM/ M&'$

(5,'/).f4 G,.;.1G1'L7> #GG&,7/ C5%)G /5 =_ &'$ )'$G

&#4 :5%):)'/O 6M) F).:&' ;7&>). &GRG <5. &

:5:)'/ /5 /M1'RA 6M)G) L,>G &.) B.)&/M1'L $5N'

M1G ')(R! B,/ M) 1G N5..1)$ &B5,/ /M)

.)1'<5.():)'/G G,.) /5 (5:) <.5: /M) '5./MA m)

decides that he can’t let this move go unchallenged&'$ $1.)(/G ?@8 G+,&$ 1' o\ /5 /M) G5,/M G1$) 5<

/M) B,17$1'L /5 &//&(R /M) #:).1(&'G 3N1/M S2Y4!

7)&%1'L 5') G+,&$ /5 M5;)<,77> (5%). /M) '5./M).'

&;;.5&(M)GA

o\3J\n924QX=_3nJn4! aY=[q] 3JY=9I <5. =EYA 6M) -$.

is pinned, so can’t help with the attack, the#:).1(&'G &.) '5/ :5%1'L 1' 5;)' /)..&1' &'$ ,G)$

#GG&,7/ C5%):)'/! G5 '5 YYC? 5. YY@#C SDCG

<5. /M) F).:&'G! G5 /M) 5'7> SDC 1G /M) 68C <5.

the sBldg. And the DR is … 2,3=5, 3ua! <5. &

“NMC.” The Americans check with a DR of … 1,5=6&'$ ;&GGO C&.R 5') 5< /M) /N5 J\nG 3/M) 75N). 5')4

N1/M & %157)/ Y1.G/ Y1.) :&.R).! &'$ ;7&() & L.))'

JY= 3M&7< 5< a4 D)G1$,&7 Y1.) :&.R). 1' =_A

@5N ?_3nJn4 #GG&,7/ :5%)G 1'/5 =_ &7G5O 6M1G N&G

&(/,&77> M&;;)'1'L $,.1'L /M) 7&G/ &//&(R 3G1'() /M)

C=M &'$ /M) S2Y &(.5GG /M) )'/1.) B5&.$ &.) &77

M&;;)'1'L G1:,7/&')5,G7> 1' +"$-  71<) B,/ &.)

;5./.&>)$ 1' G);&.&/) G/);G 1' L&:) /).:G4

M5N)%).! /M) F).:&'G N).) :5.) &//)'/1%) N1/M

/M)1. <1.) &L&1'G/ /M) nJn /M&/ (&:) <.5: ?\ /M&'/M)G) L,>G (5:1'L <.5: /M) 5.(M&.$! &'$ /M1G 1G NM>

/M) D)G1$,&7 Y1.) &//&(R 3]A]A2 =nQ`4 /M&/ /M)> :,G/

'5N <1.G/ ,'$).L5 1G M&7< G/.)'L/M 3JY= D)G1$,&7 Y1.)

(5,'/).4A JY= D)G1$ #//&(R 5' nJn )'/).1'L =_ <.5:

/M) 5.(M&.$ 3?_4V JY=[q], and the DR is … 6,4=10,q]u2] <5. '&$&! '&$&O

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !J 5< "# 

@5N /M5G) F).:&'G 755R1'L 5,/ /M) G5,/M G1$)

3:&.R)$ N1/M Y1.G/ Y1.)4 /&R) /M) ')N )'/).1'L

G+,&$ 3:5%1'L4 ,'$). <1.) N1/M *,BG)+,)'/ Y1.G/

Y1.) 3*YY! ]A]A2 =]4! B)(&,G) /M)> M&%) &7.)&$> S2Y

&'$ &.) ;.)G)'/7> :&.R)$ N1/M & Y1.G/ Y1.) :&.R).!

&'$ B)(&,G) /M)> M&%) '5 6-/4"+ )'):>! &'$ /M)>are in their normal range, and … they are nervous!o\32G/ Y J\n4QX =_ 3')N nJn <.5: 5.(M&.$4 JY=[q]

3/M) Y= 1GV JY=[I <5. *YY u IY=! $5,B7)$ <5. =EY

=4FP). And the DR is … I!IuJ! q]un <5. & =6d! Er6

c#P6O 6M) F).:&' G+,&$ .577)$ $5,B7)G NM17) @?6

B)1'L $1.)(/)$ B> & -)&$).! &'$ /M).)<5.) PUVW9D 

3]AI =] 2_/M 71')4O 6M).)<5.) /M) &//&(R 1G .)G57%)$

5') (57,:' 5%). /5 /M) 7)</ 35' /M) IY= (57,:'4

&'$ &(/,&77> .)G,7/G 1' '$.$@ *YY 7)&%)G D)G1$,&7 Y1.)

B,/ 1' /M1G (&G) 1/ N5,7$ B) 7)GG /M&' NM&/ 1G /M).)

already, so don’t change anything! 5/M). /M&'B.1'L1'L /M) .)G1$,&7 <1.) (5,'/). /5 /M) /5; 5< /M)

G/&(R 1' =_A 6M) nJn /M&/ N&G &7.)&$> /M).) M&$

&7.)&$> B))' &//&(R)$ 3N1/M aY= 1< >5, .):):B).4

&'$ M&$ &7.)&$> )'$)$ 1/G :5%)! G5 (&''5/ B)

&//&(R)$ B> /M1G .)G1$,&7 <1.)A 6M) F).:&' ,'1/ /M&/

&//&(R)$ :,G/ M&%) 1/G Y1.G/ Y1.) (5,'/). '5N

<71;;)$ /5 /M) Y1'&7 Y1.) G1$) 3)%)' 1< 1/ M&$ T,G/ M&+4#  Y1.)$! B)(&,G) d5N).1'L (&,G)G ;7&():)'/ 5< M&'$-Y1.) (5,'/). e5. =.); Y1.) 1' N)&;5'G /M&/

5/M).N1G) N5,7$ M&%) .)/&1')$ D?Y! 71R) C&(M1')

F,'G! <1.1'L 1' /M) =Y=Mf G)) 7&G/ ;&.&L.&;M 5< ;&L)

J4A

nJn 35'7>4 )'/).G 5' h_3CY24! r_3CYI4! WF).:&'

G+,&$ 1' o\ (&' G)) M1: /M.5,LM /M) 5.(M&.$G! B,/

N&1/G <5. M1: /5 L)/ (75G).! 1< M) N177A -I (&' &7G5 G))

M1: %).> <&. &N&> 3]\K:4AX d5'/1',1'LV 6_3CY]4

/M) F).:&' 5;)'G <1.) N1/M S2YA

W6M) F).:&' 1G N)77 &$%1G)$ /5 N&1/ &'$ G)) 1< /M)

#:).1(&' G+,&$ :5%)G 5,/ 1'/5 /M) 5;)' B)<5.)

$)(7&.1'L <1.)AX 

o\3,'<1.)$ J\n4QX6_3nJn4! JY=[Q2 36M) SDC 1G Q2 <5.

YY@#CA 6M) 5.(M&.$ 1G '5/ 5;)' L.5,'$ G5 '5YYC? SDC <5. /M) F).:&'! NM5 &7G5 1G G/177

7)&$).7)GG $,) /5 ;1''1ng.) The DR is … 5,3=8, Q2un

<5. & =6dA 6M) nJn .577GV I!IuJO =&GG1'L M1G =6dO @5N

:&.R /M) F).:&' N1/M & Y1.G/ Y1.) (5,'/).! &'$

;7&() & IY= D)G1$,&7 Y1.) (5,'/). 5' 6_A m&%1'L

G,.%1%)$ /M&/ &//&(R! &'$ ')%). M&%1'L &(/,&77>

$)(7&.)$ /M) )'$ 5< &#4 :5%)! /M) G&:) G+,&$

(5'/1',)G <5.N&.$ /5 *\3CYJ4 &'$ )'$G 1/G :5%)A

6M) G&:) F).:&' G+,&$ /M&/ T,G/ &//&(R)$ 1/

$)(7&.)G & *YY &//&(R 5' /M) nJn )'(.5&(M1'L ,;5'

1/A Er6 c#P6O 6M) .,7) <5. *YY G/&/)G /M&/ /M) /&.L)/

cannot be “at a range greater than that to th)

closest enemy unit,” which is at this moment in the&$T&()'/ M)9 =_O 6M).)<5.)! /M)> d#@@?6 *YY 5'

/M):O 6M)> &7G5 cannot say, “Well then we SFF onP5!” Why? Because the guys in P5 are no longerG/,&'( and SFF affects “only G/,&'( units” (see“Synopsis of Defensive Fire” at top of page 74A

@5N (5:)G /M) .):&1'1'L aQK -$. &'$ nJn 1' G/&(R

/5L)/M). 3M&%1'L \CY <5. -$. E5',G4! &'$ /M1G -$.

R'5NG M1G G/,<<O hJ3CY24! rJ3CYI4! W=&,G)V 6M)

F).:&'G in Q6 see him but can’t fire with SFF for

/M) G&:) .)&G5' /M&/ /M)> can’t fire on S6 *farther&N&> /M&' /M) (75G)G/ )'):> ,'1/! 1' /M1G (&G)

&$T&()'/fA 6M) ,'1/ 1' -I G))G /M):! M5N)%).! &'$

N177 N&1/ <5. & ;5GG1B7) -5'L D&'L) Y1.) 3-DY4 GM5/AX

d5'/1',1'LV 6J3CY]4! &'$ F).:&' ,'1/ 1' -I

$)(7&.)G S2YV

-I3JJn4QX6J3aQK!nJn4! IY=[QI 3JY=[I <5. -DY u IY=!

&'$ SDCG &.) Q2 YYC?! &'$ Q2 YY@#CuQI4A 6M) SDu

_!Ju`! QIun! <5. '&$&A =7&() & 2Y= D)G1$ (5,'/). 5'

6J &'$ & Y1.G/ Y1.) :&.R). 5' -IA d5'/1',1'L

:5%):)'/V *_3CYJ! /M) 2Y= D)G1$ G/&>G 1' 6J4!

DJ3CY_4 &'$ <1'&77> o_3CY\4 )'$1'L :5%):)'/AThe Germans scream … in German, of course! P' o\

/M).) &.) ] F).:&' ,'1/G 5< $1<<).1'L G/&/,GV =1'')$

-)&$).! Y1'&7QY1.)$ G+,&$ &'$ Y1.G/QY1.)$ *+,&$A 6M)

F).:&'G N&'/ /5 .)G;5'$ /5 /M1G 7&G/ #:).1(&'

:5%)A m5N 1G /M1G &((5:;71GM)$U S5)G 5') G+,&$

Y1'&7 Y1.) &'$ /M)' /M) 5/M). Y1'&7 =.5/)(/1%) Y1.)U

D):):B). /M&/ Y=Y 1G & />;) 5< *YYA E,/ NM&/

&B5,/ /M) C&'$&/5.> Y1.) F.5,; .,7)U 3D)&$ 7&G/

G)'/)'() 5< 2G/ <,77 ;&.&L.&;M 5' ;&L) _A4

F1%)' /M) .)%1)N /M,G <&.! N) ,'$).G/&'$ /M&/ /M)F).:&' .)G;5'G) M).) :,G/ B) ,'1<1)$ &'$ '5/

G).1&7A 6M).) N177 B) 5') (5:B1')$ &//&(R <.5: o\

N1/M 5') SD! N1/M 5') G+,&$ ;).<5.:1'L *YY! /M)

5/M). Y=Y &'$ /M) ;1'')$ 7)&$). T,G/ N&/(M1'LAJ 

J *)) 7&G/ G)'/)'() 5< 2

G/ 1'(5:;7)/) ;&.&L.&;M 5< ;&L) nA

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !K 5< "# 

o\32G/QY J\nqYYJ\n4*YY[Y=YQXo_3aQK!nJn4! aY=[Q2A

3aY=[I <5. *YY! /M)' 9I <5. =EYuaY=! &'$ /M) SDC 1G

Q1 for FFNAM only.) The DR is … 2,5=7, Q2u\ <5. &

2CdA =,/ B5/M J\nG ,'$). /M) G&:) Y1'&7 Y1.)

(5,'/).A 65 B) & G/1(R7). >5, N5,7$ ;,/ & JY= D)G1$

(5,'/). 1' o_ 3B,/ G1'() /M).) 1G @? ;5GG1B171/> 5<&'>B5$> G/);;1'L 1' /M&/ M)9 $,.1'L /M1G C=M! T,G/

<5.L)/ 1/4A Now let’s apply the results for the 1MC.Y1.G/ /M) -$. (M)(RG &'$ .577GV \!]u`! q2 u2K 3<&171'L

5'7> B> I! '5/) /M&/ /M) #:).1(&' 8-D 1G _O4! &'$

B.)&RGA Y71; M1: 5%). &'$ ;,/ & B7,)Q5'QNM1/) SC

(5,'/). 5' M1:A @)9/ /M) G+,&$ (M)(RG &'$ .577GV

2!]uJ! q2u_ &'$ ;&GG)G 1' G/>7)O @5N /M) 5')

F).:&' G+,&$ /M&/ N&G &7.)&$> Y1'&7QY1.)$ T,G/

;).<5.:)$ Y1'&7 =.5/)(/1%) Y1.) 3Y=Y! ]A]A2 =J4

&L&1'G/ /M) :5%1'L ,'1/G 1' o_A 8GG)'/1&77>! Y=Y 1G

M&'$7)$ T,G/ 71R) *YY! )9();/ /M&/ G1'() /M) L,>G &.)G5 $)G;).&/)! /M)> :&> :&R) :1G/&R)G &'$ 1'T,.)

/M):G)7%)GA 6M1G 1G &BG/.&(/7> ;5./.&>)$ B> /M)

M&+&'( ,'1/3G4 G,<<).1'L & @Cd N1/M /M) 5.1L1'&7 PY6

SD &;;71)$ &L&1'G/ /M):! 1::)$1&/)7> &</). /M)

attack. Let’s watch how. 

6M) 5.1L1'&7 SD 5< /M1G &//&(R 3I!_un4 1G &;;71)$

&L&1'G/ /M) F).:&' G+,&$ ;).<5.:1'L Y=Y &G & @Cd

;)'&7/>A 6M)1. C- 1G n &'$ /M) 5.1L1'&7 SD un! G5

/M)> G,.%1%) /M) :5.&7) (M)(R! B,/ T,G/ B&.)7> 3B>

/M) M1LM)G/ .577 ;5GG1B7)4 G5 &.) ;1'')$O C5%) 5')

G+,&$ /5 B5//5: 5< G/&(R N1/M 7)&$). ,'$). /M) =1'(5,'/).A 

We’re almost done. Since the American L)&$). /M&/

 T,G/ B.5R) 1' o_ M&G & >&(>"+  C- 3a4 /M&' /M) G+,&$

N1/M M1: 3C-n4! /M) G+,&$ M&G /5 ;.5%) /M)1. :)//7)

B> G,.%1%1'L & -)&$). -5GG e=1'f 6&GR dM)(R 3--6d4A

=7)&G) .)&$ /M) G)(5'$Q/5Q7&G/ 35. :5.) ;.5;).7>!

/M) 2"'1-#&G$#"4 ;&.&L.&;M 5< ;&L) _A 6M1G 7)&$).

M&$ '5 ')L&/1%) 7)&$).GM1; SDC! G5 1/ N177 B) &

simple, straight PTC. And the DR is … 5,1=6, and the

G+,&$ 1G @?6 ;1'')$A e6M1G G/); 1G G,;).<7,5,G 1< /M)G+,&$ M&$ B))' ;1'')$ &7.)&$>! 5. N5.G)! B.5R)'b

'5/ G5! M5N)%).! 1< /M) 7)&$). M&$ B))' "-&G&'$#". Af

8'$ 5< C=MA D):5%) &77 /M) L.))' D)G1$,&7 Y1.)

(5,'/).G 3'5 G:5R) (5,'/).G >)/ /5 .):5%)4A

48" LF:;C @5/ :&'> /&.L)/G <5. /M) F).:&'G G1'()

/M) #:).1(&'G GR,7R)$ 5,/ 5< /M)1. -?*! .):):B).U

#G <5. /M5G) /N5 G+,&$G 1' o\! /M)> (&''5/ Y1'&7

Y1.) 1' /M1G ;M&G) B)(&,G) /M)> &.) &7.)&$> :&.R)$

N1/M Y1'&7 Y1.) :&.R).GA P< Pn N1GM)$ /5 &//&(R CJ

&'$ &GG,:1'L -?*! 1/ N5,7$ B) & IY=[qJ 3:&R) G,.)

>5, ,'$).G/&'$ NM>4! .)+,1.1'L .5771'L G'&R) )>)G

 T,G/ /5 L)/ & =6d! &'$ /M)> $)(1$) '5/ /5 N&G/)&::,'1/15'A

0J3JJn4Q>M4(337), 4FP/3. The DR is … 6,6=12,q]u2_A C&.R 0J N1/M Y1'&7 Y1.) :&.R).A cM&/ &B5,/

L2? They can’t fire on M4 now because in the DFPh,1< >5,’.) &7.)&$> :&.R)$ N1/M & Y1.G/ Y1.) :&.R).!

>5, (&' 5'7> <1.) 5' $.P$6"'#  ,'1/G 3G)) ]AJ4A

8'$ 5< SY=MA D):5%) &77 /M) %157)/ Y1.G/[Y1'&7 Y1.)

(5,'/).GA

48" 4F:;C 6M) #:).1(&'G 1' ?\! =_ &'$ o_ &.)

1'/)'/ 1' ,//).7> $)G/.5>1'L /M) F).:&'G 1' o\! &'$&//):;/ /5 $5 G5 B> <5.:1'L & R177). YFA D):):B).

/M&/ /M) nJnG M&%) #GG&,7/ Y1.) (&;&B171/> B)(&,G)

/M)1. Y1.) Y&(/5. 3<1.G/ ',:B). 5< /M) ]Q',:B).

Strength Factor) is underlined. Let’s calculate theFG’s FP. O6(747) has 7FP/2 <5. #Y=M u]A_Y=! /M)'

&$$ q2 <5. #GG&,7/ E5',G 3#E4 uJA_Y=! &'$ YDr /5

KF:A =_ M&G /N5 nJnG 1' 1/A c) (&7(,7&/) <5. 5') 5<

/M): &'$ <1'&77> $5,B7) 1/ &G <5775NGV =_3nJn9I4 M&G

nY=[I <5. #Y=M u]A_Y=! 9I <5. =EY unY=! q2 <5. #E

uaY= 3'5 <.&(/15' /5 .5,'$ ,;4! 9I ,'1/G &G G,(M

u!NF:A @)9/ o_3nJn4 (&7(,7&/)G )9&(/7> &G /'" 5< /M)/N5 ,'1/G T,G/ (&7(,7&/)$ 1' =_! <5. #F:A #$$1'L &77

/5L)/M). N) M&%) _Y=q2\Y=qaY=u"RF:T @5N /M)

#:).1(&' M&G /5 /M1'R! &'$ .)&71Z)G! /M).) 1G '5 I`Y=

(57,:'; he’s one short for 30FP, so will have to usethe 24FP column, but that’s a waste of 5FP!Y5./,'&/)7>! /M) )9/.& _Y= &.) &/ /M) "'.  5< /M) YF

1' M)9 ?\ &'$ (&' B) GM5/ 4"2$+$#"-=  &G & 4"6/'.  &//&(R N1/M & .)G,7/1'L 75GG 5< 5'7> 2Y=! &G 1/ N5,7$

B) )9)(,/)$ 5' /M) JY= (57,:'A *5 /M) #:).1(&'

<1.G/ #$%&'(1'L Y1.)G N1/M & YF 5<

=_32\Y=4qo_3aY=4uIJY=A SDC 1G q] <5. GE7$LV

24FP/3. And the DR is … 4,3=7, 3=10 f 5. & 2CdA

Y1.G/ /M) =1'')$ -$. (M)(RG! SD u]!\u`!q2u2K! &'$

B.)&RG 3B> )9()GG 5< 5'7> I e'5 8-D .)$,(/15'f4A Y71;

/M) -$. (5,'/). &'$ ;7&() ,'$). SC (5,'/). &/

B5//5: 5< G/&(R 3M1G =1' G/&/,G '5 75'L). &;;71)G4A

#7G5 .):):B). /M&/ G1'() /M1G 7)&$). M&G & M1LM).

C- /M&' /M) ,'1/G N1/M 1/! &</). /M1G <1.) 1G .)G57%)$!

/M) 5/M).G N177 M&%) /5 ,'$).L5 & -)&$).Q-5GG e=1'f

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !N 5< "# 

6&GR dM)(R! 3G)) /M) ;)',7/1:&/) ;&.&L.&;M 5< ;&L)

_4, unless they’re already broken (worse than=1'')$4 B> /M)'A #'$ 1< /M) 7)&$). )'$G ,; 7&/).

B)1'L "-&G&'$#". ! /M)' &'> G,.%1%1'L ,'1/G N177 M&%)

/5 ,'$).L5 & -)&$). -5GG Cd 3--Cd! G)) /M)

$'#";)',7/1:&/) ;&.&L.&;M 5< ;&L) _4A d5'/1',1'L/M) &//&(R .)G57,/15'V J\nt2 3/5; ,';1'')$ 5')4!

rolls … 5,2=7,1=8 and breaks *but no ELR.)$,(/15'fA Y71; &'$ ;7&() 5' /M) B5//5: 5< /M)

G/&(RA J\ntI 3;1'')$4 rolls … 6,5=11,1=12, whichB.)&RG 3;1' '5 75'L). &;;71)G4 &'$ G,<<).G 8-D

.)$,(/15' 3<5. <&171'L B> :5.) /M&' ]4 /5 & JJn I'$ 

71') G+,&$ 3G)) /M) @&/15'&71/> dM&./ 5' B&(R (5%).

5< D,7)G /5 G)) /M) $)%57,/15' 5< +,&71/>4A 6M).)<5.)!

.):5%) /M) J\n &'$ .);7&() &/ /M) B5//5: 5< /M)

G/&(R N1/M & B.5R)' 3<71;;)$4 JJn G+,&$A Y1'&77>!

G1'() /M) G+,&$G &.) 9+/%"' 3N5.G) /M&' =1'')$4!/M).) 1G '5 ;51'/ /5 ,'$).L51'L /M) -)&$). -5GG

e=1'f6&GR dM)(R 3--6d4! &'$ 1/ 1G <5.G&R)'A @5N :&.R

=_ &'$ o_ N1/M =.); Y1.) (5,'/).G 3G5 '5/ /5 <5.L)/

/M&/ /M)> #$%&'(1'L Y1.)$4A

@5N ?\ &//&(RG N1/M JY=[q] 3(&7(,7&/)$ )&.71).

above), and rolls … 2,1=3, 3=6! For a NMC. =7&()

=YA The leader rolls first and gets … ]!\u`! B.)&R1'L

&L&1'A #((5.$1'L /5 /M) .,7)G 3G)) &7G5 ,'$).

“NMC:” under the IFT on the QRDC) an alreadyB.5R)' ,'1/ /M&/ <&17G & Cd! G,<<).G P.1)./'=

9*M)$'&,5. And under “K/#:” under the IFT, we read/M&/ “d&G,&7/> D)$,(/15' )71:1'&/)G & m*! .)$,()G &

G+,&$ /5 & m*! .5M X,)5M1 . DHP@ @5N N) &$$

from 3.2.1 P3, “# N5,'$)$ *Cd :,G/ 1::)$1&/)7>

/&R) & N5,'$ G)%).1/> $.b & 2QJ 1'$1(&/)G & 71LM/

N5,'$ 3c5,'$ (5,'/).4! &'$ & _Q\ )71:1'&/)G /M)

*Cd” N1/M & :5./&7 N5,'$A 6M) 7)&$). .577G &'$

L)/G! $.uJA =7&() & N5,'$ (5,'/). 5' /M) B.5R)'

7)&$).A @)9/ /M) B.5R)' J\n 3B.5R)' C-n4 .577G

]!2uJ! ;&GG1'L /M) @Cd &'$ .):&1'G B.5R)'A 6M)

B.5R)' JJn 3B.5R)' C-n4 .577G _!Ju`! B.)&R1'L &L&1'

&'$ /M).)<5.) G,<<).G (&G,&7/> .)$,(/15' /5 & m*A6M).)<5.)! /M) JJn I'$ 71') G+,&$ 1G .);7&()$ B> &

B.5R)' I]n I'$ 71') M&7< G+,&$A 

<Of course, there’s no need to make this attack or&'> 5< /M) <5775N1'L 5/M).G &L&1'G/ /M) B.5R)'

German stack since it’s going to be eliminated$,.1'L /M) D/=M! &'>N&>A 6M1G 1G & :5.) %&7,&B7)

7)GG5' /M&' /M) $)/&17G 5< N5,'$1'L &' *CdAX

*\3nJn4 $)(1$)G /5 L)/ 1' 5' /M) &(/15'A JY=[q]! T,G/

71R) ?\A 6M) SDu_!Ju`!q]u2I! <5. '5 )<<)(/A C&.R

/M): N1/M & =.); <1.) (5,'/).! /M)' .):5%) &77 /M)

=.); Y1.) (5,'/).G /5 )'$ /M) #Y=MA c5NO cM&/ &

;M&G)O

48" 9':;C E)G/ 1< >5, .)&$ ]A\ &'$ /M) D5,/ =M&G)

89&:;7) 5' ;&L) ` <1.G/, if you didn’t beforeA 6M)

#:).1(&' .5,/G <1.G/ G1'() M) 1G /M) #66#d08D 3/M1G

1G /M) #:).1(&' /,.'4A

E.5R)' aQK -$. 1' o_ N1/M SC (5,'/). )7)(/G /5

.5,/_V DJ3CY2! &'$ 1G @?6 G,BT)(/ /5 1'/).$1(/15' B>

,'1/ 1' -I B)(&,G) B)>5'$ '/+G$-  .&'L)4! *J3CYI4!

6]3CY]4! r]3CYJQ_4 &'$ )'$G .5,/A #G <5. /M)

F).:&' B.5R)' ,'1/G 1' o\! /M)> &.) )'(1.(7)$ &'$

1< /M)> N).) /5 G/); 1'/5 &'> 5< /M) 5;)' M)9)G

&.5,'$ /M): 3=\! on! D\! &'$ D_4! /M)> N5,7$ :5%)6-/4"+  /5 R'5N' )'):> ,'1/G 1' /M)1. -?*! >)/ /M)>

(&''5/ G/&> NM).) /M)> &.) G1'() /M)> &.) &$T&()'/

/5 )'):> ,'1/G &'$ (&''5/ G/); 1'/5 & M)9 &$T&()'/

/5 &' )'):>A 6M).)<5.)! /M)> M&%) @? ;5GG1B7)

.5,/! &'$ &.) &77 */&0&5.'*M -,% F.&/)%* ', 9,)'O

Y1'&77>! /M) *(MN).;,'R/ <&77GO d7)&. /M) M)9 5<

(5,'/).GA WP' <,77 B75N' #*-! /M).) 1G &7G5 G,..)'$).!

/&R1'L 5< ;.1G5').G! &'$ /M) L1%1'L 5< '5 +,&./).AX

W6M1G G;&() 1'/)'/15'&77> 7)</ B7&'RAX

_ 6M1G ,'1/ 1G '5/ +"O1&+".  /5 .5,/ G1'() 1/ 1G ')1/M).

adjacent to a “Known )5Q%,Y*5 enemy unit,” nor in theG&:) ?;)' F.5,'$ 75(&/15' 1' /M) @5.:&7 .&'L) &'$ -?* 5< &

0'5N' F55$ ?.$). )'):> ,'1/ /M&/ N5,7$ B) &B7) /5 1'/).$1(/

1/A 

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !O 5< "# 

48" 4:;C 

CJ3]]n4QX-] 3/M1G 1G B".$- /? T/'/+  G/,<<4!

?\3nJn4QX@\!

nJnt23=_4QX?\!

nJntI3=_4QX=\!

o_3nJn4QXo\!

*\3nJn4QXD\! &'$ <1'&77>r\3nJn9I4QX6_A

48" PP:;C @5') ;5GG1B7) &'$ '5 =1' (5,'/).G /5

.):5%) )1/M).A

6M1G )'$G #6I &'$ F&:) /,.' IA Y71; /M) /,.'

:&.R). B&(R /5 <.ont side and place on “3” forF).:&' 6,.']A

E?#DS P@h8@6?D^ )'$ #6I

#C8DPd#@V

-]V ]]n

@_V aQ2

@\V nJn

?\V nJn=\V nJn

o\V nJn

D\V nJn

DnV aQ2!nJn

6_V nJn9I

r]V BR[SCVaQK

F8DC#@V

PnV _Ja

0IV nQK

0]V JJn

0JV JJn

-IV JJn

-nV `Q2!_Ja9I

W#/ /M1G ;51'/! &/ 7)&G/ `_y 5< /M) .,7)G 3N1/M5,/

G,;;5./ N)&;5'G4 M&%) B))' ;.&(/1()$A c) M&%)

>)/ /5 G)) 3D5&$ E5',G 1' :5%1'L! d75G) d5:B&/

3dd4! #:B,GM &'$ C)7))! P'/).$1(/15'! --Cd! Y1)7$

=.5:5/15' 3;5GG1B7) 1' dd &'$ CCd G)7<Q.&77>4! &'$

G5:) G:5R) L.)'&$)GOX

78? 9:;C =7&() /M) .)1'<5.(1'L F).:&' ,'1/G

)'/).1'L /M1G /,.' &75'L /M) )&G/ )$L) 5< /M) B5&.$A

:%*A1'.B&5BC 

P22V `Q2!_Ja9I

?/M).N1G)! /M).) &.) '5 F).:&' ,'1/G /5 .&77>

3,'<5./,'&/)7>4A *5 '5N /M) #:).1(&' :&> /.>A 6M)

#:).1(&' M&G 5'7> 5') ,'1/ B.5R)'! & *Cd! /M) aQK

-$. 1' r]A m) 1G 1' & L.)&/ ;7&() /5 .&77> 3B,17$1'LG

&'$ N55$G M&%) & Q2 D&77> E5',G4! B,/ /.>1'L /5 .&77>

>5,.G)7< 1G /5,LM &'$ &7N&>G G,<<).G & q2 *)7<QD&77>

;)'&7/>A 6M1G aQK -$. M&G T,G/ &..1%)$ <.5: M1G <.)/<,7

.5,/ &'$ 1G G/177 GM55R ,; B&$7> 31A)A! M&G & SC(5,'/). 5' M1:4! :&R1'L 1/ G16> M&.$). 3SDC 5<

qJ4 /5 .&77>A E,/ M) /.1)GA c1/M B.5R)' C- 5< a! &'$

')/ SDCG 5< qJ! M) :,G/ .577 ≤J /5 .&77>b '5/ 71R)7>A

He rolls … 2,3=5, 4=9! So close … b,/ '5 B&'&'&GA

@5 5/M). &(/1%1/> <5. /M1G D=MA #/ /M) )'$ 5< /M) D=M

/M) SC (5,'/).G &.) .):5%)$A #M! /M&/ -$. 1G

<))71'L B)//). &7.)&$>O

#$%& ()*+,-. /*00123 

cM)' $5)G & ,'1/ >$," /5 .5,/U 6M) G1/,&/15'V &

B.5R)' ,'1/ 1' (5%). 3B7$ 5. N55$G4 1G SCz$ B> &..1%&7

5< &$T&()'/ )'):> &7G5 1' (5%).A 6M&/ )'):> 1G /M)'

B.5R)' B> S2Y <.5: )7G)NM).)A P' /M) D/=M N) '5NM&%) &$T&()'/ B.5R)'[SC (5:B&/&'/G 1' (5%). &'$

N)z77 G/1;,7&/) /M&/ /M).) &.) '5 ,'B.5R)' 0'5N'

8'):> r'1/G 308r4 &$T&()'/ /5 )1/M).A 6M1G G1/,&/15'

1G ')%). :)'/15')$ .&+"6#-= 1' /M) .,7)G <5. *0 5. <,77

#*-! B,/ 1G &$$.)GG)$ 1' /M) pd5:;.)M)'G1%) D5,/

Example" (CRE) in ASLRB2. The question is: “Must

/M1G S8Y8@S8D .5,/ 1< /M1G #66#d08D 1G '5 75'L).

adjacent because he routed away first?” The answer

is, “No.” Here's why. The rout .,7)G G/1;,7&/) pE.5R)'

,'1/G '5/ 1' :)7)) ,'$). SC :,G/ .5,/ &N&>

3#66#d08D <1.G/ Q 5') ,'1/ &/ & /1:)4 $,.1'L /M&/ D/=M5. B) )71:1'&/)$ <5. <&17,.) /5 .5,/Ap U1#  /M)

)71:1'&/15' :)'/15')$ 1G <5.V #A4 @5/ .):5%1'L

&$T&()'(> /5 & p0'5N' )5Q%,Y*5 )'):> ,'1/!p 5.

for, B.) “Remaining in the "same Open Ground

75(&/15' 1' /M) @5.:&7 .&'L) &'$ -?* 5< & 0'5N'

F55$ ?.$). )'):> ,'1/ /M&/ N5,7$ B) &B7) /5

interdict.” Therefore, as the CRE demonstrates on

;&L) #Ia <5. )'):> &$T&()'/ 1' ?_ &'$ =_! '"&#>"+  

5< /M) &$T&()'/ SCz$ (5:B&/&'/G &.) .)+,1.)$ /5

.5,/ B)(&,G) ')1/M). 1G &$T&()'/ /5 & p0'5N'

)5Q%,Y*5 )'):> ,'1/pA 6M).)<5.)! NM)/M). /M1G#66#d08D )7)(/G /5 .5,/ 5. '5/! /M1G S8Y8@S8D 1G

,'$). '5 (5:;,7G15' /5 $5 G5! &'$ B5/M ,'1/G G$=  

)'$ /M) D/=M &$T&()'/ /5 )&(M 5/M).A 

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !# 5< "# 

78? :F:;C Again, don’t forget: 1< /M)> =.); 3;.5%1$)

covering fire) then they don’t move. The squadsG,..5,'$1'L -] &.) '5/ 1'/erested in moving … or&.) /M)>U E)1'L &$T&()'/ /5 5') &'5/M). #@S /M)

)'):>! /M)> (&' B.1'L & YF N1/M JY= 9] ,'1/G! 9I <5.

=EY u IJY=! N1/M %).> L55$ (M&'()G /M&/ /M)> (5,7$eliminate the HS. However, there’s always a chance/M&/ /M) &//&(R :1LM/ L5 YrE#D! &'$ /M&/ /M)

$)<)'$1'L m* :&> '5/ 75G) /M)1. $1G(1;71')A *5 /M)

F).:&' 1G /M1'R1'L /M&/ M) (5,7$ &7G5 L)/ & L55$

2\Y= GM5/ ,G1'L 5'7> 0] &'$ 0J! 7)&%1'L -I <.))$5:

to Assault move to M3 in case the HS doesn’t get)71:1'&/)$! G5 /M)> (&' &$%&'() 1'/5 CJ /5

G,..5,'$ /M) m* &'$ (7&1: & %1(/5.> (5'$1/15'

B,17$1'L &/ /M) G&:) /1:)A 3P 7)/ /M) $1) :&R) /M1G

$)(1G15'! 2G/ &;;.5&(M 5$$! G)(5'$ )%)'! &'$ 1/

(&:) ,; )%)'A4

0J3JJn4q0]3JJn4QX-]3]]n4! 2\Y=[q]! &'$ /M) SDu

]!]u\! q]u` B,/ d5N).G /5 2IY= (57,:'! <5. & @Cd

3/M) 5/M). &//&(R N5,7$ M&%) .)G,7/)$ 1' & 2Cd

L1%)' G&:) SD4A C&.R 0] &'$ 0J N1/M =.); Y1.)

(5,'/).GA 6M) ]]n G+,&$ (M)(RG <5. & @Cd N1/M &

DR of … 4,3=7, again 9$+"-=   ;&GG1'L &'$ B)(5:1'L

;1'')$O =7&() =1' :&.R). 5' /M):A

r'1/G 1' -n &.) 755R1'L &75'L /M) )&G/G1$) 5< /M)

%177&L) &/ & G19QM)9 JIY= YFOO 6M)> &7G5 R'5N /M&/

:5.) 5< /M)1. Y&77G(M1.:TlL). B,$$1)G &.)&;;.5&(M1'L <.5: /M) )&G/ &'$ :&> L)/ :5N)$

$5N' B> G&:)A 6M)> N&'/ /5 B.)&R /M&/ YF ,; B>

&//&(R1'L .1LM/ &/ 1/G ()'/). &G B)G/ /M)> (&'A

-n3`Q2[_Ja9I4QX=\3nJn4! aY=[qI 3GE7$ &'$ -$.4! &'$

the DR is … 4,2=6, 2=8, for a NMC. Mark L7 with=.);A =\ (M)(RG N1/M SDuJ!Jua! B.)&R1'L eB,/ '5

8-D ","+  <5. /M) #:).1(&' nJnG B)(&,G) /M)1. C- 1G

,'$).71')$ eG)) 7&G/ G)'/)'() 5< _A2ffO\ *,(()GG <5.

/M) F).:&' d5::&'$).O Y71; &'$ SC /M) ,'1/ 1'

=\A @5 5/M). =.); Y1.) <.5: /M) F).:&'A

78? H:;C Pn3_Ja4 L)/G (5(R> &'$ G/,"4! '5/ F44$1-#B/,"4, into J6(MF1), … and /M) #:).1(&' G(.)&:G

“I kill you!”

\ But in ASL (there’s always a “but” in ASL), any unit with

,'$).71')$ C5.&7) /M&/ <&17G &' Cd G5 B&$7> /M&/ 1/

)9())$G 1/G 3_4 8-D 1G .);7&()$ B> /N5 5< 1/G M&7< G+,&$GA

@\3nJn4QXH\3_Ja4 N1/M S2Y! \Y=[QI 3Q2 <5. YYC? &'$

Q1 for FFNAM), and rolls … 5,3=8,QIu\ <5. & 2CdA

Mark N6 with a First Fire marker. German rolls …]!Iu_q2u\! ;&GG1'L M&'$G5:)7>A =7&() & IY=

.)G1$,&7 <1.) (5,'/). 5' /M) M)9 3\Y=[Iu]Y= B,/

/M).) 1G '5 ] G5 L)/G & IY=4A d5'/1',1'L /M)1. :5%)V0\3CYIQ]4 &'$ )'$ 3.):):B).! /M) D)G1$,&7 Y1.)

(5,'/). 1G 1' /M) M)9 3H\4! '5/ 5' /M) G+,&$ 3'5N 1'

0\4A

@5N -I3JJn4 #GG&,7/ C5%)G /5 C]A 6M) #:).1(&'

/.1)G /5 ./ 4/G"#>&'(@ -]3=1'')$ ]]n4QXC]3JJn4! IY=[Q2 3<5. YYC? 5'7>4!

and rolls … 4,4=8,Q2un! <5. '&$&! )%)' B)<5.)

&$T,G/1'L <5. M&%1'L (5N).)$A C&.R /M) #:).1(&'

N1/M 4,2-.  3'5/ Y1.G/4 Y1.) (5,'/). 3B)(&,G) /M)>

(5N).)$4A cM&/ &B5,/ D)G1$,&7 Y= 3DY=4! >5, :&>

&GRU *1'() /M1G IY= &//&(R (5N).)$! 1/ 1G .)G57%)$ 5'

/M) 2Y= (57,:'A #'$ G1'() DY= ,G) >$-?  /M) Y= ,G)$

#/ +"4/-," #>" $##$6% , we don’t have enough FP to7)&%) &'> DY= 3/M&'RG /5 (5N).1'L4A

But wait … that attack gets the attention of the/.55;).G 1' 6_! NM5 &//):;/ /5 M)7; /M)1. B,$$1)GA

6_3nJn9I4QXC]3JJn4! \Y=[Q2 3nY=9I,'1/G! [I <5. -DY

un! L5)G 5' \Y= (57,:'4 6M) F).:&'G G&>G!

“6M.5,LM /M) 5.(M&.$! P /M1'R! <5. & q2 m1'$.&'()

you’re shooting!” 6M)> (M)(R! &'$ 1'$))$ /M) 71') 5<

<1.) 3-?Y4 $5)G (71; /M) 1'G1$) %)./)9 1' o_ eG))J'>"+"'# I"++$&' 1' IAKfA 6M).)<5.) /M).) 1G M1'$).)$

-?*! &'$ /M)> ;.5())$ N1/M /M) SDCG 5< Q2 <5.

YYC? &'$ q2 <5. ?.(M&.$ m1'$.&'() /5 )+,&7 & <1'&7

SDCuK. The DR is … I!Ju\! <5. & 2CdA =7&() Y1.G/

Y1.) 5' #:).1(&'! &'$ & 2Y= DY (5,'/).A W*)) /M)

5<<1(1&7 )..&/& <5. DY= (&7(,7&/15' 1' ]A]2 5. /M) 

1'/??&6&$-  )..&/& .)<).)'()$ &/ /M) 5;)'1'L! ,'$).

D)G1$,&7 Y1.);5N).! ].$ B,77)/A 6M) &:5,'/ 5< DY= 1G

.)$,()$ 2 (57,:' ;). M1'$.&'() %&7,) 75(&/)$

/1#4&." /M) /&.L)/ M)9A 6M1G 1G 1'(7,$)$ 1' /M)

#*-*0I .,7) B55R! &'$ /M).)<5.) N&G &'

,'1'/)'/15'&7 5:1GG15' 1' /M) <1.G/ R1/A 6M) .)G,7/ 1'

/M1G (&G) N5,7$ B) /M) ;7&():)'/ 5< 2Y= .)G1$,&7

<1.) B)(&,G) /M1G !"4&.1$- ?&+" N5,7$ M&%) /5 GM1</

/'" (57,:' /5 /M) 7)</ 3<.5: I /5 24 <5. /M) q2

?.(M&.$ M1'$.&'() :5$1<1).A X

German 447 checks for a 1MC and rolls …]!Junq2uaO! B.)&R1'L e5'7> <&171'L B> 5')! G5 '5

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) !R 5< "# 

8-DfA Y71; &'$ ;7&() SC 5' /M):A #:&Z1'LO WY5. /M)

.)(5.$! /M1G 1G N5.7$G 5< <,' *?-?OX

@5N <5. :5.) F).:&'GA 6M1G 1G &' )&G> /&(/1(&7

+,)G/15'! &/ 7)&G/ <5. :)! 5'() >5, /M1'R &B5,/ 1/A

E&G1(&77>! /M) .)1'<5.():)'/G N177 )1/M). B&//7) <5.@_[@\! /M) &;;.5&(M &L&1'G/ NM1(M 1G 5%). :,(M

5;)' L.5,'$ &'$ ;5GG1B7> &L&1'G/ G)%).&7 ;5N).<,7

G+,&$G 5< ;&.&/.55;).G! 5. .,' /5 /M) <&. G1$) N1/M

7)GG )9;5G,.)! /5 B&//7) <5. -][CJA 65 N1'! &77 /M)>

M&%) /5 $5 1G $)'> /M) #:).1(&'G /M) h1(/5.>

d5'$1/15'GV /M).) :,G/ '5/ B) L55$ 5.$). 3F?4

F).:&' r'1/G 1' $'=  5< /M) <5,. G/.,(/,.)GO *5 1<

/M).) 1G & F? F).:&' ,'1/ 1' &'> /'" 5< /M):! /M)

#:).1(&' <&17G /5 :))/ /M) (.1/).1& &'$ /M) F).:&'

N1'G. OK, now we’re getting nasty and personal! 

F1%)' /M)G) <&(/G! /M) F).:&' .)1'<5.():)'/G

(M5G) /5 $5,B7)Q/1:) 1/ 5%). /5 /M) <&. G1$)V

`Q1/548x2 declare “Double Time!” (place CX on/M):! /M)> '5N M&%) aCY &77 /5L)/M). eG)) /M)

CY[== dM&./ 3/5; .5N4 5' /M) oDSdfV P2K3CY24!

P`3CYI4! Pa3CY]QJ4! Pn3CY_4! H\3CY\4! /M)> :,G/

'5N ,'$).L5 & IY= D)G1$,&7 Y1.) &//&(RV IY=[QI 3Q2

)&(M <5. YY@#C[YYC?4!

WD,''1'L & G/&(R /M.5,LM & IDY=[QI &//&(R N1/M &

;5GG1B7) I[Q] &//&(R &L&1'G/ 1/ /5 <5775N &G N)77U

8%)' /M5,LM /M) ,'1/G M&%) a C5.&7) &'$ & L55$

7)&$).! /M1G G/&(R &'$ /M) ;7&>). NM5 &//):;/)$ /M1G$)G).%)G NM&/ /M)> L)/AX

and the DR is … 5,1=6,QIuJ <5. & 2CdO ?M! 5MO

-)&$). RQ1, checks first and rolls … 4,6=1Kq2u22!

&'$ <&17G[B.)&RG eB> I G5 '5 8-D .)$,(/15'fO Y71; &'$

;7&() SCA 6M1G M&G mrF8 (5'G)+,)'()G! <5. '5

:&//). NM&/ )7G)! /M) 7)&$). (&''5/ ;.5())$ cP6m

/M) G+,&$ /5 1/G ,7/1:&/) 5BT)(/1%) 5< HJ! G5 /M)>

75G) /M) ICY 7)&$). B5',G 1' :5%):)'/! &'$ &.)

7)</ N1/M /M&/ 5< 5'7> & CCd /M&/ 1G $5,B7)Q/1:1'L!

1A)A! JCY 3CCd4 qICY 3S5,B7) 61:1'L4u\CY! NM1(M

1G )9&(/7> NM&/ /M)> M&%) G;)'/ /M,G <&.! &'$ (&'

:5%) '5 <,./M).OO #$$1/15'&77>! &</). )%).>/M1'L

else, the squads may face a LLTC too (if they don’tB.)&R 1n the next moment)! Now for the squads’1MC check: 548#1 rolls … 4,1=5,1=6, passinghandsomely! 548#2 rolls … 2,2=41=5, passing1:;.)GG1%)7>O c&> /5 GM5N >5,. 7)&$).! L,>GO

E,/ '5N (5:)G /M) --6dA D):):B). /M&/ &'>

')L&/1%) 7)&$).GM1; :5$1<1). 1G ,G)$ $($&'4#  /M)

G+,&$ &G & ;5G1/1%) SDCA P' )GG)'()! /M) B)//). /M)

7)&$). /M&/ B.)&RG 5. $1)G! /M) M&.$). 1/ 1G 5' /M)

guys with him *doesn’t this game have beautiful

logic?!+. The squads have a ML of 8. 548#1 rolls …2!2uI!q2 3<5. Q2-$.4u]A 6M)G) L,>G :,G/ L)/ :)$&7G

after today. 548#2 rolls … 2,6=8,1=9! They fail and&.) =1'')$O =7&() & =1' (5,'/). 5' /M):A P M&%) :>

G/&(R &..&'L)$ /M,G7> <.5: /M) B5//5: ,;V B.5R)'

7)&$).! SC! _Ja! =1'! _Ja! dv! &'$ IY= .)G1$,&7 <1.)

:&.R).A 6M) #:).1(&'G! M5N)%).! &.) '5/ $5') >)/

N1/M /M)G) L,>GA

@5N Dn 5;)'G N1/M S2YO

Dn3aQ2[nJn4QXH\3(5'/)'/G T,G/ $)G(.1B)$4! IY=[Q]A

m5;) >5, (&' <1L,.) NM> B> '5NA WWP< '5/V nY=[I <5.

-DYu]A_Y=! .)G57%)$ 5' IY= (57,:'A 6M) SDCG &.) Q

2 )&(M <5. YYC?[YY@#C! ;7,G Q2 <5. #:).1(&'

-)&$). $1.)(ting fire.>> The American rolls … 5!Iun!Q

]uJ! <5. &'5/M). 2CdA =7&() & Y1.G/ Y1.) (5,'/). 5'

/M):A @5 .)G1$,&7 (5,'/). 1G ;7&()$ B)(&,G) 2Y=!

<.5: /M1G <1.)! 1G 7)GG /M&' /M) IY= &7.)&$> /M).)A

6M) 7)&$). (M)(RG <1.G/ &L&1' 3NM>U cM&/ 1< M) $1)G

/M1G /1:)U4! &'$ .577G _!\u 22 35.1L1'&74! q2u2I3<1'&74A

P< M) M&$ .577)$ &' /+&(&'$-  2I! M) N5,7$ M&%) B))'

)71:1'&/)$fA ^5, :&> .):):B). /M&/ & B.5R)' ,'1/

/M&/ B.)&RG &L&1' G,<<).G d&G,&7/> .)$,(/15'! &'$/M&/ *CdG $5 G5 B> N5,'$1'L 35. $>1'L! $);)'$1'L

5' /M) $1) 3'5/ $1()4Q.577 3$.44A 6M) 7)&$). .577G &'$

L)/G! $.uJA =7&() & c5,'$ (5,'/). 5' M1: $1.)(/7>A

6M1G G/&/,G 1G G,::&.1Z)$ 5' /M) (5,'/). 1/G)7<! &'$

G&>G ]CY 371:1/1'L M1G :5%):)'/[.5,/1'L G)%).)7>4!

&'$ C-[-S Q2 3.)$,(1'L E?6m M1G :5.&7) 7)%)7 &'$

7)&$).GM1; B> 5')! 1' /M1G (&G) /5 /M&/ )<<)(/1%)7> 5<

&' aQK 7)&$).A 6M) 5'7> ;&./ '5/ 1'(7,$)$! 1G /M&/ M)

G,<<).G & q2 $1) 3'5/ $1()4Q.577Q:5$1<1). 3$.:4 <5.

&'> <,./M). N5,'$ (M)(RG B)(&,G) M) 1G N5,'$)$

&7.)&$>Af Next the pinned squad rolls … ]!_ua! q2u`

<&171'L e5'7> B> 2 G5 '5 8-Df &'$ B.)&RGA Y71; /M):!

$1G(&.$ /M) =1' :&.R).! &'$ ;7&() /M): ,'$). /M)

B.5R)' 7)&$). &'$ SC :&.R).A @5N /M) 7&G/ _Ja!

rolls … 1,4=5,1u\! ;&GG1'L >)/ &L&1'O

6M1G )'$G /M) F6] C=MA D):5%) /M) D)G1$,&7 Y1.)

:&.R).GA

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "S 5< "# 

c5NO cM&/ & /,.' 5< )%)'/GO 6M) F6] C=M

$):5'G/.&/)$ G5:) 1:;5./&'/ ;.1'(1;7)G! G5:) 5<

NM1(M 1'(7,$)V -)&$).GM1; 3)G;)(1&77> NM)' M)7;1'L

$1.)(/ <1.)! B,/ &7G5 1/G )<<)(/ NM)' 75G/4! /M) %&7,) 5<

75N Y= GM5/G 1< &7G5 B)')<1/1'L <.5: ')L&/1%) SDCG!

G1/,&/15'&7 &N&.)')GG! /M) &//.1/15' (&,G)$ B>.);)&/)$ &//&(RG ,;5' & ,'1/! &'$ M5N :171/&.>

;7&''1'L (&' )%&;5.&/) ,'$). /M) (&,7$.5' 5<

B&//7)A

W6M) F6] C=M &7G5 $):5'G/.&/)G /M) <557M&.$1')GG

5< .,''1'L G/&(RG /M.5,LM ?;)' F.5,'$AX

78? LF:;C 6M) #:).1(&' M&G 5') GM5/! <.5: ?\ /5

C]A ?\3nJn4QXC]3BRSCJJn4! \[q2 3<5. /M) ?.(M&.$

m1'$.&'() 5< ?_ M)9G1$)4A =7&() Y1'&7 Y1.)A

SDu_!Iun! q2ua <5. & ,G)7)GG =6dA P' /M) SY=M!

/M5G) ,'1/G :&.R)$ N1/M Y1.G/ Y1.) (&' 5'7> <1.) &/

&$T&()'/ /&.L)/GA P< 5'7> -] M&$ '5/ (5N).)$!

/M).)B> L)//1'L & Y1.G/ Y1.) :&.R). 1'G/)&$! /M)>

:1LM/ M&%) /.1)$ &L&1' &L&1'G/ C] 1' /M1G ;M&G)A

D):5%) &77 Y1.G/[Y1'&7 Y1.) :&.R).GA

78? 4F:;C 6M) 5'7> ,'1/G /M&/ (&' $5 &'>/M1'L &.)

0\ &'$ ,'B.5R)' G+,&$ 1' H\A 0\3_Ja4QX-]3]]n4!

JY=[qJA WW_Y=[I <5. #Y=MuIA_Y=! q2 e#GG&,7/

E5',Gfu]A_! YDr /5 JY=A SDCG u q]GE7$L! q2

Orchard Hindrance=4.>> And the DR is … 4,2=6,qJu2K! <5. '&$&A C&.R /M): N1/M =.); Y1.) (5,'/).A

Now J6(CX’d 548)QX@\3nJn4! 4FP/4 (don’t forget 1for CX’d), and the DR is … 2,5=7, 4=11! <5. '&$&A

C&.R N1/M =.); Y1.) 3=Y4A 8'$ 5< #Y=MA D):5%) &77

=Y :&.R).GA

78? 9':;C F).:&'! &G (,..)'/ #66#d08D! L5)G <1.G/A

C]QXCI! -2! 0I 3'5 (75G). /5 -] 1' M)9)G /M&' -24

&'$ )+,&7 )9;)'$1/,.) 5< CYG 3J4 /M&' 1< .5,/1'L /5

-K 3N55$G4A W@5/)V /M) #:).1(&' =1'')$ m* 1' -] 1G

'5/ (&;&B7) 5< P'/).$1(/1'L /M) .5,/1'L F).:&'

G+,&$ eG)) ].$ <,77 ;&.&L.&;M 5< ;&L) `AfX @)9/! H\

3B.5R)' N5,'$)$Q7)&$). &'$ G+,&$ 5'7>! '5/ /M)CX’d 548) to I6 (rather than J7 because out of LOS&'$ 71') 5< <1.) 3-?Y44A 6M)' /M) #:).1(&'V =\ 3(5,7$

/)(M'1(&77> G/&> ;,/ B)(&,G) '5 &$T&()'/ ,'B.5R)'

)'):>! B,/ ;.)<).G /5 L)/ 5,/ 5< /M) -?* &'$ <1.) 5<

B&$ L,>G4 /5 =_A m) (&' '5N G)) /M) F).:&'G 1' 0JA

8'$ 5< D/=M

78? 4:;C 0]3JJn4 &'$ 0J3JJn4 /5 -]A =7&() D)$Q5'Q

White “CC” counter on top of stack. 

78? PP:;C E)G/ /M&/ >5, .)&$ /M) ;)./1')'/ .,7)G

G)(/15' '5NA *)) ]AaA Y1.G/ N) $)/).:1') 1< 5') G1$)

&:B,GM)$ /M) 5/M).A 6M) 5'7> $1)Q.577Q:5$1<1).3$.:4 1' ;7&> M).) 1G q2 <5. /M) #:).1(&' <5. =1'')$

G/&/,GA 6M) F).:&' .577GV _b /M) #:).1(&' .577G

\q23=1'')$4un! & $1<<).)'() 5< /N5A 6M) F).:&'

:1GG)$ &:B,GM1'L /M) #:).1(&' B> 5')! G5 /M).) 1G

'5 #:B,GMA 6M) F).:&' :&> '5/ $5 /N5 G);&.&/)

attacks, because “no unit attacks or is attacked:5.) /M&' 5'() per CCPh.” 6M) #:).1(&' :,G/

$)(1$) NM)/M). M) N&'/G /5 &//&(R B5/M 5< /M)

G+,&$G! 5. 5'7> 5') G+,&$ /M1G /1:)! &'$ M) +,1(R7>

$)(1$)G /5 &//&(R 5'7> 5') G+,&$A

6M) #:).1(&' m* 1G G,<<).1'L /M) )<<)(/ 5< B)1'L

=1'')$! NM1(M .)G,7/G 1' m&7< Y= <5. /M)1. $##$6%  (&7(,7&/15'! B,/ '5/ /M)1. ."?"'4" (&7(,7&/15'A

6M).)<5.) /M) F).:&' #//&(RQ/5Q#:).1(&' $)<)'G)

Y= .&/15 1G aV]! NM1(M 1G :5.) /M&' & IQ/5Q2 5$$G

.&/15 3\Y=V]Y=4! B,/ 1'G,<<1(1)'/ <5. & ]Q/5Q2 5$$G

.&/15 3`Y=V]Y=4! &'$ N177 /M).)<5.) B) .)G57%)$

,'$). IQ/5Q2 5$$G .&/15 N1/M 0177 t 5< nA 6M) F).:&'

+,&71<1)G <5. '5') 5/M). 5< /M) Y=[SD C5$1<1).G

71G/)$ 5' /M) d75G) d5:B&/ 6&B7) 3dd64 5' /M)

QRDC. The American’s attack is focused o'7> &L&1'G/5') F).:&' G+,&$! G5 1/G ;1'')$ &//&(R .&/15 1G

2A_Y=VJY=! NM1(M 1G B)//). /M&' 2Q/5QJ 5$$G .&/15

32VJ4 B,/ '5/ G,<<1(1)'/ /5 +,&71<> <5. 2Q/5QI 5$$G

.&/15 3IVJ4! /M).)<5.) 1G .)G57%)$ ,'$). /M) 2Q/5QJ

(57,:' N1/M & 0177 t 5< ]A 6M) F).:&' .577G J!Iu\!

NM1(M 1G 7)GG /M&' /M)1. R177 t! <5. & R177A 6M) #:).1(&'

.577G _!Iun! N&> 5%). /M)1. R177 t <5. '&$&A 6M)

55  ()*+,-. /*00123 V&''". 1'&#4 #//&(R &' CC $#

M&7<  MV ?/+ 9"&'( 2&''".< 91# S8Y8@S $# Yr-- Y=E

I>/1(> #>&4 &4 '/# 6-"$+ &' #>" F0L0WX +1-"4<

6/'4&."+ #>$# ","' 9+/%"' 1'&#4 ."?"'. &' CC Y$#

 ?1-- 4#+"'(#>< ZE[ VZ\< #>"+"?/+" &# &4 &'6/'6"&,$9-"

#>$# 2&''". 1'&#4 :/1-. ."?"'. $# -"44 MV #>$'

9+/%"' 1'&#4@ D'?/+#1'$#"-=< #>&4 &4 '/# G$." $'=

6-"$+"+ &' #>" +1-"4 ?/+ F0L0W] 8^1'4; /+ F0L0WZ

8I$'%4;< 91# &4 "52-&6&#-= 6-"$+ &' F0LE 

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "! 5< "# 

#:).1(&' m* 1G )71:1'&/)$A D):5%) /M) dd &'$ =1'

(5,'/).GA 8'$ 5< dd=M &'$ /M) F6]A

You may have thought, “*))1'L NM&/ N&G (5:1'L!

/M&/ m* GM5,7$ M&%) .,' <5. /M)1. 71<)O” #'$ >5,

N5,7$ B) .1LM/A P< 5'7> /M)> M&$ (5:) <.5: &' F0L B59 1'G/)&$ 5< &' #*-0W  B59! /M)> N5,7$ M&%) M&$

/M&/ &B171/>O Y71; /M) /,.' (5,'/). 5%). <5. #6]A c)

&.) '5N )9&(/7> M&7<N&> /M.5,LM /M) &%&17&B7) /,.'G

<5. .)G57,/15' 5< /M1G B&//7)A

E?#DS P@h8@6?D^ )'$ 5< F6]

F8DC#@V

P\V BR[SCV_Ja!N'$`Q2

H\V dv_Ja

0IV nQK!BR[SCJJn

0\V _Ja

-]V JJn9I-nV `Q2!_Ja9I

#C8DPd#@V

@_VaQ2

@\V nJn

?\V nJn

=_V BR[SCnJn

o\V nJn

D\V nJn

DnV aQ2!nJn

6_V nJn9I

r]V BRaQK

48? 9:;C =7&() /M) &;;.5&(M1'L .)1'<5.():)'/G

&75'L /M) '5./M B5&.$ )$L) /5 .):1'$ /M) #:).1(&'

/5 :5%) /M): 1' /M) C=MA

:%*AD'.B&5BC

c_V `QI!nJn9I!]]n9I

*1'() /M) #:).1(&' 1G /M) #66#d08D <5. /M1G D=M! M)

:&> &//):;/ 5') &'$ 5'7> 5') HHP 4"-? Q.&77> 1'

&$$1/15' /5 /M) .)L,7&. *Cd G)7<Q.&771)GA 6M) G+,&$ 1'=_ 1G SC 3qJ4! &//):;/1'L G)7<Q.&77> 3q24! 1' &

B,17$1'L 3Q24! <5. & ')/ SDC 5< qJA c1/M & B.5R)' C-

of 8, they’ll have to roll ≤J /5 .&77>! 6M)> .577

…2,5=7,4=11 and fail to self Q.&77>A

6M) *Cd 1' r] '5N &//):;/G G)7<Q.&77> N1/M

<5775N1'L SDCGV G)7<Q.&77> 3q24! 1' B,17$1'L 3Q24! <5.

net of DRM=0. He rolls … 4,2=6, and rallies (flip him

5%). /5 L55$ G1$)4A Wm&%1'L /M&/ )9/.& /1:) /5 G)//7)

>5,. ').%)G 3.)&$V 75G) /M) SC (5,'/).O4 1G %).>

M)7;<,7 1' .&77> &//):;/GAX

@5N /M) F).:&' &//):;/G G)7<Q.&77> 5< N5,'$)$

7)&$). 1' P\A D):):B).! M1G C- 1G 75N).)$ B> 5')3/5 a4 G)(5'$&.> /5 M1G N5,'$)$ G/&/,GA m1G SDCG

&.) SC 3qJ4! *)7<Q.&77> 3q24 &'$ 1' B,17$1'L 3Q24 <5.

')/ SDCuqJA m) :,G/ .577 ≤J /5 .&77>! and rolls …]!\u`! qJu2] 3N&> 5%). a4 &'$ <&17G /5 .&77>A 6M)

G+,&$ N1/M M1: 1G G/,(R B)(&,G) /M).) 1G '5 L55$

5.$). 3F?4 7)&$). ;.)G)'/ N1/M /M): /5 &//):;/

,'1/Q.&77>A

@)9/ /M) nQK 1' 0I &//):;/G /5 .&77> /M) B.5R)'[SC

JJn 3B.5R)' C- 5< n4A SDCG u Q2 <5. B,17$1'L &'$ qJ

for DM, =3. They roll … 3,6=9, 3=12! &'$ <&17 /5

.&77>A 8'$ 5< D=M! G5 .):5%) &77 SC (5,'/).GO

48? :F:;C 6M1G 1G & (.1/1(&7 /&(/1(&7 :5:)'/ <5. /M)

#:).1(&'A m) M&G /5 $)(1$) NM)/M). M) N&'/G /5

(5'G571$&/) M1G M57$ 5' /M) ()'/.&7 B,17$1'L &.)&! 5.

:5%) /M5G) <5.()G /5 /.> /5 .)(&;/,.) /M)

G5,/MN)G/).7> %1(/5.>Q(5'$1/15' 3hd4 B,17$1'LGA

*M5,7$ /M) &;;.5&(M1'L .)1'<5.():)'/G 3NM1(M

1'(7,$) /M) <1')G/ 7)&$). 1' /M1G B&//7)4 M,G/7) /5

5((,;> /M5G) hd B,17$1'LG B)<5.) /M5G) '&G/> _JaG

/5 /M) G5,/M! 5. M)7; 1' /5N'U *M5,7$ M) ;&()

M1:G)7< 3M&%1'L /M.)) /,.'G 1'(7,$1'L /M1G 5')4 5.

G'&/(M &'$ /.> /5 M57$ 5'U 6M) 5;/15'G &.)

B)L1''1'L /5 755R 71R) & <55/B&77 3r*4 ;7&> $1&L.&:O

6M) #:).1(&' $)/).:1')G /M&/ M) M&G /55 :,(M

'))$ <5. :5%1'L /5 G;&.) &'> =.); <1.)A

48? H:;C 

?\3nJn4 :5%)GV @_3CY2QI4 &'$ ;&,G)G <5. /M)

F).:&' /5 (5'G1$).A @5/) /M&/ /M) #:).1(&' $1$ '5/

declare “Assault Movement,” prior to moving so itG)):G /5 /M) F).:&' /M&/ M) N177 (5'/1',) :5%1'LA

P< M) GM55/G 5' M1: '5N! M) (&''5/ &<<)(/ /M)

7)&$). 1' /M) G&:) M)9b 1' 5.$). /5 $5 /M&/ M) N5,7$'))$ /5 N&1/ <5. /M) SY=MA P< /M) #:).1(&' 1G

;.5())$1'L 1'/5 /M) G/.))/! /M&/ N177 B) & $)G1.&B7) Q

ISDC 3<5. YY@#C &'$ YYC?4 GM5/A 6M) F).:&'

$)(1$)G /5 N&1/ <5. /M) ')9/ :5%)A 6M) #:).1(&'

/M)' $)(7&.)G /M&/ /M) G+,&$ N177 ;.5())$ /5 G;)'$

CY]QJ B> &//):;/1'L 10,Y* 6/.$*0*5' 1' /M) C_

adjacent hex! The American squads have a “3”

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "" 5< "# 

G:5R) )9ponent on their “7” Fire factor 3G))

(5,'/).4! :)&'1'L /M&/ 1< /M)> .577 ≤] N1/M 5') $1)!

/M)> G,(()GG<,77> ;7&() G:5R)A @5 $.: &;;71)G 1'

/M1G (&G) 37)&$).G $5 '5/ &<<)(/ G:5R) ;7&():)'/!

eNM> N5,7$ /M)>Uf, and the squad is not CX’d). They

roll … 2, and are successful! Place a green smoke(5,'/). 1' M)9 C_ eG:5R)! 71R) ?.(M&.$! 1G P'M).)'/

/)..&1'fA 6M) F).:&' 1G baffled and doesn’t knowNM)/M). M) GM5,7$ <1.) &/ /M) G+,&$ 1' @_ <5. S2Y

3;7&(1'L G:5R) )9;)'$G CYG &'$ +,&71<1)G <5. S2Y

&//&(RG4 5. N&1/ <5. (5:1'L :5%) G,.) /5 B)

screened by smoke. … He decides to save his fire for)9;)(/)$ :5%)A

*1:ultaneously, the squad in R6 attempts to “popsmoke” in Q7 (MF1Q2), and roll … 3, successfully;7&(1'L G:5R)O =7&() G:5R) (5,'/). 1' on! &'$

/M)' D\ :5%)G /5 on3CY]QJ! G:5R) (5G/G 2CY

:5.) /5 :5%) &'#/4 &'$ )'$G 1/G :5%)A W@5/)V :&'>

;7&>).G <1'$ 1/ (5'%)'1)'/ /5 .5/&/) /M) 5.1)'/&/15'

5< :5%)$ (5,'/).G G5 &G /5 $1G/1'L,1GM )&G17> /M5G)

that have moved from those which haven’t,.)5.1)'/1'L /M): &/ )'$ 5< C=MAX 6M) F).:&' 1G

B&<<7)$ B> &77 /M) G:5R)! &'$ & B1/ <.,G/.&/)$A

o\3nJn4V =_3CY2QI4! ?_3CY]4! @J3CYJ4 &'$ G/5;A

0\ /M1'RG 1/ G))G :5%):)'/ /M.5,LM /M) G:5R) &'$

5;)'G <1.)A 0\3_Ja4QX @J3nJn4! JY=[q2 3Q2 YY@#C!

qI G:5R) M1'$.&'() e'5 YYC? B)(&,G) 5< /M)hindrance modifier+), and rolls … 4,6=10, 1=11 for'5 )<<)(/A =7&() '5 .)G1$,&7 <1.) 1' /&.L)/ M)9 &'$

:&.R <1.).G N1/M Y1.G/ Y1.) :&.R).A W*)) /M) 5<<1(1&7

)..&/& <5. ]A]2 5. /M) 1'/??&6&$-  )..&/& .)<).)'()$ &/

/M) 5;)'1'L! ,'$). D)G1$,&7 Y1.);5N).! ].$ B,77)/A

6M1G 1G 1'(7,$)$ 1' /M) #*-*0I .,7) B55R! &'$

/M).)<5.) N&G &' ,'1'/)'/15'&7 5:1GG15' 1' /M) <1.G/

R1/A 6M) .)G,7/ 1' /M1G (&G) N5,7$ B) /M) ;7&():)'/

5< KY= .)G1$,&7 <1.) B)(&,G) /M1G D)G1$,&7 <1.) N5,7$

M&%) /5 GM1</ #:/ (57,:'G /5 /M) 7)</ 3.)G,7/1'L 1' '5

Y=4 <5. /M) qI M1'$.&'() :5$1<1). 5< /M) G:5R)A X

6_3nJnt24 $)(7&.)G $5,B7) /1:) 3;7&() dv 5' /M):4

and runs: S6(MF1), R5(MF2), Q5 (MF3), P4(MF4), …drawing fire from L3. The American objects “No LOSbecause of M4.” They check and it seems there &4 

-?*! G5 &//&(R ;.5())$GA -]3JJn9I4QX=J3dvnJn4!

aY=[QI! 3Q1 each for FFMO and FFNAM). The DR is …\!Ju2K! QIua <5. & @CdA 6M) G+,&$ (M)(RG &'$ .577G

… 1,1=2! Place a 4FP residual counter on P4 and:&.R -] N1/M Y1.G/ Y1.)A C5%) (5'/1',)G /5 ?_3CY_4!

@J3CY\4 )'$1'L :5%)A C&R) G,.) 5'7> 5') nJn 3/M)

B5//5: 5')4 1G :&.R)$ N1/M dvA

@5N /M) #:).1(&' :,G/ :&R) &' 8v6D8C8-^PC=?D6#@6 5BG).%&/15'O @5/) <1.G/ /M&/ @_ 1G

%1G1B7) <.5: B5/M 0\ &'$! /M.5,LM /M) G:5R)! <.5:

-]! &'$ 1G &/ .&'L) 5< ] M)9)G <.5: )&(MA *)(5'$!

.)&71Z) /M&/ B5/M 5< /M5G) M)9)G &.) :&.R)$ N1/M

Y1.G/ Y1.) (5,'/).G! 71:1/1'L /M): /5 5'7> *YY NM1(M

.&4$--/:4 &'> *YY &/ /&.L)/G L.)&/). /M&' /M1G .&'L)

(“not at a range greater than that to the closestenemy unit” e-] (&''5/ G)) &'$ M&G '5 R'5N7)$L)

5< @Jf4A 6M5G) ,'1/G &.) )GG)'/1&7ly “fixed” on N5,'/17 G5:)5') )7G) L)/G &/ 7)&G/ /M&/ (75G) /5 /M):A

6M).)<5.)! 6_3nJn4 '5N :5%)GV *_3CY24! DJ3CYI4!

oJ3CY]4! =]3CYJ4 &'$ G/5;A

6M)' @\ &GG&,7/ :5%)G /5 ?\A

Then R7 orders “Double Time!” Place CX on them.They move R6(MF1) … and the Germa' $)(7&.)G

S2Y <.5: -n! &G M) G))G M1G /&.L)/G $1G&;;)&.1'LA

The American objects “No LOS,” then very1:;5./&'/7> .)+,1.)G /M) F).:&' ;7&>). /5 1$)'/1<>

/M) G;)(1<1( <1.1'L ,'1/G 9"?/+" (M)(R1'L <5. -?*A 6M)

German thinks he has LOS and declares “the whole 

stack.” Now they check, and sure enough, LOS isE-?d08SO =7&() & Y1.G/ Y1.) :&.R). 5' -n <5. #-- 1/G

,'1/GA 6M) #:).1(&'G R)); :5%1'LV o\3CYIQ]4!

=_3CYJQ_4! ?\3CY\Qn4 &'$ )'$G 3N1/M 2CY 7)</

5%).4A C&R) G,.) /M) '5'QCX’d squad already there1G ;7&()$ /' #/2 /?  /M) dv (5,'/).! '5/ ,'$). 1/A

@5N /M) 7)&$). 1' r] :5%)G $1.)(/7> *8 /5 =_3CY2Q

\4A

6M)' /M) )'/1.) .)1'<5.(1'L ;7&/55' &..1%)G "'G$44" &75'L /M) .5&$V hJ! rJ! 6J! *_! DJ! oJ 3M&%1'L

G;)'/ \CY /M,G <&.4! &'$ =] 3G;)'$1'L /M) D5&$E5',G )9/.& CY4A 6M) F).:&' ;7&>). 1G 5BG).%&'/

and objects, “You are Űberstacking!” (see “Sta(R1'L

Limits” in 2.0)! &'$ /M) #:).1(&' 1G .)+,1.)$ /5 B&(R

,; 5') M)9 &'$ (&''5/ .)$)): /M) )9/.& G;))$ 5'

/M) .5&$ B)(&,G) M1G "'.&'( M)9 N5,7$ B)

5%).;5;,7&/)$O D&/GO 3#7/).'&/1%)7>! 1< /M) F).:&'

;7&>). N&G &L.))&B7)! &'$ /M1G N&G & ?+&"'.-= L&:)

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "? 5< "# 

3'5/ & /5,.'&:)'/! NM1(M 5((,.G &77 5%). /M) N5.7$

<5. #*-4 /M) #:).1(&' (5,7$ .)$5 /M1G )'/1.) 7&G/

:5%)A4 6M1G (5:;7)/)G /M) C=MA D):5%) &77 /M)

“green” &'?/+G$#&/' (5,'/).G 31A)A G:5R) &'$

.)G1$,&7 <1.) (5,'/).G4! &'$ .)5.1)'/ /M) :5%)$ ,'1/

(5,'/).G 1< >5, .5/&/)$ /M):A

48? LF:;C 6M) F).:&' M&G '5 ;5GG1B7) &//&(RG 3/M)

Y1.G/ Y1.)$ ,'1/G :&> <1.) 5'7> &/ &$T&()'/ /&.L)/G

3'5')4 &'$ /M) ,'1/ 1' H\ 3dv$4 M&G '5 /&.L)/G 1' -?*

3/M&'RG /5 G5:) :5.) GR,7R1'L B> /M) #:).1(&'4A

D):5%) %157)/ Y1.G/[Y1'&7 Y1.) (5,'/).GA

48? 4F:;C oJ3`QI[nJn9I!]]n9I4QX -]3JJn9I4!

JY=[q2 3IKY=[I <5. #Y=Mu2KY=! [I <5. -DY3#GG&,7/

E5',G '5/ ;5GG1B7)4u_Y=! .)G57%) 5' JY=A SDCu

q]3GE7$L4QI3-$.4uq2 ). DR= … 6,1=7, 1=8 for n5

)<<)(/A C&.R N1/M =Y (5,'/).A

@5N =]3nJn4QX-]3JJn9I4! JY=[q] 3/M1G 5') (&' ,G)

/M) #GG&,7/ E5',G 3#E4 B)(&,G) /&.L)/ 1' '5.:&7

.&'L)A _FP resolved on 4 column). DR= … 2,3=5,q]ua <5. '5 )<<)(/ 3@84A C&.R /M): N1/M =Y (5,'/).A

6M) G+,&$G 1' @J &'$ @_ &.) &$T&()'/ &'$ M&%) -?*

to K6, BUT … one squad in N4 is CX’d and has a 1SDC /M&/ /M) 5/M).G $5 '5/ M&%)A r'<5./,'&/)7>! &

YF G,<<).G &'> ;5G1/1%) SDCG 5< 1/G :):B). ,'1/GA

Furthermore, “if units in the same hex are going to

&//&(R /M) G&:) ,'1/! /M)> :,G/ $5 G5 &G & YF! /M)>may not make separate attacks.” This requirementis known as “H.5M.',%= F7.” The end result is that@J G14#  <1.) &/ 0\ $4 $ M^ /M&/ 1G ;)'&71Z)$ B> /M)

q2 <5. dv 5< 5'7> 5') 5< 1/G G+,&$Gb &'$ 1< /M)> T51'

N1/M @_ <5. & 7&.L). YF! /M) )'/1.) YF G,<<).G /M)

G&:) ;)'&7/>A 6M) #:).1(&' N177 G;71/ M1G &//&(R B>

M)9)GA W#'5/M). 5;/15' 1G /5 <5.)L5 &//&(R1'L N1/M

/M) dv G+,&$! NM1(M N5,7$ &775N <5. & :,7/1QM)9 YF

N1/M5,/ /M) q2 dv SDCAX 

@J3nJn!dv$nJn4QX0\3_Ja4! aY=[qJ 32KY= N1/M #E

.)G57%)$ 5' aY=! 3sBldg 1CX’d), DR= 5,2=7, 4u22<5. '&$&A C&.R N1/M =YA

@5N @_3aQ2!nJn4QX0\3_Ja4! JY=[qI 3_Y= N1/M

&GG&,7/ B5',G .)G57%)$ 5' JYP), DR= … 4,5=9, 2u22

<5. @8A C&.R N1/M =YA 8'$ 5< #Y=MA D):5%) &77 =Y

:&.R).GA

48? 9':;C 6M).) &.) '5 .5,/G .)+,1.)$ 5. ;5GG1B7)A

48? 4:;C 

nJn3@J4QXCJ!

dv$nJn3@J4QX@]!

=]QX?J!

oJ3)'/1.) G/&(R4QX=]!

nJn 5'7> 3@_4QXC\!

nJn3?\4QX@_!

dv$VaQ2[nJn3?\4QX@\!onQX=\A 8'$ #=MA

48? PP:;C @5') &%&17&B7)A @5 ;1' (5,'/).G /5

.):5%) )1/M).A

E?#DS P@h8@6?D^ )'$ 5< #6]

#C8DPd#@V

CJV nJn

C\V nJn

@]V dvnJn

@_V aQ2!nJn

@\V dvV aQ2!nJn

?JV nJn

=]V `QI!]]n9I!nJn9I

=_V aQK!BRnJn

=\V nJn

F8DC#@V

P\V E.RV N'$`Q2!_Ja

 6$$-+7 8#9 ()*+,-. /*0012 

Y5. (7&.1/> G&R)! /M1G #*- .,7) GM5,7$ 31' :>

5;1'15'4 M&%) B))' 1'(7,$)$ 1' /M) *0 D,7)GA P/ 1G

G5 <,'$&:)'/&7 /5 /M) L&:) /M&/ 1/ 1G 1'(7,$)$ 1'

/M) ;.)&:B7) G)(/15' 5< dM&;/). # 1' /M)#*-DE3I4V“A.5: ATTACK DRM: Whenever an attack is made

$($&'4# G1-#&2-" ."?"'.&'( 1'&#4< &? $ G/.&?&"+ $22-&"4

#/ 4/G" 91# '/# $-- /? #>" ."?"'.&'( 1'&#4 #>$# $##$6%

&4 G$." :&#> /'-= /'" R! 9= $22-=&'( #>" $22+/2+&$#"

R!B /'-= #/ #>/4" 1'&#4 –  #>14 ("##&'( #:/ /+ G/+"

M&'$- R! ?+/G #>" 4$G" /+&(&'$- R!E C/',"+4"-=<

:>"'","+ $' $##$6% &4 G$." 9= G1-#&2-" $##$6%&'(

1'&#4K:"$2/'4< &? $ G/.&?&"+ $22-&"4 #/ 4/G"< 91# '/#

$--< /? #>" $##$6%&'( 1'&#4< &# $22-&"4 #/ #>" $##$6% /'-=

&? ."#+&G"'#$- #/ #>" $##$6%"+E I>&4 /?#"' $.,/6$#"4

#>" 9+"$%&'( 12 /? $ M^ &'#/ 4"2$+$#" $##$6%4 Y&?

 2/44&9-"\ –  not all of which are so penalized.”  {C5$1<1(&/15' &$$)$| 

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "J 5< "# 

H\V dv_Ja

0IV nQK!BRJJn

0\V _Ja

-]V JJn9I

-nV `Q2!_Ja9I

8'$ 5< #6] &'$ F&:) 6,.' ]A Y71; &'$ &$%&'() /M)

/,.' (5,'/).A Y5. /M) (5:1'L L&:) /,.'G! '5 :5.)

)9;7&'&/15'G <5. &//&(R Y= &'$ SDCG N177 B)

)9;7&1')$! N1/M ;5GG1B7) )9();/15'A ̂ 5, GM5,7$

R'5N 1/ ;.)//> N)77 B> '5NA #$$1/15'&77>!

1'<5.:&/15' (5,'/).G N177 '5N B) 5'7> :)'/15')$!

and you’ll have to put them yourself on the units orM)9)G /M&/ .)+,1.) /M):A

78J 9:;C 6M) 7)&$). 1' P\ 1G N5,'$)$ 3.)$,(1'L M1G

broken ML from 9 to 8. He is not DM’d (thank God),

1G 1' & B,17$1'L 3Q24! B,/ 1G &//):;/1'L G)7<Q.&77> 3q24for net DRM=0. He rolls … 6,3=9 and fails to rally.

*1'() /M) B.5R)' G+,&$ 1' P\ 1G '5/ N1/M & (//./+."+  7)&$).! M) (&' /)(M'1(&77> &//):;/ CCd G)7<Q

rally (it is the German’s Turn now). The one MMCG)7<Q.&77> &//):;/ $,.1'L /M) #66#d0P@F player’sD&77> =M&G) 1G 71:1/)$ /5 &' CCd N1/M5,/ & (//./+."+  7)&$).A SDCuK 3q2*D! Q2 E7$L4 &'$ SDu_!_u2K

<5. '5 .&77>A 

@5N /M) nQK 1' 0I &//):;/G /5 .&77> B.5R)' JJn

3B.5R)' C- n4 N1/M SDCG 5< Q1 (building) and rolls …]!]u\! Q2u_ &'$ .&771)GA Y71; /M): /5 <.5'/ G1$)A

#:).1(&'V

@5 *)7< .&771)GA r'1/ .&77> 1' =_V BRnJn N1/M aQK -$.!

SDu_!Ju`! Q23<5. B,17$1'L /)..&1' .&77> B5',G eDEf4

ua <5. '5 .&77>A

8'$ 5< D=M &'$ /M).) &.) '5 SC (5,'/).G /5

.):5%)A

78J :F:;C 6M) F).:&' M&G :&'> 5;/15'G /5

(5'G1$).A 6M) ,'1/G 1' -] &.) <&(1'L & >1(" YF! 5. &.)/M)>U P< /M) #:).1(&' N).) /5 ,G) & YF 5< CJ! @]!

?J! =]! /M) "'#&+" YF N5,7$ G,<<). & q2 SDC

because of the one CX’d unit for reasons that a.)

'5/ 177,:1'&/)$ 1' /M) #*-*02 .,7)G 3&G :)'/15')$

B)<5.)4! B,/ 1G (7)&.7> G/1;,7&/)$ 1' /M) )..&/& <5. /M)

#*- DE3D,7) E55R4 I'$ 8$1/15' e#*-DEIf <5. .,7)

A7.52: “Should an> :):B). 5< /M) YF 1'(,. &

$)/.1:)'/&7 SDC! 1/ &;;71)G /5 /M) )'/1.) YF

(cumulative as per A7.3).” Anyway, even though thisisn’t clear in the rule book provided, you would findL.)&/ <.,G/.&/15' NM)' >5, /.1)$ /5 (&7(,7&/) &'$

.)G57%) G,(M <1.)! /M).)B> .)%)&71'L /M) )..5. 5< /M)

N&>A 6M).)<5.)! /M) #:).1(&' (&' G/177 ,G) /M) M,L)YF! B,/ N177 M&%) /5 &$$ q2 <5. dvb /M) F).:&'

doesn’t know what the American is thinking,M5N)%).A 6M) F).:&' (&' &//):;/ /5 B.)&R ,; /M)

YF B> M&.:1'L ,'1/ 1' CJ 5. ?JA m) :&> /.> N1/M

B5/M JJnG 5. N1/M 5')! &'$ /M)' &//&(R /M) &$T&()'/

,'1/ 1' CJ N1/M /M) 5/M).A 6M) L,>G 1' 0I &.)

;.);&.1'L /5 :5%)A

Y1'&77>! 5') JJn 1' -] &//&(RG ?J3nJn4 /M1'R1'L /M&/

the CX’d unit 1' @] 1G &7.)&$> G,<<).1'L & q2 SDC! G5

:&>B) M) (&' G;.)&$ /M) $&:&L)A JY=[qK! SD u

]!_ua! <5. @8A C&.R N1/M =Y 3“O') ;1'L e,'1/f 5'7>

;7)&G).”) <I hope you have seen “The Hunt for RedOctober.”> 

6M)' 5/M). JJn 1' -] &//&(RG &$T&()'/ nJnA aY=[q]!

N1/M SDu]!Iu_! q]ua <5. @CdA C&.R N1/M =Y 3;,/

B5/M JJnG ,'$). G&:) (5,'/).4A nJn (M)(RG N1/M

SDuI!IuJ &'$ R));G /M)1. $1G(1;71')O 6M) F).:&'

GM1</G &//)'/15' /5 5/M). G1$) 5< /5N' NM).) M) N177

&//):;/ /5 B.)&R C\ N1/M <1.) <.5: -n! /M)' 7&>

G:5R) 1' -_ N1/M 0\ /5 ;.5%1$) ;.5/)(/15' <.5: /M)

?J &.)&! &'$ /M)' :5%) G&:) /5 -\! M5;)<,77>G,.%1%1'L <1.) <.5: @\ $,) /5 C- 5< a &'$ dv G/&/,G

of attackers. Hopefully, hopefully, …

-n3`Q2[_Ja9I4QXC\3nJn4!aY=[qI! SDuJ!Iu\! qIua!

for NMC. Mark with PF. Squad checks and rolls …2!2uIO c5NO 3P' #*- e.,7) #2_A2f! /M1G N5,7$ .)G,7/

1' & T"$# /? U$##-" (M)(R! ,G,&77> .)G,7/1'L 1' G5:)

1:;.5%):)'/ 5< /M) ,'1/O4 6M) L,>G 1' 0\ &.) %).>

$1G&;;51'/)$! B,/ ;.5())$ N1/M /M) _9"+G"'46> 

;7&'A 8'$ 5< =Y=MA

78J H:;C 0I3nQK[JJn4 B.&%)7> #GG&,7/ C5%) /5 0]AWC5%1'L & G/&(R /M.5,LM /M) 5;)' &L&1' 3&L&1'G/ & Q

I -)&$).O4! /M1G /1:) N1/M G/&(R (5:;7)/)7>

,'')()GG&.> /5 .)&(M /M) L5&7 M)9A 6GRA 6GRAX

=] .)G;5'$G N1/M S2Y 3;7&() Y1.G/ Y1.)4V

=]3`QI[nJn9I!]]n9I4QX0]3nQK[JJn4! aY=[Q]!

SDu]!]u\! Q]u] 3'5 (5N).4 <5. 0[I .)G,7/O =7&() JY=

.)G1$,&7A Think of the K as meaning “Kasualty

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "K 5< "# 

reduction.” Review “K/#” on the QRDC under thePY6A

@5N <5. #-2:1; (*.*+$,12" V 6M).) &.) 5'7> /N5

units in the hex so we’ll assign the colored die /5

/M) 7)&$). &'$ /M) NM1/) $1) /5 /M) G+,&$A c) .577B5/M! &'$ NM1(M)%). 1G M1LM). G,<<).G (&G,&7/>

.)$,(/15'A P< /M) M1LM)G/ .577G &.) & /1)! &77 />1'L ,'1/G

G,<<). .)$,(/15'A #'$ /M) SD 3I G1:,7/&')5,G $.’G4 1G

… 1,1 (TIE! Believe me!) so 9/#> G,<<). (&G,&7/>

.)$,(/15'A WW-)/ :) )9;7&1' &L&1'A =.)/)'$ /M).)

N).) <5,. ,'1/G ,'$).L51'L /M1G /)G/A ̂ 5, N5,7$ .577

J $1<<).)'/ (575.)$ $1() /5L)/M).! &GG1L'1'L & (575.

<5. )&(M ,'1/ 35. & G1'L7) $1) <5,. /1:)G! 5'() <5.

)&(M ,'1/4A =.)/)'$ /M&/ /M) .)G,7/G &.) 2!I!_!_A E5/M

$.u_ ,'1/G &.) (&Gualty reduced. But let’s say the.)G,7/G &.) 2!J!J!_! /M)' 5'7> /M) $.u_ ,'1/ 3/M)

M1LM)G/4 1G (&G,&7/> .)$,()$A 6M,G D&'$5:

*)7)(/15'AXX Y1.G/ &;;7> /M) (&G,&7/> .)$,(/15'GA 6M)

7)&$). M&G /5 ,'$).L5 & N5,'$ (M)(R &'$ .577G!

$.u_ 3<&/&7 N5,'$4! /M).)B> B)1'L )71:1'&/)$

5,/.1LM/A D):5%) M1G (&.$B5&.$ (&.(&GG <.5: /M)

<1)7$ 5< B&//7)A =). /M) @&/15'&71/> dM&./! /M)

(5..)G;5'$1'L I'$ 71') m* <5. & F).:&' I'$ 71') JJn

G+,&$ 1G & IQ]QnA D);7&() N1/M G&:) 3<.5'/ G1$) ,;4A

@5N /M) qICd 3<.5: /M) 0[" .)G,7/4A 6M) M&7< G+,&$

rolls … 6,4=10, 2=12, failing *by 2 more than ELR71:1/ 5< ]f #@S G,<<).1'L 8-DA D);7&() N1/M IQ]Q\ m*

&'$ <71; /5 B.5R)' G1$) N1/M & SCA c1/M /M) &//&(R<,77> .)G57%)$! N) (&' 5BG).%) /M&/ /M) .):&1'1'L

m* '5N M&G & :5.&7) 7)%)7 5< 5'7> \! NM1(M 1G 7)GG

/M&' /M) :5.&7) 7)%)7 5< /M) -)&$). /M&/ N&G

)71:1'&/)$ 3n4A 6M).)<5.)! /M1G m* :,G/ '5N

,'$).L5 & --CdaA #G /M) 7)&$). )71:1'&/)$ M&$ '5

“negative leadership modifier,” there will be no;5G1/1%) SDC /5 /M1G (M)(RA --Cd SDuJ!Iu\ NM1(M

)+,&7G /M) HS’s current ML and would Pin an

n 6M1G $1G(,GG15' /)&(M)G /M) 4DE %).G15' 5< D&'$5:

Selection. In the SK version (“select randomly”), /'-=  5')

324 ,'1/ :&> G,<<).! G)7)(/)$ .&'$5:7> B> NM&/)%).

:)&'G >5, N1GMA P (5'/)'$ /M&/ /M) $1<<).)'() /5 L&:)

;7&> 1G G/&/1G/1(&77> G5 1'G1L'1<1(&'/ /M&/ /M) #*- %).G15'

GM5,7$ M&%) B))' /M) *0 .,7)Aa If the Leader had instead broken and ELR’d down to a

\q2 7)&$).! /M)' /M1G m* N5,7$ '5/ B) G,BT)(/ /5 /M)

--CdA

,'B.5R)' ,'1/ B,/ &((5:;71GM)G '5 <,./M). M,./ /5

/M1G &7.)&$>QB.5R)' m*A 

@]3dv$nJn4QX0]3E.R[SCI]\4! \Y=[qK 3?R! /M) Q

2YYC? 1G ')L&/)$ B> dv$ q2 SDC /5 PY6 .577G4! &'$

rolls … 3,3=6 but cowers to 4FP column! <5. &'@CdA 3@5 .)G1$ B)(&,G) 1/ N5,7$ B) 7)GG /M&' /M&/

&7.)&$> /M).)A4 6M) ;55. B.5R)' I]\ G+,&$ M&G &

broken ML of 4, and rolls … 6,2=8, breaking again&'$ G,<<).G (&G,&7/> .)$,(/15'! NM1(M )71:1'&/)G &

m*A F55$B>)O C&.R <1.). N1/M Y1'&7 Y1.) 3<5.

d5N).1'L4A

0\ 3G:5R) )9;5')'/ 5< I! G)) (5,'/).4 &//):;/G /5

7&> G:5R) 1' -_ 3CY2QI4! $.uI! G,(()GG<,77>O =7&()

G:5R) (5,'/).A #'/1(1;&/1'L & :5%) 5,/ 5< /M)

B,17$1'L! /M) #:).1(&' M57$G <1.)A *,.) )'5,LM! /M)

_Ja (5'/1',)G N1/M M1G &..5L&'/ :5%) /5 -\ 3UO43CY]4 &'$ )'$G M1G :5%)A CJ 5;)'G <1.)A

WP< /M) 0\ G+,&$ 1G 5'7> L51'L /5 :5%) 5') M)9 3&'$

'5/ 1'/5 -_4! /M) F).:&' GM5,7$ $)(7&.) #GG&,7/

C5%):)'/ /5 /.> /5 :1/1L&/) /M) $&:&L)

G5:)NM&/AX 

CJ3nJn4QX -\3_Ja4! \Y=[q2 3Q2 <5. YY@#C B,/ '5/

YYC? B)(&,G) 5< /M) G:5R) M1'$.&'() :5$1<1).!

&'$ qI G:5R) M1'$.&'()4A SDu ]!_ ua! q2u`! <5. @8A

C&.R Y1.G/ Y1.) &'$ ;7&() @? .)G1$,&7 <1.) (5,'/).A

3D):):B). M5N .)G1$,&7 <1.) 1G .)$,()$ ;).

M1'$.&'() &'$ dv B> /M) ?<<1(1&7 8..&/& <5.

;&.&L.&;M ]A]eAf2A # \Y= &//&(R N5,7$ 7)&%) & IY=

.)G1$ (5,'/).! NM1(M 1G /M)' .)$,()$ B> /N5

(57,:'G <5. /M) G:5R) qI M1'$.&'() /5 Z).5 Y=A4

@5N @\ <1.)G &/ G&:) /&.L)/A

@\3dv$V aQ2[nJn4QX-\3_Ja4! \Y=[QI! 3SDCG 5< QI <5.

YYC?[YY@#C! Q2-S. &'$ q2dv4 N1/M SD u I!] u_! QI

u ] <5. & 0[IO C&.R N1/M Y1.G/ <1.) &'$ ;7&() 2Y=

.)G1$`A First the squad suffers its “Kasualtyreduction” for the “K” result, and is reduced to a

I]8 HS. Then the HS undergoes the 2MC and rolls …_!Iun! qIu` <&171'L &'$ B.)&R1'LA Y71; &'$ SCA WcM>

didn’t they go #>+/1(> /M) G:5R)UOOX

@5N /M) 6/12 ." (+`6"V

C\3nJn4QX-\3E.R[SC I]a4! 2IY=[QIO! S)&/M .577 u

]!Jun! QIu_ <5. & ICdA C&.R N1/M Y1.G/ Y1.) &'$

` Don’t forget, CX status also reduces RFP. 

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "N 5< "# 

.);7&() .)G1$ N1/M & \Y= 5')A 6M) M&7< squad rolls …_!Iun! qI u` &'$ G,<<).G d&G,&7/> .)$,(/15' NM1(M

)71:1'&/)G /M):A

H\3dv$_Ja4 <1.G/ .):5%) /M) dv! /M)> :&> '5/ dv

/M1G /,.' 3G)) ]A] =\! 7&G/ G)'/)'()4b /M)'  &GG&,7/:5%) 1'/5 0\ 3CY2QI4A ?J 5;)'G N1/M S2YA \Y=[q_!

SDu 2!2uI! q_un! B,/ $,X*%1 5') (57,:' /5 .)G,7/

1' & =6dOOO C&.R N1/M Y1'&7 Y1.)A 6M) G+,&$ (M)(RG

and rolls … 6,4=10, ;1''1'LA =7&() '5 .)G1$ 3G&:) &G

M4’s attack on L6)A

8'$ 5< C=MA D):5%) .)G1$,&7 (5,'/).G &'$ /M)

G:5R) (7)&.G! /5 .)%)&7 & 75/ 5< M,./ <5. /M)

F).:&'GA

78J LF:;C 

@_3aQ2!nJn4QX-]3JJn9I4! \Y=[qI! SDu _!Ju`! qIu22<5. @8A C&.R N1/M M&'$-  Y1.)A

@5N CJ32G/ Y1.)$ nJn4 &/ &$T&()'/ -]3JJn9I4!

\Y=[q]! 3Y= 1G M&7%)$ <5. &7.)&$> Y1.G/ <1.)$ &'$

$5,B7)$ <5. =EY4A SD u \!Ju2K! q]u2] <5. @8A Y71; /5

Y1'&7 Y1.) G1$)A 8'$ 5< SY=Mb .):5%) &77 Y1.G/[Y1'&7

<1.) (5,'/).GA

78J 4F:;C 

0\3=1'')$ _Ja4QX?J3nJn4! IY=[qK 3_Y=[I <5.

#Y=MuIA_! [I <5. =1'')$ u2AI_! q23#E4 uIAI_ &'$

YDr 3#E4 u]! B,/ .)G57%) 5' I (57,:'4A SDuJ!Iu\!<5. & =6dA C&.R N1/M =Y (5,'/).A nJn G+,&$ .577G

I!2u] <5. G,(()GGA 8'$ 5< F6J #Y=MA D):5%) &77 =Y

(5,'/).GA

78J 9':;C 

@5') <5. )1/M). G1$)A 8'$ 5< D/=MA

78J 4:;C F).:&' .)<,G)G /5 &$%&'() 1'/5 CJ <5.

dd! M5;1'L M) (&' T,G/ M57$ -]O -n $&.)G '5/ G/);

5,/ &</). &77 /M)> T,G/ N1/')GG)$A 3a/1+  F).:&'G

:1LM/ /M1'R 5/M).N1G)A4 8'$ 5< #=MA

78J PP:;C @5')A D):5%) =1' (5,'/).A

8'$ 5< F6JA Y71; (5,'/). <5. #6JA

E?#DS P@h8@6?D^ )'$ F6J

F8DC#@V

P\V N'$`Q2!BR_Ja

0\V _Ja

-]V JJn9I

-nV `Q2!_Ja9I

#C8DPd#@V

CJV nJn

C\V nJn@]V dvnJn

@_V aQ2!nJn

@\V dvVaQ2!nJn

?JV nJn

=]V `QI!nJn9I!]]n9I

=_V aQK!BRnJn

=\V nJn

48J 9:;C #:).1(&' &//):;/G ,'1/ .&77> 1' =_A SDCuQ

2 <5. B,17$1'LA SD u I!\ua! Q2un &'$ .&771)GA Y71; /5

L55$ G1$)A

c5,'$)$ F).:&' 7)&$). 1' P\ 3B.5R)' C- 5< a <5.

N5,'$)$4 &//):;/G G)7<Q.&77>A SDCuqK 3B,17$1'L %G

G)7<Q.&77>4A m) .577G ]!]u\ &'$ .&771)GO Y71; /5 L55$

G1$) B,/ R)); /M) N5,'$ (5,'/).A m) '5N &//):;/G

,'1/ .&77>! B,/ .):):B). /M&/ M1G -)&$).GM1; 1G &7G5

G,<<).1'L .)$,(/15' B> 5') <5. N5,'$)$ G/&/,G 31'

/M1G (&G) <.5: Q2 /5 K4A 6M) '5'QDM’d BR G+,&$ M&G

B.5R)' C-uaA 6M) &//):;/ M&G SDC 5< Q2 <5.

B,17$1'L! qK <5. -)&$).u Q2A m) .577G ]!Jun! Q2u\! <5.

G,(()GGO 8'$ 5< D=MA @5 SCG /5 .):5%)A

48J :F:;C =]3`QI!nJn9I!]]n9I4QX-]3JJn9I4!2\Y=[q2 3/M) m*G &.) &/ -5'L .&'L)4A SDu_!2u\!

q2un <5. & ICdA C&.R N1/M =YA 2G/ JJn SDu 2!Iu]!

qIu_ <5. '1() ;&GGO I'$ 447 rolls … 4,6=10, 2=12(final). They break and ELR to a broken and DM’dJ]\ (5'G(.1;/ G+,&$A

C\3nJn4q@_3nJn4 YFQX-]3JJn!ER[SCJ]\4! 2IY=[q]!

SDu_!Ju`! q]u2I <5. @8A C&.R N1/M =Y2KA

@5N CJ3nJn4QX -]3JJn!ERSCJ]\4! 2IY=[q]! SDu

I!]u_! q]ua <5. 2CdA =7&() =Y. 447 rolls … 1,4=_!

q2u\ <5. ;&GGA E.5R)' J]\ 3N1/M C-_4 .577G &'$ L)/G

… 2,1=3, 1=4, also amazingly passing! *1'() /M)

F).:&' J]\ M&G G,.%1%)$ /M,G <&.! .)%1)N /M) GM5./

entry on Conscripts in 5.4 “Inexperienced MMC.” 

#:).1(&' )'$G =YA

2K E,/ '5/ /M) -)&$). 1' @_ /M&/ $1$ '5/ ;&./1(1;&/) 1' /M)

&//&(RA

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "O 5< "# 

48J H:;C 3D):):B).! >5, (&' .5/&/) /M) G/,&'( 

,'1/ (5,'/).G <5. (7&.1/> /M.5,LM5,/ /M) ;M&G)A4 Y1.G/

.):5%) /M) dv (5,'/).G <.5: /M) #:).1(&' dv

,'1/Gb /M5G) ,'1/G :&> '5/ dv /M1G /,.' 3G)) ]A] =\!

7&G/ G)'/)'()422A

@]3nJn4 &GG&,7/ :5%)G /5 M4. L3 knows what’s(5:1'L! B,/ 1< /M)> <1.) '5N! /M)> 5'7> &<<)(/ /M)

 T,G/ :5%)$ ,'1/ &'$ L&1' '5 B)')<1(1&7 SDCG

3YY@#C[YYC?4 &'>N&>A 6M)> 75G) 1/! &'$ <1.) 5'

/M): &'>N&>O

-] 3JJn4S2YQXCJ3:nJn4! aY=[q]! SDuI!IuJ! q]un !

B,/ $,X*%*M &'$ .)G,7/G 1' & @Cd 31'G/)&$ 5< &

2Cd4A =7&() YYA *+,&$ (M)(RG &'$ .577G 2!\un &'$

:&51A =7&() & IY= D)G1$ (5,'/).A 0\ L)/G 1' 5' /M)

&(/15'O

0\3_Ja4S2YQXCJ3:nJn4! JY=[ q] 3GE7$L4!SDu\!_u22! q]u 2J <5. & NM5;;1'L @8A =7&() 2YA

W@5/) /M&/ G1'() /M) 2Y ,'1/ 1' 0\ M&G &' )'):> ,'1/

.1LM/ &(.5GG /M) G/.))/ 1' C\! /M)> (&''5/ *YY 5'

&'>B5$> <&./M). &N&>OX

?J3nJn4 :5%)GV @J3CY24! CJ3CYIQ]4 &'$ G/5;G

3&(M1)%1'L 4O1$.  G/&(R1'L 71:1/G <5. /M) M)94A -] 1G

heard to curse in German … and $)(7&.)G Y1'&7

=.5/)(/1%) Y1.) 3Y=Y4 5' /M) T,G/Q&..1%)$ ,'1/A E,/

<1.G/! /M) #:).1(&'G :,G/ ,'$).L5 /M) IY= D)G1$,&7

Y1.) d5,'/). &//&(RA

IY=[qI 3qIU ^)G! q] <5. /M) GE7$L i Q2 <5. YY@#C4A

SDu ]!Iu_! qIun <5. @8A @5N /M) Y=YV

-]3YYJJn4Y=YQXCJ3:nJn4 JY=[qI! &'$ /M) SD 1G

…2,3=5 (original) 2=7 for a PTC. The American(M)(RG N1/M SDu ]!2uJ &'$ 1G '5/ ;1'')$O @5N /M)

/+&(&'$-  SD 5< /M1G &//&(R 1G &;;71)$ /5 /M) $)<)'$1'L

F).:&' ,'1/ &G & @Cd 3<5. Y=Y4 &'$ /M)> &.) <5,'$

/5 M&%) ;&GG)$ 3.577)$ 5.1L1'&7 _ &L&1'G/ C-n4A

D)G1$,&7 <1.) 1G G&:) &G /M).) &7.)&$>A

@5N =_3nJn 5'7>4 :5%)GV ?\3CY2QI4! @_3CY]QJ4A

@)9/! =\3nJn4 &GG&,7/ :5%)G /5 ?\A 6M)' =_3aQK4

&GG&,7/ :5%)G /5 ?\A

22 6M1G 1G B)//). $5') &'.&,&.1$--= A

8'$ 5< C=Mb .):5%) /M) .)G1$,&7 <1.) (5,'/). 3'5

G:5R) /M1G /1:)4! &'$ .)5.1)'/ .5/&/)$ (5,'/).G 1<

&;;71(&B7)A

48J LF:;C -n3`Q2!_Ja9I4QX@\3aQ2!nJn4! aY=[qI! SDu

_!2u\! qIua! <5. & @CdA 6M) #:).1(&' 7)&$). .577GI!Ju\ &'$ ;&GG)GA 6M) G+,&$ .577G 2!\un! Q23-$.4u\

&'$ ;&GG)G )+,&77>A C&.R -n N1/M Y1'&7 <1.)A *+,&$ 1'

P\ ;&GG)GA 8'$ SY=Mb .):5%) %157)/ Y1.G/[Y1'&7 Y1.)

(5,'/).GA

48J 4F:;C CJ3nJn &'$ ;1'')$ nJn /M&/ :5%)$4 QX

-]3JJn!ERSC J]\4! 2IY=[q]A 3?0! /M) Y= (&7(,7&/15'

1G G,(MV ;1'')$ nJnV nY=[I 3#Y=M4 u]A_Y=! 9I <5. =EY

unY=! [I <5. =1'')$ u]A_Y=! q2 <5. #GG&,7/ E5',G

uJA_ Y= &'$ YDr uKF:A 6M) '5'Q;1'')$ nJn 1G nY=[I

<5. #Y=M! 9I <5. =EYunY=! q2 3#E4u #F: &'$ '5

<.&(/15' /5 .5,'$ ,;A aY=q_Y=u2]Y=! .)G57%)$ 5'/M) 2I Y= (57,:'A4 And the Death Roll is … 4,4=8,q]u22 <5. @8 ! &'$ 6/:"+".  &'>N&> /5 :&R)

:&//).G N5.G)O 6M5G) 7,(R> $5LGO =7&() /M): ,'$).

/M) =Y (5,'/). /55A 6M) 5/M). )71L1B7) #:).1(&'G

M57$ <1.)A 8'$ 5< #Y=MA D):5%) &77 =Y (5,'/).GA

48J 9':;C #:).1(&' M&G '5')A

@5N /M) F).:&' B.5R)' ,'1/ 1' -] .5,/G 0J 3CY2QI4

&'$ (&' (5'/1',) /5 &$T&()'/ B,17$1'L! G5 (5'/1',)G

.,''1'L <5. /M)1. 71<) /5 H]3CY]QJ4 &'$ PJ3CY_Q\4

&'$ (577&;G)GO @5/)V /M5,LM d5'G(.1;/G &'$ F.))'+,&71/> CCd N1/M5,/ & 7)&$). 31A)A! P')9;).1)'()$

CCdG! _A]4 M&%) 5'7> ]CY <5. G/,&'(! /M)> (&' G/177

.,' <5. /M)1. 71%)G &G N)77 &G &'>5') $,.1'L & +/1# O #N5,'$)$ *Cd! M5N)%).! :&> '5/ ,G) :5.) /M&'

]CY $,.1'L /M) .5,/ ;M&G)A

48J 4:;C 

@_3aQ2!nJn4 /5 C\b

?\3nJn 5'7>4 /5 @\A

6M)'! G:&(R1'L /M)1. 71;G! /N5 nJnG 5< CJ 3'5/ /M)

;1'')$ ,'1/4 &$%&'() /5 -]! ;7&() .)$ dd 3d75G)d5:B&/4 (5,'/). 5' /M) M)9A

-&G/! =] 3)'/1.) G/&(R4 &$%&'()G /5 ?JA

48J PP:;C Y1.G/ (M)(R <5. #:B,GMA @)1/M). /M)

F).:&' '5. /M) #:).1(&' M&G &'> $.:A F).:&'

.577G \! &'$ #:).ican rolls 3, for a difference ≥ ]!

&'$ /M) #:).1(&'G &:B,GM /M) F).:&'GO 6M)

#:).1(&'G &.) L.&'/)$ & Q2 $.: <5. &:B,GMe1'Lf

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!"#$%&'( *&"+,&--"! #$%&'()$ *+,&$ -)&$). */&./). 01/ 2 3#*-*024 *()'&.15 *26,/5.1&7 89&:;7) 5< =7&> 3/8?=4 @5A2! B> 8$$> CA $)7 D15! EFF ,G). "."-+&/! ,;$&/)$ H,7> IJ! IK22

=&L) "# 5< "# 

G/&/,GA 6M) #:).1(&'Q/5QF).:&' &//&(R .&/15 1G 2JY=

/5 JY=! L55$ <5. & ]V2 5$$G .&/15! N1/M & 0177t 5< aA

6M) F).:&' N177 &//&(R 5'7> N1/M &'> G,.%1%1'L ,'1/G

1< &'> 3$,) /5 B)1'L &:B,GM)$4A 6M) #:).1(&' .577G

… 3,5=8, Q2un &'$ )71:1'&/)G /M) F).:&' G+,&$A P<

/M).) M&$ '5/ B))' &' &:B,GM! /M) F).:&' &//&(RN5,7$ B) JY= /5 nY= 3&//&(R1'L 5'7> 2 #:).1(&'

G+,&$ B> (M51()4! <5. & 2VI 5$$G .&/15A 8'$ 5< #6J

dd=MA D):5%) =1' (5,'/).! <71; /M) 6,.' (5,'/).

&'$ &$%&'() <5. G/&./ 5< F6_A

6M) F).:&' -)&$).G 1' P\3N5,'$)$4 &'$ -n! M&%1'L

N1/')GG)$ /M) G7&,LM/).! G1L'&7 )&(M 5/M). .)&71Z1'L

/M)> (&''5/ G/): /M1G M)&%> /1$)! &'$ $)(1$) /5

.)/.)&/! 7)&%1'L /M) B.5R)' ,'1/ 1' PJ /5 & G,.)

G1:17&. <&/)A F).:&' ;7&>). (5'()$)G %1(/5.> /5 /M)

#:).1(&' ;7&>). … for nowA

6M1G )9&:;7) 3&' &(/,&7 G575 ;7&>4 <&17)$ /5

$):5'G/.&/) &' 1'G/&'() 5< J'#"+.&6#&/' B)1'L

&;;71)$ /5 & .5,/1'L ,'1/! 5. /M) (5'$1/15' 5< B"-""!

')1/M). 5< NM1(M &.) $1<<1(,7/ /5 ,'$).G/&'$A 6M)>

N177 B) $):5'G/.&/)$ 1' /M) 8?= <5. #*-*0 G()'&.15

*I! 3$+ /? #>" !$#4! <)&/,.1'L D,GG1&' &'$ F).:&'

,'1/G 1' &' ,.B&' G)//1'L 5< */&71'L.&$! &'$ NM1(M

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G7GR2Q/,/5.1&7Q)5;Q'5QIQGIQN&.Q5<Q/M)Q.&/G 

Much of what you’ve learned thus far will largely B)

&GG,:)$ 3N1/M 5((&G15'&7 )9();/15'G4 1' /M) ')9/

8?=! &'$ )9;7&'&/15'G N177 (5'()'/.&/) 5' /M) ')N

/)(M'1(&7 1GG,)G 5< using SWs. Now you’re ready to/.> ;7&>1'L !"#$%&'( *&"+,&--" <5. >5,.G)7<A F55$

7,(RO P 7)&%) >5, N1/M /M1G &GG,.&'()V /M) B&//7) N177

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d75G1'L /M5,LM/GV 6M5,LM /M1G L&:) 1G (5:;7)9! >5,

don’t have to be an astronaut to play 1/O #' #*- .,7)

'5/ 1'(7,$)$ B,/ $)G;).&/)7> '))$)$ 1G &G <5775NGV

“A.2 ERRORS: #77 .)G,7/G G/&'$ 5'() ;7&> M&G ;.5L.)GG)$

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(&''5/ B) B&(R)$ ,; /5 (5..)(/ /M) )..5.! )%)' 1< G,(M

error is a violation of a rule. For example …” 

*,::&.> 5< C5G/ P:;5./&'/ dM&'L)G /5 /M1G 7&/)G/%).G15'V

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( G -7 "! 

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the game’s LOS simulation+@ Q 7*,> %N( $;#

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Don’t try to understand this all right now; when

*% *D *, (77(+% *% L*22 M( '(F*D*%(>@

I7E78>6 <32J?9?289 Q, 59 3;8 7-' #)I/ Q 7&*2(> %- (462&*, LN&% %N(“BALANCE:” portion of the Scenario Card is used

7-'/ %N-1JN Q D1D6(+t you haven’t had the need

7-' *% 9(%@ Q7 &7%(' '(6(&%(> 62&9*,J -7 &6&'%*+12&' D+(,&'*- -,( >*D+-F('D & 6&%%(', -7-,(RD*>(> ,&%*-,&2 F*+%-'*(D/ -' M(%%(' 9(%/ LN(,62&9 -++1'D M(%L((, 62&9('D -7 >*D%*,+%29

Mapboard “z” Optio!"# %&' ()*+, -*#, @- *+,(, 4!(- *!(*A0-B CDE%CD1 "&%2/&' +

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%- !"#$%$"& . It’s already correct in section 2.0

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DO1&> &,> 2(&>(' 6-'%&J*,J *% M9 I?Y :\ Q8[

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L('( 6-'%&J(> M9 -,29 & ??[/ %N(, %N(9 L-12>

M( D2-L(> M9 . ?Y :c Q8[ 5*,1D d88 f R.?Y<@

g-L *D & J--> %*5( %- '(5(5M(' %N&% "DD&12%

?-F(5(,% M9 & 1,*% *D ,-% 6-DD*M2( *7 *% %&P(D &22

-7 %N(*' ?Y S&D *D %N( +&D( -7 %N( DO1&> W1D%

>(D+'*M(> :& ??[ 5-F*,J & d88 ??B N&D

.?Y< (,%('*,J & M1*2>*,J :+-D% .?Y<h D(( c@c8dU@ ;7 +-1'D( %N(9 +&, N1D%2( M9 >-1M2(R%*5*,J

:[e</ M1% D177(' %N( >'&LRM&+PD %-- :*,+21>*,J

'(>1+%*-, -7 %N(*' Q8[ M9 I Sc@c 8iU<@ #- %N(

A1DD*&, 62&9(' N&D %- M&2&,+( %N( *,+'(&D(> Y8

&,> '&,J( -7 %N( ??B L*%N *%D >*77*+12%9 -7

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<299699?28 -7 & #X *D *,>*+&%(> M9 62&+(5(,% -7

%N( #X +-1,%(' >*'(+%29 %- %N( 6-DD(DD*,J 1,*%’s

+-1,%('@ 0N('(7-'(/ Q L*22 *,>*+&%( & #X &,> %N(

6-DD(DD*,J 1,*% %N1D29E #X]1,*%@ ", ;-A

6-DD(DD(> #X L*22 D*5629 M( 74+').  :(@J@ ^RH/

\\_4./ .ci/ $?B/ Y0/ (%+@<@

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( N -7 "! 

contested buildings in our Leader’s nameD&P(

+*%9 -7 %N( ?-%N('2&,>V< B? ()"# @"7) <(%#;+

+4-54-5CD 

k-1 DN-12> ,-%( %N&% Q N&F( 62&+(> &22 %N( ?BD

*, %N( 6-DD(DD*-, -7 ID% 2*,( O1&2*%9 DO1&>D :%N(

\\_D<@ 0N( 1D( -7 #XD 1D1&229 '(O1*'( 5-'(

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[-,D+'*6% \.iD/ D(( d@\< +&, -,29 1D( %N( ?BD

L*%N %N( 7-22-L*,J 6(,&2%9E %N( O367PH258 

,15M(' :=l< *D '(>1+(> M9 -,(/ :7'-5 II %-

IHV<@ If the original IFT DR is ≥ to the B#, the MG

N&D '()*+",&-."$/  E 72*6 %N( +-1,%(' -F('@ Q,

7&+%/ 9-1 DN-12> ,-%( ,-L %N( >*77('(,+( *,

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=l -7 I./ &D *,>*+&%(> M9 %N( "6+)-F) -7 & =l -,

%N( +-1,%('/ D(( 2&D% 6&'&J'&6N -7 \@I< &,> %N(

A1DD*&, -,(D@ ;, %-6 -7 %N&%/ &,9 ?B M(*,J

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(last sentence of 4.1, that’s cumulativ( L*%N %N(

1D(RM9RQ,(46('*(,+(>R??[ 6(,&2%9<V "2D-/

don’t forget that Inexperienced 1,*%D N&F(

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D177(' & mI &5M1DN >'5@ 0N( A1DD*&,D &'(

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"D 7-' %N( B('5&,D/ 2(%’D 7*'D% ,-%( & 7(L6&'%*+12&'D '(J&'>*,J %N(*' #XD@ X( N&F(&2'(&>9 -MD('F(> %N&% %N(*' ?BD &'( 5-'(>(6(,>&M2( %N&, %N( A1DD*&, ??B &,> $?B/M1% D(( %-- %N&% %N(9 &'( 5-'( 6-L('712 :N*JN('Y8 &,> 2-,J(' '&,J(<@ 0N(, ,-%( -, %N( '(F('D(D*>( %N&% %N( Y0 &,> Z[ N&F( &, QR *,D%(&> -7 &

=l@ 0N*D *,>*+&%(D %N&% %N( Y0D &,> Z[D &'( 824

3617?37OE6 *7 %N(9 5&271,+%*-,h *7 %N( %#454-"7 QY0DR is ≥ the X#, that device 4+'  3"9;''C Y1'%N('/%N( Y0D &,> Z[D '(O1*'( J19D L*%N D6(+*&2%'&*,*,J %- J(% %N( M(D% +N&,+( -7 >-*,J *% '*JN%/D- *7 *% *D &%%(56%(> M9 -%-R(2*%( ??[/ %N( el *D2-L('(> M9 %L- %- *,>*+&%( D&5(@ "2D- ,-%( %N&%$(&>('DN*6 ZA?D >-n’t apply in the use of a FT

:D(( \@.< -' Z[ :,-% 5(,%*-,(> *, '12(<h %N(D(

&'( >(6(,>(,% -, 4-.4>4.;"7  (77-'%/ &,> &'(*,>*+&%(> &D D1+N %- '() F%;-')#  M9 %N(6'(D(,+( -7 ∆ :D95M-2*a*,J %N&% $(&>('DN*6 >-(D-%'  &6629<@ $&D%29/ ,-%( %N&% N&F*,J %N&% M*J Y0%&,P -7 N*JN29 F-2&%*2( 2*O1*> D%'&66(> -, 9-1'

M&+P/ *,+'(&D(D 9-1' F12,('&M*2*%9 M9 & RI ZA?6(' Y0 7-' &,9 1,*% &%%&+P*,J &, Y0R6-DD(DD*,J1,*% :'(&> '(F('D( D*>( -7 Y0 +-1,%('<@ 0N(6&'%*+12&'D -7 &%%&+PD L*%N #XD L*22 M( '(F*(L(>

&D %N(9 N&66(,@

S63D78 /64LM1E "7%(' D+-1%*,JR-1% %N(D*%1&%*-,/ %N( B('5&, [-55&,>(' M(2*(F(D N(N&D & 62&,@ K( -MD('F(D %N&% %N( A1DD*&, 1,*%D&'( >*D6('D(> &+'-DD %N( (,%*'( 7'-,% M1% D((5%- 7&F-' %N( (&D% D*>( M-%N L*%N Y8 &,> O1&2*%9@

Y1'%N('/ M-%N 72&,PD D((5 6--'29 J1&'>(>@ K(N&D >(F*D(> & %N'((R6'-,J(> &%%&+PE

B'166( " :2(> M9 $% Y'(*%&J<E"^ :N&27RN(4(D &'( 71229 62&9&M2( 6(' 2&D%D(,%(,+( -7 I@I<E ^RI :$% Y'(*%&J</ \i_4.:"DD*J,5(,%E %- -1%72&,P %N( A1DD*&, 2(7% 72&,P/(,J&J( %N( '(&' -7 %N( (,(59/ &,> >*D'16% %N(

&>F&,+( -7 (,(59 '(*,7-'+(5(,%D *7 6-DD*M2(<

B'166( = :2(> M9 ?&W@ 8*J-%%<EB\E ^RH :[62 B'1M('<

BdE \i_K\E Y0]d\^Q\E bR. :?&W 8*J-%%</ ??B]\i_:"DD*J,5(,%E %- &DD&12% %N( M1*2>*,JD &+'-DD %N(D%'((%/ &%%&+P %N( 2(7% 72&,P -7 %N( 5&*, A1DD*&,7-'+(D/ &,> +1% %N( '(%'(&% -7 &,> >(D%'-9 %N(

L(D%(', A1DD*&, 7-'+(D<

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gcE Z[]d\^/ d\^8cE Z[]d\^:"DD*J,5(,%E %- ,(1%'&2*a( %N( A1DD*&, '*JN%72&,P &,> &%%(56% (,+*'+2(5(,% -7 %N( A1DD*&,

5&*, 7-'+(<

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( T -7 "! 

 97"14-5 -7 %N( M&%%2(V A(5(5M('/ %N( 7*'D% >*(

2*D%(> *, & ZA *D %N( >2E236H H?6@

S-! A<;K g-,(@

S-! <C<;K K\:Y0<RnGd:$?B]\\_/ \.i</ I.Y8]mH Sg- 03?7-' Y0 &%%&+PD/ &,> Y8 *D N&2F(> &% 2-,J '&,J( -7. N(4(DU@ g-%( %N&% Y0D +&,,-% 7-'5 YBD/%N('(7-'( 0;+'  &%%&+P &2-,(@ DR= …4,3=7 7-' &I?[@ 82&+( 8Y -, Y0 M1% '(5(5M(' %N&% %N(squad hasn’t fired yet@ Y*'D% %N( \\_ +N(+PD &,>'-22D d/cf^/ mIfb/ M'(&P*,J SM1% ,- 3$AU@ 0N(,the 426 checks and rolls …5,4=9, 1=10,

M'(&P*,J "gZ 3$A*,J/ M1% %N('( *D ,- 2(DD('O1&2*%9 A1DD*&, DO1&> %N&, %N( [-,D+'*6% \.i/D- ,- +N&,J(h W1D% 72*6 %N( DO1&>D &,> 5&'P L*%N

Z?@ :g-%( %N&% %N( $?B *D +'477 9%++)++). M9 %N(M'-P(, \\_ '*JN% 1,>(',(&%N *% *, %N( D%&+P@<

g-% M&> 7-' %N( 7*'D% DO1*'% -1% -7 %N( Y0V

g-L %N( d.^ *, K\ 7-22-LD D1*%EK\:d.^<RnGd:='P]Z?>E $?B]\\_ o \.i</

\Y8]mc/ &,> ZA f c/If\/ mcf_ LN*+N '(D12%D *, &80[/ LN*+N *D L-'%N2(DD D*,+( %N(9 &'( &2'(&>9

L-'D( %N&, 6*,,(>@ [2(&'29 5&'P L*%N 8Y@

g-L Q\ &%%&+PD )dEQ\:bR./ ??B]\i_<Rn)d:$?B]\\_</ ^Y8]mI/ &,>

%N( ZA f \/\f^/ mIfb 7-' & 80[ '(D12%@ g-+-L('*,J 7-' %N( >-1M2(D '-22(> >1( %-2(&>('DN*6 -7 &%%&+P@ "2D-/ %N( +-2-'(> >*( L&D &“4” exceeding %N( A;F of 2 for the MMG, so it’s

>-,( L*%N *%D ,-'5&2 7*'*,J@ 82&+( 8Y@ 0N( \\_checks and rolls … 4,6=10 and is Pinned. 82&+(

8*,@

?.:$?B]\i_<m$.:$?B]\i_<Rn?d:^RI/??B]\\_</ I.Y8]mc/ ZAf ./cfd/ mcf^ 7-' &I?[@ g- A;Y 5&*,%&*,(> 7-' %N( $?BD L*%N

A;YfI &,> +-2-'(> >*( -7 .@ 82&+( 8Y :Q N&F( -,(D%'&>>2*,J M-%N N(4(D<@ 0N( 2(&>(' +N(+PD 7*'D%&,> '-22D \/cf_ mIf^ &,> 8*,D :N*JN(D% 6-DD*M2('-22 -, ?[ L*%N-1% M'(&P*,J/ '(5(5M('p</ D-can’t apply his leadership to the squad’s +N(+P@Now the 447 checks and rolls … 6/ifI./ mIfIc/M'(&P*,J/ 3$A*,J &,> D177('*,J +&D1&2%9'(>1+%*-, 7-' '-22*,J %N( -'*J*,&2 I.V 0N('(7-'(/

6(' %N( g&%*-,&2*%9 [N&'%/ '(62&+( L*%N & N&27RDO1&> 7-' %N( '(>1+%*-, :L-12> M( & .c_</ &,>>(5-%( *% %- & [-,D+'*6% 7-' %N( 3$A*,J/'(D12%*,J *, & M'-ken/DM’d 226V 0N(9 D%*22

6-DD(DD %N( ??B@

g-L gI:bRI/ $?B]\i_<Rn;d:\\_</ iY8]m./ &,>ZAf ./Ifc/ m.fd 7-' & I?[ :& J'(&% '-22 M1% *7%N( >*+( N&> M((, '(F('D(>/ %N(, %N( $?B +-12>7*'( &J&*,V<@ ?&'P L*%N 8Y@ #O1&> +N(+PD &,>rolls … 6,2=8, 1=9, breaking M1% ,- 3$A@ 82&+(

Z?@

3,> -7 B('5&, 8Y8N@ X-LV XN&% *,+'(>*M2(

'(D12%DV 0N&% Y0 &,> %N( ?BD '(&229 N(26(> N1'%%N( A1DD*&,D/ (F(, %N-1JN %N( ?BD >*> ,-%P((6 A;Y@

Remember that “if units in the same hex

S(4+(6%*-,E Y0DU &'( J-*,J %- &%%&+P %N( D&5(1,*% SN(4U/ %N(9 51D% >- D- &D & YB/ %N(9 5&9not make separate attacks.” So in the above

&%%&+PD 1%*2*a*,J ?BD/ *, (F('9 +&D( %N( B('5&,

+-12> N&F( D62*% N*D Y8 %- &%%&+P .4&&)#)-'  %&'J(%D]N(4(D/ (@J@/ $.:\i_< +-12> N&F( &%%&+P(>)d/ &,> %N(, $.:$?B< +-12> N&F( &%%&+P(> $d/M1% &D 2-,J &D $. :$?B]\i_< L('( J-*,J %- M-%N&%%&+P %N( D&5( %&'J(%]N(4/ %N(9 L('(

5&,>&%(> %- >- D- &D & YB U,78H7423@ CSV@

S-! ,<;K Bd:\i_< 5-F(DE K\:?YIR.</ A1DD*&,/ D((*,Jquickly where this can lead, yells, “I shoot you!” Ki:\.i<mB_:\.i<mY_:\.i<RnK\:\i_</ ^Y8]m.(Study the ranges of the Russian units, don’t

7-'J(% YYg"? ZA? &,> '(&2*a( %N&% %N( -%N('1,*%D *, K\ +&,,-% M( %&'J(%(> *, ZIY M(+&1D(%N(9 &'( ,-% 5-F*,J<@ 82&+( Y*'D% Y*'( -,shooters. The IFT attack roll is … 6,1=7, 2=9 for

& 80[@ 82&+( \Y8 A(D*> +-1,%(' *, %&'J(% N(4@

The squad checks and rolls … 1,4=5, and passes,&,> +-,%*,1(D 5-F*,JE Qd:?Yc< &,> D%-6D@ )dZIYD &% D&5(E Y*'D% N( +&2+12&%(D %N( Y8 :N&2F(>7-' M(*,J 6*,,(>< &,> 7*,>D %N&% *% L-12> M('(D-2F(> -, %N( .Y8 +-215,/ +-562(%(29,(J&%*,J &,9 *,+'(&D( M9 %N( ?B/ &,> %N( D&5(&D *7 N( &%%&+P(> %-71  L*%N %N( DO1&> &2-,(@ K*D+N-*+( *D %- 7*'( M-%N &% %&'J(% L*%N L&D%(> Y8

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8&J( W -7 "! 

&,> '*DP -7 5&271,+%*-,*,J %N( ?B/ -' D&F( %N(?B 7-' &,-%N(' %&'J(%@ K( +N--D(D D(+-,>-6%*-,@ K( >-(D '(&2*a( %N&% %N( DO1&> *, %N(D%'((% L*22 D177(' & R. ZA?/ N-L(F('@ K( >(+*>(D,-% %- '*DP N*D %(56('&5(,%&2 ?B/ &,> &%%&+PD

L*%N DO1&> &2-,(@

)d:8*,,(> \\_<RnQd:\i_</ .Y8]R./ %N( ZAf ./Ifc/R.fIVVVV A(D12%*,J *, & )Q" -7 %N( 1,*%V 82&+( Y*'D%

Y*'(@

gc :%N( d\^ g;0 6-DD(DD*,J %N( Z[< &%%(56%D62&+*,J D5-P( *, ?\/ (46(,>*,J ?YIR.@ :g-%(ED5-P( (46-,(,% -7 . *D '&*D(> M9 . 6(' D+(,&'*-

D6(+*&2 '12( :##A< %- \</ &,> '-22D c/ D1++(DD7122962&+*,J D5-P( *, ?\@ )d >(+2&'(D #YY/ M1%B('5&, '*JN%29 +2&*5D %N&% N( N&D &,-%N('

+2-D(' (,(59 1,*% :*, I4), and therefore can’t#YY &% gc@ g-L %N( D&5( d\^ %N&% W1D% 62&+(>D5-P( 5-F(D g\:?Yc</ gd:?Y\<@ $d &%%&+PD

L*%N ZIY@

$d:\\_<Rngd:d\^</ \Y8]R./ &,> ZA f i/.f^/ R.fi

7-' &, g?[@ 82&+( Y*'D% Y*'( &,> A(D*>1&2+-1,%('D@ 0N( DO1&> +N(+PD &,> '-2ls … c/ifb7-' 7&*21'( &,> M'(&P/ M1% ,- 3$A@ 82&+( Z?@ 0N(A1DD*&, ,-L L&,%D %- #YY -, D&5( *, N-6(D -7P*22*,J %N(5 -77/ M1% %N( B('5&, '*JN%29 +-''(+%DN*5 D%&%*,J %N&% &D %N( 5-F*,J 1,*% N&> -,29D6(,% I?Y *, gd/ %N(9 L('( %N('(7-'( D1MW(+% %--,29 -,( &%%&+P M9 &,9 6&'%*+12&' 1,*%/ %N-1JND1MW(+% %- D*,J2( &%%&+PD M9 D(F('&2 1,*%D@ Sc@c@I

8dU@ 0N( #YY *D ,-% &22-L(>@

g-L %N( ="Z D%177V ;%N(' d\^ XQ0K %N( Z[ *,gc 5-F(D %- g\:?YI</ &,> D6(,>D ?Y.Rc M962&+*,J Z[ *, ?dV :0N( 7-'+(D M(N*,> N*5 L*%N?BD >*> & 7*,( W-M -7 6'-F*>*,J +-F(' 7*'(V< 0N(,8c:Z[]d\^< 5-F(DE 8\:?YI</ (46(,>D ?Y.Rc %-62&+( Z[ *, ;d/ &,> D%-6D@ #*,+( ,(*%N(' -7 %N(

Z[R62&+*,J 1,*%D N&> %- D177(' &,> D1'F*F( &,9>(7(,D*F( 7*'(D/ M-%N Z[D &'( -6('&M29 62&+(>

:2(%’D hope they don’t malfunction)! 

$&D%29 B'166( "E"^:\i_ &2-,(< 5-F(DE =^:?YI</ &,> A1DD*&,

>(+2&'(D ZIY@

3^:\.i<Rn=^:\i_</ .Y8]R./ &,> %N( QY0 ZA fi/.f^/ R.fi 7-' & 80[@ 82&+( Y*'D% 7*'( &,> A(D*>counter. The squad checks and rolls … 4,1=5

6&DD*,J@ [-,%*,1*,J %N(*' 5-F(E =b:?Y.< S%N(A1DD*&, +&,,-% #YY &% J'(&%(' %N&, ,-'5&2

'&,J(U/ [IH:?Yc</ &,> M'&F*,J #YY (,%('DZb:?Y\< &,> D%-6@

3^:ID% Y \.i<RnZb:\i_</ .Y8]R./ ZA f i/cfb/ R.f_7-' g&>&V Y2*6 %- Y*,&2 Y*'( &,> 62&+( '(D*>1&2@?&P( D1'( 9-1 1,>('D%&,> LN9 M-%N of E8’s

DN-%D :ZIY &,> #YY< L('( .Y8 &,> +-,D(O1(,%292(7% %N( D&5( &5-1,% -7 '(D*>1&2 7*'(@

g-L "^:^RI/\i_< 5-F(DE "b/ =b/ [IH/ ZIH/ 3IH/Yb &% I?Y (&+N L*%N ,- >(7(,D*F( 7*'(-66-'%1,*%9@

3,> -7 B0I ?8N@ A(5-F( &22 %N( J'((, D5-P(&,> '(D*>1&2 +-1,%('D@ 0N( A1DD*&,D &'(+'&66*,J *, %N(*' 6&,%D &,> 6'&9*,J 7-'

'(*,7-'+(5(,%DV

S-! +C<;K 0N( A1DD*&, N&D ,-,( 6-DD*M2(@ A(5-F( &22 %N(F*-2(% Y*'D%]Y*,&2 Y*'( 5&'P('D@

S-! #C<;K :K-2> -, %- 9-1' D(&%D &,> +-F('9-1' (&'DV< ;6('&M29 62&+(> Z[D J- -77 ,-L/ *,

%N( "Y8N@ 0N(9 &%%&+P L*%N cHY8 &,> %N( -,29ZA?D &'( 03? -7 %N( N(4 &,> [e D%&%1D -762&+*,J 1,*% *7 &,9 :,-,( N('( ,-L<@ "2D-/ *762&+(> M9 ,-,R(2*%(/ %N( el *D >(+'(&D(> M9 . %-IH@ 0N( B('5&,D L('( (2*%( &,> %N( Z[D L('(-6('&M29 62&+(>@ 0N( 62&+*,J N(4 *D & D=2>J D-%N( -,29 ZA? *D mc 7-' D&5(@ $(%’D '-22 -, %N(QY0 7-' M-%N -7 %N(D( cHY8]mc &%%&+PDV A-22 7-'O5 is … c/.fd/ mcf^ 7-' & c?[V g-L %N(M'-P(,]Z? \\_ :L*%N M'-P(, ?$_< '-22D &,>gets … 2,2=4, 3=7! Amazingly they have

D1'F*F(>/ %N-1JN %N(*' (&'D &'( '*,J*,JV g- 6*,M(+&1D( %N(9 &'( &2'(&>9 L-'D(/ M'-P(,@ 0N&%Z[ +-1,%(' N&D M((, (462->(> &,> *D ,-L'(5-F(> 7'-5 %N( D+(,&'*-@ g-L %N( +N&'J( *,M5 goes off with a DR of … ./df_/ mcfIH 7-' &.?[@ Y*'D% %N( ^RI $>'/ '-22D i/ifI./ m.fI\@ ",-'*J*,&2 I. ZA -, & ?[ 7-' &, 1,M'-P(, 1,*%/M'(&PD "gZ +&D1&2%9 '(>1+(D/ LN*+N 7-' #?[

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( X -7 "! 

5(&,D & L-1,> >'@ 0N*D $>' &2D- 3$AD M(+&1D(N( L(,% -F(' N*D 3$A 2*5*% -7 c@ =(7-'( '(62&+*,JL*%N & M'-P(, ^RH/ 2(%’D D(( *7 N( D1'F*F(D@X-1,> >'f .@ ;)/ '(62&+( L*%N M'-P(,]Z?’d &,> L-1,>(> ̂ RH (but we’ll still call him Sgt

j9J*,<@ Q7/ %N( DO1&> D1'F*F(D/ %N(9 L*22 7*,*DNL*%N & $$0[ L*%N & mI ZA? (if you don’t

'(5(5M('/ '(&> %N( 6(,12%*5&%( 6&'&J'&6N -76&J( d<@ g-L %N( M'-P(, ..i K# L*%N M'-P(,?$ -7 \/ '-22D c/.fd/ m.f_/ M'(&P*,J &J&*, &,>D177('*,J +&D1&2%9 '(>1+%*-,/ LN*+N (2*5*,&%(D &K#V 0N&% N(4 ,-L N&D -,29 %N( 7-22-L*,J 7'-5%N( M-%%-5 16E ??B :1,R6-DD(DD(></ M'-P(, ̂ RH/ L-1,>/ Z?@ $(&', %- 62&+( *,7-'5&%*-,+-1,%('D D1+N %N&% %N( ,(4% %- M( '(5-F(> *D -,

%-6@

g-L -%N(' ">F&,+*,J Y*'(E8\:d\^<Rn;d:='P]Z? \\_</ iY8]mc :g((> %-(462&*,@ 0N( '12( 7-' "DD&12% =-,1D :7-' 1,*%DL*%N 1,>('2*,(> Y*'( 8-L('< D&9D %N&% %N(&>>*%*-, -7 IY8 &,> %N( '-1,>*,J 16 :YAC<N&66(,D "&')# 7EE modifications to the squad’s

-L, Y8@ Q% *D W1D% & 6(+12*&'*%9 %N&% *7 %N( 1,*%L('( ,-% &>W&+(,% %- *%D %&'J(%/ *%D ">F&,+*,J Y8L*%N "DD&12% =-,1D L-12> M( \Y8 :d].f.@d/mIfc@d/ '-1,> 16 %- \Y8</ but if it’s adjacent, it’D,-% ^Y8 M1% '&%N(' iY8E dY8]. :"Y8N<f.@d/ 4. 7-'

8=Y fd/ &4-"771  mI 7-' "DD&12% =-,1D fi/ &,> ,-fraction to round up. And the DR is … 5,4=9, 3

fI. 7-' &MD-21%(29 ,&>&@ ?&'P L*%N 8Y :&J&*,/because ASL/SK doesn’t have orangeR-,RLN*%("Y +-1,%('D<@

Now N4 against same target; and the roll is …

i/ifI./ mcfId 7-' D16(' ,&>&V 82&+( 8Y@

Zb:\i_<Rn3^:\.i</ .Y8]mc/ ZAf c/ifb/ mcfI. 7-'

,&>&@ 82&+( 8Y@

",> Yb:^RI/\i_<RnY^:_RH</ \Y8]m./ ZAf d/dfIH/m.fI. 7-' ,&>& &J&*,@ ?&'P L*%N 8Y :*7 9-1 +&,

7*,> -,(<@

3,> -7 B0I "Y8N@ A(5-F( &22 8Y +-1,%('D@ 0N-D(Z[D L('( ,-% &D (77(+%*F( &D %N( B('5&,DL&,%(> &,> 6('N&6D DN-12> N&F( M((, D&F(>

7-' 2&%('@ 0N(*' ">F&,+*,J Y*'( &2D- 2(7% 51+N %-

M( >(D*'(>@

S-! A4<;K Q?8;A0"g0E B('5&, 51D% '-1% 7*'D% *, %N(

B('5&, %1',V gd:='P]Z?< 51D% J- %- gi:?YI/,- $;# 7'-5 $d/ %N('(7-'( ,- *,%('>*+%*-,</ %N(,;_:?Y.Rc< &,> D%-6 :%N-1JN %N(9 +-12>

+-,%*,1( L*%N ?Y\Rd *,%- 8i/ 8_ -' ;^<@

g-L A1DD*&, '-1%E C,*% *, ;d N&D ,- +N-*+( M1%%- N(&> D-1%N *,%- ;i :?YIR./ N( +&,,-% D(( ;_6'*-' %- D%&'%*,J N*D '-1%< M(+&1D( N( +&,,-%3-%84-571 D%(6 *,%- & N(4 &>W&+(,% %- &, (,(59(like N5 and P5). Now he’s stuck without a rout

6&%N &,> *D %N('(7-'( (2*5*,&%(> 7-' 7&*21'( %-'-1% :&++-562*DN*,J LN&% %N( Z[ 7&*2(> %- >-<@

?d:='P]X,>]Z? ^RH ;g$k/ ,-% %N( ??B< Q7%N( 2(&>(' L('( ,-% L-1,>(>/ N( L-12> N&F(N*D Q8[ -7 I/ &,> +-12> %&P( L*%N N*5 & A1DD*&,)?B :I88< -' & Y0 -' Z[ *7 N( 6-DD(DD(> %N(56'*-' %- M'(&P*,J/ M1% LN(, L-1,>(> N*D Q8[ *D

a('- :H</ &,> %N( A1DD*&, ??B *D & N(&F9 6*JL(*JN*,J d88D/ D- *% *D &M&,>-,(>V $(&>(' '-1%DE$d:?YIR.</ &,> D%-6D M(+&1D( N( W1D% +an’t go

-, *, N*D +1''(,% +-,>*%*-, SN&D -,29 c?Y *,L-1,>(> D%&%( 7-' 5-F(5(,% -' '-1%*,JU@0N-1JN '12( c@.@I 377(+%D/ )]l/ .,> 6&'&J'&6Nrightly states that “A wounded SMC is reduced

to three MF…,” rule 3.6 Rout Phase, 1D% 6&'&J'&6N/ I.%N line states, “ G77 M'-P(, 1,*%Dhave 6 MF for use in the RtPh” M1% 7&*2D %-include the understandable limitation “other

%N&, L-1,>(> #?[/” also missing in ASLSK2 but

+-''(+%(> M9 &>>*%*-, *, "#$#)c@

Gd:=P]Z?E $?B]\\_/\.i< & ??[ +&, +&''9 16%- *%D Q8[ :c/ ,-'5&229< LN*2( '-1%*,J@ Gd '-1%D%&P*,J %N( $?B L*%N %N(5E )i:?YI</ $i:?Y.Rc<

&,> D%-6D@ 3,> -7 B0I A%8N@

S-! #<;K 8\Rn;dgI:&22<Rn?.g\Rn?d :82&+( B('5&, ??[ %- '%9 %& %N(Russian MMG, because it doesn’t possess it

9(%@<

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( Y -7 "! 

Q\:&22<RnGcK\RnQ\B\RnKcYb:&22<RnY^ :82&+( [[ +-1,%('<

ZbRn3b

S-! $$<;K 

[N(+P 7-' #DO09; *, Y^@ 0N( B('5&, N&D & RI>'5 7-' $(&>('DN*6@ 0N('( &'( ,- -%N(' >'5D@0N( B('5&, >'fd/ RIf\@ 0N( A1DD*&, >'fI@ 0N(A1DD*&, N&D "5M1DN #%&%1D@ C,7-'%1,&%(29/ %N(A1DD*&, +&,,-% D*,J2( -1% & [[ &%%&+P &J&*,D%%N( German Leader alone, because, “A SMC

>(7(,>D *, [[ "+ 9"#' %& '() 5#%;9 4' "''"F3+

84'( M9 &>>*,J *%D Y8 %- %N( Y8 -7 %N( 1,*% *% *Dstacked on top of.” Therefore %N( B('5&,

&%%&+P *D dY8 %- IY8/ D177*+*(,% 7-' %N( \EI ->>D'&%*- :)*22 lb</ &,> %N( A1DD*&, &%%&+P *D IY8 %-dY8/ D177*+*(,% -,29 7-' %N( IEi ->>D '&%*- :)*22l.<@ 0N( A1DD*&, J(% RI ZA? 7-' "5M1DN D%&%1Dand rolls … 6,5=11, RIfIH/ 7-' ,- N&'5 >-,( %-B('5&, :,- D1'6'*D(<@ 0N( B('5&, N&D & mIZA? 7-' [[ FD "5M1DN/ M1% RI 7-' $(&>('DN*6/7-' & ,(% ZA? -7 a('- :H<@ 0N(9 '-22 i/.f^ :2(DD%N&, %N( )*22 l< &,> (2*5*,&%( %N( A1DD*&,$(&>('@ 3,> -7 B0I [[8N@ A(5-F( %N( [[+-1,%(' :-,29 B('5&,D *, %N( N(4 ,-L< &,> %N(

8*, 5&'P('@

3,> -7 B0I@ Y2*6 01', +-1,%(' 7-' A0I@ 0N&,PD %-4-F#).467) 8'(6 Y*'(/ %N( B('5&, N&D %&P(,[-,%'-2 -7 =1*2>*,JD Y^/ ;d &,> ?d@ 0N-1JN N(*D 4- M1*2>*,J S,-% N(4U ;i/ N( >-(D ,-% N&F(F%-'#%7  9(% M(+&1D( N*D 1,*% *D ,-% *, J--> -'>('@0N( A1DD*&, N-6(D %N&% '(*,7-'+(5(,%D L*22

&''*F( D--,V

=;"AZ Qg`3g0;AkEB3A?"gE3bE \i_

Y^E ^RI/\i_KcE ̂ RHQ\E Y0]d\^GcE bR./??B]\i_$.E $?B]\i_?.E bRI/:$?B]\i_<4.?dE d\^/ :1,6-DD(DD(> '??B<

;dE d\^

;_E =PZ? d\^

AC##Q"gE3^E \.i

Y_E \.iB_E \.iKiE \.iK^E ̂ RH)dE $?B]\\_$dE \\_/=PZ? o X,> ^RH$iE =PZ?E$?B]\\_/\.i?dE 1,6-DD(DD(> ??B

A-! A<;K 

0N( B('5&, DO1&> *, ?d &%%(56%D %- '(+-F('%N( A1DD*&, ??Bh %- >- D- %N(9 ,((> -,29 '-22

2(DD %N&, i :D(( c@I :M<< L*%N -,( >*(@ 0N( >' f c/'(+-F('(>E 62&+( %N( ??B %- %N( d\^ +-1,%('%- *,>*+&%( 6-DD(DD*-,@ qA(&> %N( 2&D% D(,%(,+(-7 +-215, -,( -7 6&J( II/ -, %N( D1MW(+% -7

+&6%1'(> #XD@n

g-L 7-' '&22*(Dh A1DD*&, 7*'D%E #*,+( *% *D ,-L %N(A1DD*&, %1',/ %N( A1DD*&, 5&9 &%%(56% -,(??[ D(27R'&229 &%%(56% -7 & 2(&>('2(DD M'-P(,??[@ $i N-2>D & M'-P(, DO1&> L*%N M'-P(, ?$:M?$< -7 _ &,> & M'-P(, K# L*%N M?$ -7 d@ K(L*22 ,&%1'&229 &%%(56% %N( DO1&>@ 0N( ZA?fm\:Z?/ D(27R'&229 :#A</ '&229 S%(''&*,U M-,1D :A=<<@ZAfc/df^m\fI. 7-' ,- D1++(DD@

0N( M'P]L,>]Z? 2(&>(' *, $d/ LN-D( ?$ *D,-L _ >1( %- (77(+% -7 L-1,>*,J/ N&D ,(% ZA?-7 m\/ D- N( ,((>D %- '-22 & %N'((, but rolls …

i/dfII/ m\fId/ 7&*2*,J %- '&229 &,> &25-D% P*22*,JN*5D(27 :5*DD(> M-4R+&'D M9 -,( -, %N( %#454-"7  

ZA<@

0N( 2-,(29 B('5&, ??[ *, ;_ +&,,-% &%%(56%

D(27R'&229 1,%*2 *% *D %N( B('5&, 62&9(' %1',@ 3,>-7 A0I A8N@ A(5-F( %N( Z? +-1,%('D 7'-5 $i&,> ;_/ M1% ,-% 7'-5 $d :&>W&+(,% (,(59 1,*% *,?d<@

A-! <C<;K 

B_:\.i<mY_:\.i<m3^:\.i<RnY^:^RI/\i_</.HY8V]mc/ &,> %N( ZAf d/ifII/ :CBKV< mcfI\ 7-'

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( Z -7 "! 

a miserable waste of ammunition! That’s what

9-1 J(% L*%N [-,D+'*6%DV ?&'P L*%N 8Y@

Ki:\.i<RnQ\:Y0]d\^</ .Y8/2 *don’t forget that

&%%&+PD &J&*,D% &, Y0R6-DD(DD*,J 1,*% M(,(7*%

7'-5 & RI ZA? 6(' Y0U@ ZAf \/.fi/ m.f^ 7-' g3@?&'P L*%N 8Y@ 3,> -7 A0I 8Y8N@

A-! ,<;K 

0N( A1DD*&,D P,-L &M-1% DP12P*,J %--E$d:\\_<"DD&12% 5-F(D %- $i@)d:$?B]\\_< "DD&12% 5-F(D %- )i %'9*,J %- J(%

-1% -7 %N( $;# -7 D-5( -7 %N( B('5&,D@

Y^:^RI/\i_< >(+2&'( ZIY -, D&5( :)i<@ \Y8]mH/SZA?DE mI ;'+N&'> K*,>'&,+( &,> RI $>'U ZAfd/Ifi/ 7-' & g?[@ 82&+( Y*'D% 7*'( &,> & IY8

'(D*>1&2 7*'( +-1,%('D S%N( .Y8 '(D*>1&2 *D'(>1+(> M9 I +-215, %- IY8 7-' %N( -'+N&'> mIN*,>'&,+(/ D(( ;77*+*&2 3''&%& ID% *%(5 7-' c@cI:DN-12> M( c@c@I<U@ A1DD*&, \\_ *, )i '-22D \/Ifd/7-' & 6&DD@ 3,> -7 A0I ?8N@ A(5-F( J'((,

+-1,%('D :'(D*><@

A-! +C<;K Y^:ID%Y ^RI/\i_<RnY_:\.i</ \Y8]m. :\Y8 N&2F(>7-' ID%Y &,> >-1M2(> 7-' 8=Y</ &,> ZAfc/\f_

m.fb 7-' g- 377(+% :g3<@ Y2*6 %- Y*,&2@

3b:\i_<Rn3^:\.i</ ^Y8]mc/ ZA f ./df_/ mcfIH7-' g3@ ?&'P L*%N Y*,&2@

Q\:d\^S-,29/ M(9-,> 2-,J '&,J( 7-' Y0U<RnK6(LMG/447), LOS is confirmed. 4FP/0, DR= …

\/dfb 7-' g3@ ?&'P D%&+P L*%N Y*,&2@

Gc:bR./ ??B]\i_<RnKi:\.i</ ^Y8]mI/ ZAfi/ifI./ mIfIc :XK"0p<@ =(D*>(D M(*,J %-%&229*,(77(+%*F(/ %N( -'*J*,&2 ZA -7 I. 5(&,D %N*D??B N&D D7EB08>4?286HV SQ% N&D & =l -7 I./

'(5(5M('pU Y2*6 %N( ??B &,> 62&+( Y*,&2@

$.:$?B]\i_<RnKi/ iY8]mc/ ZAf I/.fc/ mcfi 7-'

& I?[@ 82&+( Y*,&2 Y*'( -, DO1&> ;g$k/ M(+&1D(the colored die was a “1” which is ≤ to the

LMG’s A746 2B C?36 :A;Y< -7 -,(@ 0N( ?B +&,7*'( &J&*,V Y*'D% '(D-2F( %N( &%%&+PE \.i '-22D./Ifc/ mIf\ &,> 6&DD(DV g-L %N( $?B 0"1  7*'(&J&*, L*%N & .Y8]mc &%%&+Ph +('%&*,29 ,-% & N*JN

6'-M&M*2*%9 DN-% &,> %N( B('5&, '1,D %N( '*DP -75&271,+%*-,*,J %N( $?B L*%N & '-22 -7 I.@ “B-for it, it’s only cardboard!” 0N( $?B &%%&+PD &,>rolls … 1,6=7, 3=10 for NE but retains ROF

&J&*,@ #N&22 N( %'9 &J&*,p #1'(V ZAf \/\f^/

mcfII 7-' g3/ &,> (4N&1D%D %N( A;Y@ g-%( %N&%+-L('*,J/ &D %N(9 W1D% >*> M9 '-22*,J >-1M2(DL*%N-1% & 2(&>('/ *D &2D- +&1D( %- 62&+( Y*,&2Y*'(@

?.:bRI/$?B]\i_/$?B]\i_<Rn)i:$?B]\\_</I.Y8]RI! “What?” yells the Russian player,

exclaiming, “You have no LOS!” They check, and

%N(9 M*+P('/ M1% 7*,&229 %N( A1DD*&, &J'((D %N&%%N( -MD%&+2( *D ,-% D((, -, :HIJ D*>(D -7 %N(%N'(&> Sc@. 8.Uh D- %N('( 4+ $;#@ 0N( ZAf I/if_/

RIfi 7-' & .?[V ",> A;Y *D '(%&*,(> 7-' M-%N$?BD %--V 82&+( Y*,&2 -, DO1&>D -,29@ 0N( \\_'-22D %- +N(+P &,> J(ts … 1,4=5, 2=7/ %N('(M96*,,*,J@ 82&+( 8*,@ 0N&% D1+PDV 0N&% DO1&> L&D

62&,,*,J %- &>F&,+( M&+P *,%- %N( M1*2>*,JV

g-L %N( 6&*' -7 $?BD 1D( %N(*' A;Y %- &%%&+PD&5( %&'J(% &J&*, L*%N iY8]RI ScY84.$?BD/D&5( $>' >*'(+%*,J 7*'(U &,> '-22 I/.fcVV/ RIf.VV/7-' & I)Q" &,> A;YV ;P/ %N&% -M2*%('&%(> %N(A1DD*&, DO1&> *, %N( ;'+N&'>@ 0N&% &%%&+P :& )Q"'(D12%< L&D D- 6-L('712 %N&% *% 5&9 &2D- N&F(

+&1D(> /( +69430>4?28 -7 %N( $?B SD(( \@H 8cU@0- D((/ '-22 & D*,J2( >*( &,> +N(+P -, %N( D&5(6FP column again; a “KIA” result L*22 >(D%'-9 %N(SW, and a “K” result leaves it malfunctioned.

",> %N( >'fi 7-' ,- (77(+% -, %N( $?B@ S;, %N(iY8 +-215,/ D(( %N&% & >'fIR. L-12> N&F(>(D%'-9(> %N( #X/ &,> & >'fc L-12> N&F(5&271,+%*-,(> *%@U A(5-F( %N( DO1&> &,> %N(8*, +-1,%('/ M1% 2(&F( %N( -6('&M2( $?B %N('(@0N( B('5&, $?BD '(%&*,(> A;Y &J&*,/ M1% N&F(

,- %&'J(%D %- 7*'( 16-,@

?d:'??B]d\^<Rn$i:\\_/$?B]MP\\_/ MP\.i</^Y8]mc@ Sg-%( %N&% D*,+( %N( ??B *D *, 1D( &D &,(0&+%$/ 23  , *%D A;Y *D 2-L('(> M9 I :7'-5 . %-I *, %N*D +&D(< &,> *%D =l *D 2-L('(> M9 . :7'-5II %- b *, %N*D +&D(<U@ 0N( &%%&+P ZAf i/dfII/mcfI\/ 7-' g3 (4+(6% %- 62&+( Z? -, &22 %N(6#%3)- 1,*%D *, $i :62&+( %N( Z? 1,>(' %N( B;\\_< SD(( 2&D% 6&'&J'&6N -7 c@.@IU/ (4N&1D%*,J

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( ![ -7 "! 

A;Y/ &,> 5&271,+%*-,*,J %N( A1DD*&, ??B :72*6*% -F('<V 82&+( Y*,&2 Y*'(@ 3,> -7 A0I ZY8N@

A(5-F( &22 Y*'D%]Y*,&2 Y*'( 5&'P('D@

<Man, it’s hard to imagine how things could go

&,9 L-'D( 7-' %N(D( 6--' A1DD*&,D@ g- L-,>('%N(*' 51D*+ *D D- D&> &,> %'&J*+Vn

A-! #C<;K ;,29 -,( &%%&+P 6-DD*M2(E $i:\\_<Rn?d:?&27'??B]d\^</ .Y8]mc/ ZAfc/ifb/ mcfI. 7-' g3@82&+( 8Y@ 3,> -7 A0I "Y8N@ A(5-F( &22 8Y

+-1,%('D@

A-! A4<;K All broken/DM’d units in L6 decide to take one

D%(6 71'%N(' &L&9 7'-5 %N( &+%*-, &,> '-1% %-

$_ S2(&F*,J %N( B; \\_ *, $i &2-,(U@ "%%(56%*,J%- J(% &L&9 7'-5 ?d/ %N( L-1,>(> 2(&>(' *, $dD%'1JJ2(D *,%- $i :?YIR.<@ 3,> -7 A0I A%8N@B('5&,D N&F( ,- '-1%*,J '(O1*'(>@

A-! #<;K 3^RnY^ :62&+( [[<Y_RnY^ :62&+( 1,>(' [[ +-1,%('<B_RnY_KiRnB_$iRn$d

3,> -7 A0I "8N@

A-! $$<;K Y*'D% +N(+P 7-' &5M1DN@ 0N( A1DD*&, ZA? *D mI7-' Q,(46('*(,+(> :B'((, L*%N-1% 2(&>('D &,>"77  [-,D+'*6%D<@ 0N( B('5&, ZA? *D RI 7-'2(&>('DN*6@ 0N( A1DD*&, '-22D c/mIf\/ &,> %N(

B('5&, '-22D d/RIf\@ g- &5M1DN@

0N( A1DD*&, &%%&+P L*22 M( ^Y8 %- dY8/ LN*+N *DD177*+*(,% 7-' %N( cE. ->>D '&%*- &,> N&D )*22 l -7i@ 0N( B('5&, 51D% >(+*>( LN(%N(' %- &%%&+P

-,( -' M-%N A1DD*&, DO1&>D@ X*%N %N( 21+P %N(B('5&,D N&F( M((, N&F*,J/ N( (2(+%D %- &%%&+P6%'( DO1&>D -7 *,7('*-' +-,D+'*6%DV 0N( B('5&,&%%&+P *D dY8 %- ^Y8/ LN*+N *D D177*+*(,% 7-' %N(IE. ->>D '&%*- &,> N&D & )*22 l -7 \@ 0N( -,29 [[ZA? *D %N&% 7-' %N( B('5&, 2(&>(' -7R1. The German rolls … c/.fd/ RIf\ :%N( )*22 lexactly, resulting in “casualty reduction of one

of the attacked units (randomly determined).”

#*,+( %N(9 &re identical, it doesn’t matter

LN*+N/ 9-1 5&9 %N*,P@ =1% LN&% *7 %N( D(2(+%*-,'(D12%(> *, & %*(p 0N(, 6%'( L-12> M( +&D1&2%9'(>1+(>/ D- L( M(%%(' +N(+PE &DD*J, %N( +-2-'(>>*( %- -,( 1,*%/ %N(, %N'-L M-%N >*+(E \/.@ g-

%*(@ ;,( 1,*%/ :%N( -,( '(6'(D(,%(> M9 %N(>'f\/< *D +&D1&2%9 '(>1+(> %- & +-,D+'*6% K# ..i@g-L '(D-2F( %N( A1DD*&, &%%&+P S&% %N( -'*J*,&229>(%('5*,(> D%'(,J%N M(+&1D( [[ *DD*512%&,(-1D &,> %N( B('5&,D >*> ,-% J&*,Ambush status+: Russians roll … 2,6=8, for no

(77(+%@ 3,> -7 A0I [[8N@ Y2*6 %N( [[ +-1,%(' %-%N( ?(2(( D*>(/ D*,+( M-%N M(22*J('(,%D N&F(D1'F*F*,J 1,*%D (,J&J(> *, [[@ 0N('( &'( ,- 8*,

5&'P('D %- '(5-F(@

3,> -7 A0I &,> B&5( %1', I@ Q% 2--PD M2(&P 7-'%N( A1DD*&,D M1% *% *D 8"1 '%% )"#71  %- +-,+(>(>(7(&%@ A(5(5M(' %N( `*+%-'9 [-,>*%*-,DV

=;"AZ Qg`3g0;AkAC##Q"gEY_E \.iY^E Q, 5(2((E \.i/..iB_E \.iK^E ̂ RH)iE '$?B$dE \\_

$iE =PZ? o X,> ^RH$_E =PZ?E $?B]\\_/\.i

?dE 5'??B

B3A?"gE3bE \i_Y^E Q, 5(2((E ^RI/\i_KcE ̂ RHQ\E Y0]d\^GcE bR./5??B]\i_$.E $?B]\i_?.E bRI/:$?B]\i_<4.

?dE 5'??B]d\^;dE d\^

;_E =Pd\^

S-G A<;K B('5&, *, ?d L-12> 2*P( %- '(6&*' %N( '??B/BUT … they don’t have time to figure it outh *%L-12> M( & 6'-W(+% S1,*%D 5&9 &%%(56% '(6&*' -7

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( !! -7 "! 

-,29 %N(*' -L, nationality’s D%177/ *@(@/ D&5(

+-2-' :c@I M<U@

0N( DO1&> *, Gc L&,%D %- '(6&*' %N(*' ??B@0N('( *D & 2(&>(' :&,> & 7*,( -,( &% %N&%< *, %N(same hex, so the question arises, “Can he

6'-F*>( 2(&>('DN*6 :*@(@ & R. >'5< %- %N( '(6&*'attempt?” The answer is not addressed in the

"#$#)I :-' .,> &,> c'>< '12( M--P %N&% Q +&, 7*,>/D- Q +N(+P(> *, “%N( M*M2(”E Q, "#$ A12( =--P .,> 3>*%*-, :"#$A=.</ +N&6%(' "b/ F('D( _. :"b@_.< *%

*D +2(&' %N&% %N*D &+%*-, *D ,-% $(&>('Rled (∆). SQ,"#$#)/ $4,$0&  7-' %N( "5M1DN >'/ $(&>('DN*6?->*7*('D -,29 5->*79 ZAD ,-% >'D@U 0N( B('5&,MMG’s malfunctioned side reveals %N&% *% N&D &'(6&*' l -7 ./ D- & >' ≤2 (1/3 chance) will repair *%@ 0N( el -7 i 5(&,D 9-1 N&F( & I]i +N&,+(%N&% *% *D 6('5&,(,%29 7-12(>V 0N( B('5&,D '-22/dr=6. “Herr Major/ >&D ?&D+N*,(,J(L(N' *D%P&61%%!” It is permanently inoperable (in

D+(,&'*- %('5D</ '(5-F( *% 7'-5 62&9@ g-L 7-'

'&229 &%%(56%DE

It’s the German’s turn, so he will begin by

&%%(56%*,J -,( ??[ D(27R'&229E %N( 2-,(29

DO1&> *, ;_@ [&, 9-1 7*J1'( %N( ZA?Dp

q"22 D(27R'&229 :#A< &%%(56%D &'( 6(,&2*a(> L*%N &mI ZA?/ M1% %N*D DO1&> *D *, & M1*2>*,J 7-' RI'&229 M-,1D :A=< ZA? SX-->D N(4 &2D-

O1&2*7*(DU/ 7-' & -)'  ZA? -7 H@ g- Z?/ D- &22 %N(9

,((> *D %- '-22 %N(*' M'-P(, ?$ -' 2(DD@n

0N( DO1&> '-22D c/ifb@ g- '&229@ g-L %N( A1DD*&,

&%%(56%D '&22*(D@

The wounded/DM’d leader in L6 has net DRM

-7 m\ :mI#A/ RIA=/ m\Z?</ &,> N*D M'-P(, ?$:M?$< -7 ^ *D '(>1+(> %- _ 6(' N*D L-1,>*,J/ D-he needs to roll ≤ c to rally. He rolls …I/.fc/

m\f_ &,> '&22*(DVV

3,> -7 B0. A8N@ A(5-F( %N( Z?@

S-G <C<;K 3b:\i_<RnY_:\.i</ \Y8]mc/ ZAf ./.f\/ mcf_ &,>

[;X3A# %- %N( .Y8 +-215, 7-' g3@ 82&+( 8Y@

Gc:bR./\i_<Rn$d:\\_</ \Y8]mI/ M1% %N( A1DD*&,objects “no LOS,” they check, and agree that it

*D -MD%'1+%(> M9 +-',(' -7 )d@ 82&+( 8Y@ q0N('(*D ,- ,((> %- +N(+P M9 '-22*,J &,9L&9 7-' &6-DD*M2( 5&271,+%*-, -7 & #X :2*P( & ?B</ D*,+(

%N('( *D ,- #X N('( Sc@. 8.U@n

$.:$?B]\i_<Rn$d:\\_</ iY8]mc/ ZAfd/dfIH/mcfIc/ +-L('*,J/ 7-' g3 &,> (4N&1D%*,J %N(MG’s ROF. Place PF.

?d:d\^<Rn $d:\\_</ ^Y8]mc/ ZAf \/Ifd/ mcf^ 7-'& g?[@ 82&+( 8Y@ 0N( A1DD*&, +N(+PD &,> '-22D./\fi 7-' & 6&DDV B('5&, 62&9(' >(+2&'(D (,> -7

8Y8N@

S-G ,<;K 

?dE 5'??B]d\^/ >'-6D 6-DD(DD*-, -7 %N( ?B:5-F( 5'??B +-1,%(' %- M-%%-5 -7 D%&+P@ #((\@H/ c'> D(,%(,+(@< Q\:Y0]d\^< "DD&12% 5-F(D %- G\

Kc:^RH<E Q\:?YIR.</ G\:?Yc< &,> (,>@

?.:$?B]\i_4I -,29/ L*%N D5-P( (46-,(,% -7I< &%%(56%D %- 2&9 D5-P( *, ?c :?YIR.< &,> >'fIV 82&+( D5-P(/ %N(, 5-F(D *,%- ?c :?YcR\/(,%('*,J D5-P( +-D%D -,( &>>*%*-,&2 ?Y<@

A1DD*&, 6&DD(D -, ZIY -, D&5(@

?.:bRI/$?B]\i_<E g.:?YI</ A1DD*&, >(+2&'(DZIY 7'-5 $d@ 82&+( Y*'D% Y*'(@ \Y8]mI :ZA?DE RIYYg"? &,> m. D5-P(<@ g- .Y8 '(D*>1&2 7*'(

A0E6 A6BE6>4?28K +3211?8= /( <299699?28 

0N( &D%1%( -MD('F(' 5&9 ,-%( %N&% '#"-+&)#  

-7 #XD -++1'D &D & D%(6 >1'*,J %N( A&229

8N&D(/ &,> L-,>('/ “Can’t this German

DO1&> .#%9 9%++)++4%- -7 %N( A1DD*&, ??B

,-Lp” Certainly it’s easier to drop

6-DD(DD*-, %N&, *% *D %- '(6&*' & #X -'

%'&,D7(' & #X %- &,-%N(' B--> ;'>(' 1,*%/

M1% >'-66*,J 6-DD(DD*-, -++1'D >1'*,J %N(

?8N -' %N( "8N :D(( \@H<@ 0N( '(&D-, *D

%N&% 6-DD(DD*-, -7 & #X/ -,29 *56&+%D & 1,*%

7-' 6-'%&J( +-D% :-' *, %N( +&D( -7 & Y0

6'-F*>(D F12,('&M*2*%9< %N&% *D ,-% -6('&%*F(

1,%*2 &% 2(&D% %N( ?8N@

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( !G -7 "! 

+-1,%(' *D 62&+(> M(+&1D( %N( m. D5-P(N*,>'&,+( DN*7%D %N( F&21( %- %N( 2(7% . +-215,D:-77 %N( %&M2(/ D(( ;77*+*&2 3''&%& ID% *%(5 7-'c@cI<@ ZAfd/Ifi/ mIf_ 7-' & 80[@ $(&>(' :bRI<'-22D c/ifb &,> 8&DD(D S'(5(5M(' %N*D *D & 80[

,-% & ?[U@ g-L %N( DO1&>E I/If./ RI:$>'<fIVBG5"4-, #%774-5 K-"3)A/1)+ %- " @< %# #"771

"'')09' L6;' -%' " MI< "+ ()#)N 8%;7. #)+;7' 4-

%'()# %99%#';-4'4)+ OJ)"' %& :"''7) LGPQRPNS 4-

 GKT, 6;' -%' ()#)RD 0N(9 +-,%*,1( %N(*' 5-F(E;c:?Y.</ ;\:?Yc</ g\:?Y\</ &,> ?d:?YdRi<@A1DD*&, >(+2&'(D #YY -, %N( 0%>4-5 D%&+P@ $d:ID% Y\\_<Rn?d:bRI/ $?B]\i_</ \Y8]m. :D=2> oFFNAM). DR=3,1=4, 2=6 for a NMC! They’re

%'9*,J N&'>V 0N( $(&>(' '-22D i/cfb/ 6&DD*,Jagain, but is Pinned and can’t give leadership.

82&+( 8*,@ 0N( DO1&> +N(+PD &,> '-22D c/cfi &,>6&DD(D@ 82&+( & .Y8 '(D*>1&2 &,> 72*6 Y*'D% %-Y*,&2 D*>(@ BI() +'"F3 4- @Q +(%;7. 6) "+ &%77%8+

 &#%0 6%''%0 ;9U @"7&;-'4%-).O0S #@@2, QVW,

MX, YAP, M4-, VZ[, T@2, \XM #)+4.RD "% %N*D %*5(/%N( A1DD*&, DO1&> *, $d +-12> (2(+% %- Y8Y -,

%N( D&5( %&'J(% *7 %N(9 L&,%(> %- L*%N &,-%N('\Y8]m. &%%&+P due to German’s expenditure of

.?Y %- (,%('/ &,> 1D*,J %N( -'*J*,&2 QY0 ZA &D &

g?[/ M1% %N(9 6&DD -, D&5(@

;d:d\^< 5-F(D gd:?YI</ S%N( A1DD*&, *, $d

would like to declare SFF but can’t because heN&D & +2-D(' (,(59 1,*% :*, ?d<U/ ?i:?Y.Rc<@g-L %N( A1DD*&, >(+2&'(D Y*,&2 8'-%(+%*F( Y*'(:Y8Y< &% D&5(E \Y8]m. :D=2> o YYg"?</ZAf\/.fi/ m.f^ 7-' g3@ #*,+( *% L&D Y8Y/ %N(%#454-"7  &%%&+P ZA :N('( i< *D &662*(> &J&*,D% %N(>(7(,>*,J 1,*% :A1DD*&, \\_< 7-' & g?[@ 0N(*'?$ *D _/ D- %N(9 6&DD@ 82&+( .Y8 '(D*> :W1D% 7-'6'&+%*+(<@ 3,> -7 B0. ?8Nh '(5-F( &22 D5-P(

&,> '(D*>1&2 +-1,%('D@

S-G +C<;K 

Y_:\.i<Rn3b:\i_</ \Y8]mc/ ZAf I/.fc/ mcfi 7-' &g?[@ 82&+( Y*,&2@ B('5&, DO1&> +N(+PD L*%NZAf i/.f^/ &,> M'(&PD M1% ,- 3$A@ 82&+( Z?&,> '(5-F( %N( 8Y@ 3,> -7 B0. ZY8N@ A(5-F(

&22 Y*'D%]Y*,&2 5&'P('D@

S-G #C<;K ?i:d\^<Rn$d:\\_</ iY8]mc SQ7 %N( Y8 *D +-,71D*,J

9-1/ '(F*(L %N( 7*'D% &%%&+k listed after “Now

other Advancing Fire” back in GT1 AFP+. DR=

i/.f^/ mcfII 7-' g3@ 82&+( 8Y@

?d:$?B]\i_<Rn$d:\\_</ iY8]mc@ " $?B :M1%

,-% ??B]K?B< %N&% L&D 5-F(> *, ?8N/ *D&22-L(> %- 6&'%*+*6&%( *, "Y8N@ S=9 %N( L&9/ A'C

?9 824 711E?>7OE6 ?8 #C<;h %N*D -5*DD*-, *D+-''(+%(> M9 (''&%& *, "#$#).@U ZAf ./Ifc/ mcfi7-' & I?[@ ?-F( %N( $?B]\i_ %- 1,>(' %N( 8Y+-1,%(' &2'(&>9 %N('(@ 0N( \\_ +N(+PD &,> '-22D./if^/ mIfb/ M'(&P*,J M1% ,- 3$A@ Y2*6 &,> Z?@0N( YY +-1,%(' *D ,- 2-,J(' ,((>(>@

?c:\i_ L*%N-1% %N( $?B/ +&, 9-1 7*J1'( LN9pI<Rn$d:=PZ? \__</ .Y8]mc/ ZAf I/if_/ mcfIH 7-'g3@ 82&+( 8Y@

G\:d\^ &,> 2(&>(' S%- 6'(F(,% +-L('*,JU<RnK^:^RH<@ $;#p `('9 +2-D( M1% %N*,P D-@ .Y8]mc@You say, “Wait, what about the Assault Bonus?”

0N&% *D -,29 &662*+&M2( L*%N*, -%#0"7  '&,J(/'(5(5M('p ZAf I/dfi/ mcfb 7-' g3@ 82&+( 8Y@

0N&% (,>D %N( B0. "Y8N@ A(5-F( &22 -'&,J( 8Ymarkers (don’t forget the -,( *, ?d<@

S-G A4<;K B('5&, *, 3b 51D% '-1% &L&9@ 0N(9 J-Z^:?YI</ :-%'  D177('*,J Q,%('>*+%*-, 7'-5 Y^

:(F(, *7 $;# L('( &DD15(>< M(+&1D( 08?49 ?8

D6E66 H2 824 ?8463H?>4</ [^:?Y.< -%'  D177('*,JQ,%('>*+%*-, 7'-5 Y_ :*7 %N(9 N&F( $;#< M(+&1D(%N(9 &'( M(9-,> %N(*' -%#0"7  '&,J(/ &,> 5&9,-L J- %- (*%N(' =_ -' [_/ &,> +N--D( =_:?YcR

\<@

A1DD*&, 1,*% *, $d 51D% '-1% &L&9@ K( N&D(,(59 &>W&+(,% *, ?d &,> ?i/ %N('(7-'(+&,,-% D%(6 *, $i@ )i L-12> M( &, -6%*-, (4+(6%%N&% *% *D +2-D(' %- %N( ),-L, 3,(59 C,*%:D<

(KEU) in F8 (melee units can’t interdict, but they>- &77(+% '-1% 6&%ND<@ "% %N*D 5-5(,% %N( 1,*% *,$d +&,,-% D(( G\ -' Gc :'(5(5M(' %N( M2-+P(>$;# >1'*,J %N( 8Y8Np<@ #*,+( )d *D ,- +2-D(' *,N(4(D %- $. -' ?c %N&, *D $d :&22 c N(4(D</ %N(9+&, J- %N('( %- (D+&6( %N( &>W&+(,% (,(5*(D/

I CD*,J %N( ?B L*22 ,-% '(D12% *, & N*JN(' Y8 +-215,

-, %N( QY0@ 0N('(7-'(/ >- ,-% '*DP *%D 5&271,+%*-,@

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( !" -7 "! 

&,> >- D- ,-L :?YIR.<@ g-L %N(9 >*D+-F(' %N(&>W&+(,% 6'(F*-1D29 1,D((,]P,-L, (,(59 &,>51D% 5-F( (2D(LN('(@ Q7 %N(9 L('( D%&'%*,J7'-5 %N*D N(4 L*%N ,- $;# %- Y^/ %N(9 L-12> M(&M2( %- J- *,%- )i/ M1% N&F*,J W1D% +-5( 7'-5

$d/ %N(9 '(5(5M(' %N( )3C *, Y^/ %N('(M9removing K6 as a possible escape hex (“nor may

*% 5-F( %-L&'>D D1+N & 1,*% &7%(' 2(&F*,J *%D $;#>1'*,J %N&% A%8N”<@ 0N(9 +&,,-% D%&9 LN('( %N(9&'( &,> N&F( ,- -6%*-,D &F&*2&M2(@ 0N('(7-'(%N(9 &'( 6E?D?8746H B23 B7?E036 42 3204@ g-%(%N&% *7 Y^ L('( ,-% +-,D*>('(>/ %N(9 +-12> N&F(D%(66(> 7'-5 $d 7*'D% *,%- )i :?YI</ LN*+N *D ,-%&, -6(, N(4 &,> %N('(7-'( >-(D ,-% O1&2*79 %-+&1D( *,%('>*+%*-, 7'-5 G\@ 0N(9 +-12> ,-% N&F(&77-'>(> &,9 %*5( %- '(+-F(' & L(&6-, LN*2(

'-1%*,J :+-D%D I?Y >1'*,J %N( ?8N<@ g-%( &2D-%N&% the rule states that “A routing unit may

&2L&9D '-1% -1% -7 & M1*2>*,J *, LN*+N *% M(J*,Dits RtPh.” Therefore they L-12> ,-% (">) (". '% '-1% M&+P *,%- %N( D&5( M1*2>*,J S%N-1JN>*77('(,% N(4 2*P( $_U %N&% %N(9 N&> W1D% '-1%(>

-1% -7@ 0N*D *D 5&>( (F(, +2(&'(' *, & A-1%8N&D( #155&'9 *,+21>(> *, "#$#)./ LN*+N 61%Dit thusly: “The '-1%*,J 1,*% 5&9 *J,-'( &,9M1*2>*,J N(4 %N&% *D 6&'% -7 & M1*2>*,J %N(9 &'(&2'(&>9 *,@” 0N('(7-'(/ %N(9 L-12> N&F( >(+*>(>%- N(&> 7-' %N( )b M1*2>*,J@ 3,> -7 B0. A%8N@

qA204?8= 5 )( 67,#$%8 9 :$*)$,&-." ." &#$ :.+&

:+)$7; If you’re scratching your head %'9*,J %-1,>('D%&,> %N( 6N'&D( *, %N( '-1% '12(D LN*+ND%&%(D/ “nor  4& ".]"F)-' '% "- )-)01 ;-4' 0"1 4'

0%>) '% "-%'()# ()^ ".]"F)-' '% '("' +"0)

)-)01 ;-4', ;-7)++ 4- .%4-5 +% 4' 4+ 7)">4-5 '("'

enemy unit’s location,”  %N(, W-*, %N( +21M@ 0N(A-1% '12(D 5&P( +2(&' %N(*' 2*5*%&%*-, M9stipulating several times that, “… broken unit

-%' 4- 0)7))…” 0N&% *D/ 1,*%D *, & 5(2(( %N&%

M'(&P 7'-5 %;'+4.) 7*'( >- ,-% '-1%@ ",9 M'-P(,1,*% *, & 5(2(( D177('D & R. ZA? &>F&,%&J( %-%N(*' +-5M&%&,% *, [[@ Q, "#$#)c/ N-L(F('/ *%L*22 M( 6-DD*M2( 7-' *,7&,%'9 *, %N( D&5( N(4 &D&, (,(59 F(N*+2( %- M'(&P/ &,> %N('(7-'( %N(9L*22 '-1% %- & N(4 &>W&+(,% %- %N( (,(59 %N(9&'( '1,,*,J 7'-5 as they leave the enemy’s

2-+&%*-,@ K-L(F(' %- 1,>('D%&,> 6)4-5 &>W&+(,%

&,> '-1%*,J %- & N(4 &>W&+(,% %- %N( D&5((,(59 &D 9-1 2(&F( %N(*' 2-+&%*-,/ 9-1 L-12>N&F( %- (,%(' 7122RM2-L, "#$ RR 9-1 &'( ,-L(,%('*,J %N( c'> >*5(,D*-, SN(&' I84745(' _%-) 51D*+ *, M&+PJ'-1,>U@ X( &2'(&>9 &'( 62&9*,J

L*%N %L- +--'>*,&%(D *, D6&+( :4 &,> 9< &,>%*5( :%N( \%N >*5(,D*-,</ M1% ,-% N(*JN% :a<@ 0N&%*D %- D&9/ *, "#$/ M1*2>*,JD 5&9 N&F( D(F('&2)7)>"'4%-+ %N&% DO1&>D +&, -++169/ 2*P( +(22&'/J'-1,> 72--'/ ID% 72--'/ .,> 72--'/ '--7R%-6/ &,>D-5( %(''&*, N(4(D %-- +&, N&F( >*77('(,%F('%*+&2 2-+&%*-,D/ 2*P( M(*,J >-L, 4- & J1229F('D1D 16 -, %N( +'(D% -7 %N( M&,P "6%>) %N(J1229/ (%+@ "D &, (4&562(/ & 1,*% +-12> M( M'-P(,-, %N( J'-1,> 72--' -7 & M1*2>*,J/ N&F*,J W1D%'(+(*F(> M'(&P*,J 7*'( >-L, & D%&*'L(22 7'-5

(,(59 -,( 72--' &M-F( %N(5@ 0N(9 &'( &>W&+(,%>)#'4F"771  %- %N( (,(59 &,> 51D% '-1% 7'-5%N(*' +1''(,% 2-+&%*-, M(,(&%N %N(5@ "D %N(9D%(6 -1% -7 %N( M1*2>*,J %- >- D-/ %N(9 &'( ,-Lin “another hex adjacent to that enemy unit’s

location” &nd are in the process of “leaving that

enemy unit’s location.” 0N*D &22-LD 7-' %N(&M-F( 6N'&D*,J/ M1% L*22 ,-% +-5( *,%- 62&9 *,-1' #%&'%(' )*% I]. F('D*-,/ LN*+N M(JD %N(O1(D%*-, -7 LN9 *% L&D *,+21>(> ,-Lp Q7 9-1 +&,*5&J*,( &,-%N(' L&9 7-' %N*D %- M( &+%1&%(>/62(&D( 2(% 5( P,-L@n

S-G #<;K ?d:d\^<Rn$d/?d:$?B]\i_<R>L5 *leader is pinned so can’t

">F&,+(U@?i:d\^<Rn$i :62&+( [[ &,> +&1D*,J *55(>*&%(Z? -7 %N( &>W&+(,% M'-P(, 1,*%D *, $_</G\:^RH/ Y0]d\^<RnGd/Gc:bR./\i_<RnQ\/?c:$?B]\i_<Rngc/

$.:$?B]\i_<Rn$c:D%'((%<@

3,> -7 B0. "8N@

S-G $$<;K Y^ N&D & ?(2(( 1,>('L&9h ,- "5M1DN *D6-DD*M2( *, & 5(2((/ -,29 LN(, &>F&,+*,J LN*+N4-4'4"')+ & [2-D( [-5M&%@ 0N( A1DD*&, &%%&+P *DiY8 %- dY8 7-' & IEI ->>D '&%*- :)*22 ld<@ 0N(B('5&, 51D% >(+*>( &J&*, LN(%N(' %- &%%&+P

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( !N -7 "! 

 W1D% %N( DO1&> -' %N( N&27 DO1&>@ "J&*, N( (2(+%D%- &%%&+P %N( (,%*'( 7-'+(/ D- N*D &%%&+P *D dY8 %-iY8/ *,D177*+*(,% 7-' %N( IEI +-215,/ D- L*22 M(1,>(' %N( IE. ->>D '&%*- :)*22 l -7 \<@ ZA?D &'( RI 7-' B('5&, $(&>(' -,29@ 0N( B('5&, '-22D

\/ifIH/ RIfb 7-' g3 -, %N( A1DD*&,D@ 0N(A1DD*&, '-22D I/If.V/ 7-' (2*5*,&%*-, -7 %N( %L-&%%&+P(> *,7&,%'9 1,*%DV

g-L/ D*,+( %N( A1DD*&, '-22(> &, -'*J*,&2 . -,%N( [[ &%%&+P '-22/ %N('( *D & 6-DD*M2( C?6EH

<32D24?28 :d@c<@ A(&> %N( DN-'% '12( 7-' D&5(&,> %N(, '(7(' %- %N( $(&>(' ['(&%*-, [N&'% -,%N( rAZ[@ 0N( >rms are 1 for ML≤6, and 1 for

A1DD*&, ,&%*-,&2*%9 f ,(% >'5 -7 m.@ 0N( >'f

im.f^ 7-' ,- 2(&>(' +'(&%(>@

g-L 7-' $i@ 0N( L-1,>(> A1DD*&, 2(&>(' L*22&%%&+P &,> >(7(,> &D & #?[ L*%N IY8@ [N(+P*,J7-' &5M1DNE A1DD*&, >'5fH/ B('5&, >'5fH@[-2-'(> >*( %- %N( A1DD*&, &,> ZAf./\ 7-' ,-&5M1DN@ g-L %N( &%%&+PDE A1DD*&, IY8 %- dY87-' IEi ->>D &,> )*22 l.h %N( B('5&, *D dY8 %-IY8 7-' \EI ->>D &,> )*22 lb@ A1DD*&, '-22D c/ifb7-' g3h B('5&, '-22D c/df^ 7-' (2*5*,&%*-, -7

%N( A1DD*&, 2(&>('@

3,> -7 B0. [[8N@ A(5-F( 8*, +-1,%('@ Y2*6 %1',

+-1,%(' %- '(F('D( 7-' A1DD*&, %1', .@

=;"AZ Qg`3g0;AkB3A?"gE=_E =PZ?\i_Q\E bR./\i_GdE ^RH/Y0]d\^$cE $?B]\i_$dE d\^/$?B]\i_$iE d\^?dE bRIgcE $?B]\i_

;_E =Pd\^

AC##Q"gEY_E \.iY^E \.i/..iB_E \.iK^E ̂ RH

)iE $?B

$_E =PZ?E $?B]\\_/\.i

A-G A<;K A1DD*&, '-22D 7-' 6-DD*M2( '(*,7-'+(5(,% %N*D

%1',h -,29 & >' -7 I L*22 >-E >'fi/ 7-' ,-'(*,7-'+(5(,%D %N*D %1',@ ;N M-9V

A1DD*&, &%%(56%D -,( ??[ D(27R'&229 :#A< *, $_:%N( ?BR%-%*,J \\_<@ ZA?fm\ 7-' Z? :mI#A &,>RIA= +&,+(22*,J (&+N -%N('< ZAf I/If./ m\fi 7-'D1++(DDV "2D-/ -,+( &J&*, %N('( *D & C?6EH

<32D24?28 '(D12%*,J *, 9%++467) $(&>(' ['(&%*-,:d@c< 7-' '-22*,J . -, & ??[ #(27RA&229@ A(7(''*,J

%- %N( +N&'% &J&*,/ %N( >'5D &'( mI 7-' A1DD*&,&,> mI 7-' M'-P(, D%&%1D -7 M&D( 1,*%/ 7-' %-%&2m. &J&*,@ 0N( >'f./ m.f\ &,> & _RH 2(&>(' *D

+'(&%(> 7'-5 %N( M1,+NV g-L/ D*,+( #(27RA&22*(D(step “e” of RPh) occurs prior to Unit Rallies

(step “f” of RPh), and since there is now a GO

2(&>(' *, $_/ %N( ,(L 2(&>(' LN- W1D% '&22*(>N*5D(27 &,> N*D M1>>*(D :%N( \\_</ 5&9 ,-L&%%(56% %- '&229 %N( MPZ? \.i *, N*D 2-+&%*-,/

 W1D% 2*P( & 2(&>(' LN- '&22*(D N*5D(27 5&9 %N(,6'-+((> %- &%%(56% 1,*% '&22*(D@ 0N( ZA? *D mc:A= %(''&*, &,> Z?<@ ZAf c/df^/ mcfII 7-' ,-'&229@ BH3, ? ().5). " 64' ()#) '% )^)#F4+) +%0)

#;7)+ "-. 0"3) '() 6"''7) 0%#) 4-')#)+'4-5CD 

B('5&, +&,,-% &%%(56% ??[ #(27RA&229 &D *% *D%N( A1DD*&, %1', ,-L@ 3,> -7 A0. A8Nh '(5-F(%N( Z? +-1,%(' 7'-5 %N( B('5&, 1,*% *, =_@0N( M'-P(, A1DD*&, \.i *, $_ 51D% '(%&*, *%D Z?

D%&%1D >1( %- %N( &>W&+(,% (,(59 1,*% *, $i@

A-G <C<;K 

$_:$?B]\\_/_RH<Rn$i:d\^</ I.Y8]mc/ ZAf I/\fd/mcf^ 7-' & I?[ &,> A;Y@ 82&+( 8Y -, DO1&>@548 rolls … 5,3=8, 1=9, breaking but no ELR.

Y2*6 &,> Z?@ $1+P9 A1DD*&,V #N-12> N( DN--%

%N( $?B &J&*,p 0N( &%%&+P L-12> M( & \Y8]mc/&,> %N(9 L-12> N&F( %- '-22 &, -'*J*,&2 c :mcfi7-' & g?[ &,> +N&,+( %- >-1M2( M'(&P< M1% L*%N& =lII N( N&D (O1&2 +N&,+( -7 W&55*,J %N( ?B@K( 6&DD(D -, A;Y DN-%@

g-L Y_ L&,%D %- 7*'( -, =_/ 7-' %N( (46'(DD61'6-D( -7 62&+*,J %N(5 1,>(' Z? &J&*, *,

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( !T -7 "! 

%*5( 7-' %N(*' &66'-&+N*,J B0c A8N@ 0N( \.idoesn’t have to hurt them, just scare them

enough, which is defined in the rules as, “is

&%%&+P(> M9 (,-1JN Y8 :%&P*,J %N( 9%++46474'1  -7+-L('*,J *,%- &++-1,%< %- 6-DD*M29 *,72*+% &

NMC, is placed under DM.” (D(( 6&'&J'&6N*55(>*&%(29 &M-F( c@.@.<@ X(22/ %N*D \.i *D 7*'*,J&% %N( 2*5*% -7 %N(*' 2-,J '&,J(/ D- Y8 *D N&2F(>%- .Y8@ Q7 L( &>> %N( ZA? 7-' D=2> -7 mc &,>(4&5*,( %N( QY0/ L( D(( %N&% %N( ZA L-12> N&F(%- (O1&2 D,&P(R(9(D 7-' & &4-"7 ZA -7 d %- J(% &g?[. So far it’s possible. But then L( N&F( %-add the “possibility of cowering” into effect and

7*,> %N&% DN*7%*,J (F(, W1D% -,( +-215, %- %N(2(7% &,> +'-DD *,>(4*,J & 7*,&2 ZA -7 d -, %N( IY8J(%D 1D -,29 & 80[/ D- *% *D -%'  possible “taking

%N( 9%++46474'1  of cowering into account,” and%N*D M(7-'( L( '(5(5M(' %N&% [-,D+'*6%D/ &DQ,(46('*(,+(> 1,*%D :d@\</ +-L(' '8% +-215,D %-%N( 2(7%/ ,-% -,(@ XN&% *7 %N( A1DD*&, &>>(> %N(&>W&+(,% 1,*% *, B_ %- 7-'5 & YB &,> M((7 16the FP a bit? He can’t because G7, (F(, *7 N(

N&> $;#/ *D M(9-,> $-,J A&,J( %- %&'J(%@0N('(7-'(/ %N( A1DD*&, +&,,-% Z? %N( 1,*% *,

=_@ 3,> -7 A0. 8Y8N@

A-G ,<;K 

$_ :_RH<E 0N*,P*,J -7 %N( '-1% -7 $i/ "DD&12%

?-F(D %- ?_ :?YIR.<K^ :^RH<E "DD&12% ?-F(D %- Bb@ B('5&, >(+2&'(DZIY -, D&5(E Q,%(,>*,J %- 1D( Gd %- &%%&+P $_/%N( B('5&, >*'(+%D $d :d\^s$A/ $?B]\i_< %-&%%&+P Bb:^RH</ ̂ Y8]mi :mcD=2> &,> c N(4(D -7-'+N&'> N*,>'&,+(<h -,29 %- >*D+-F(' %N&% $;# *DM2-+P(> M9 %N( +-',(' -7 K^@ 0N( B('5&, 51D%D%*22 62&+( Y*'D% Y*'( :>- D- ,-L</ &,> 51D% '-22 %-D(( *7 %N( $?B :=lI.< W&5D@ ZAfi/.f^ 7-' ,-5&271,+%*-,@ Sg;03E #*,+( -,29 c 6-*,%D -7 %N(&%%&+P ZA? +&5( 7'-5 & THK (4-.#"-F)/ %N(

-%N(' c 6-*,%D +-5*,J 7'-5 %N( 03? -7 %N(D%-,( M1*2>*,J/ %N( &%%&+P *D ,-% >*D&22-L(>1,>(' %N( M2-+P(> $;# 6'-F*D*-, -7 c@./ .,> 6&'&J'&6N/ 2&D% D(,%(,+(@U

B_ :\.i<E "DD&12% 5-F(D %- Y_@ 3,> -7 A0. ?8N@

A-G +C<;K Gd :^RH/ d\^<Rn$_:$?B]8Y\\_/ M'P]Z?\.i</

\Y8]m\/ ZAf\/Ifd/ m\fb 7-' g3@ 82&+( Y*,&2@ 3,>

-7 A0. ZY8N@ A(5-F( &22 Y*'D%]Y*,&2 +-1,%('D@

A-G #C<;K 

g-,(@ 3,> A0. "Y8N@ A(5-F( 8Y *, $_@

A-G A4<;K A1DD*&, 7*'D%@ $_:=PZ?\.i< %- ?^:?YIR.< &,>

D%-6@

B('5&,E $i:='Z?d\^< %- $d:?YIR.</ ?d:?YcR

\< &,> D%-6@ 3,> -7 A0. A%8N@

A-G #<;K

Y_:\.i4I<RnB_Y^ :\.i<Rn3^Y^ :..i<Rn3b

?_:_RH<Rn?^$_ :$?B]\\_<Rn$i3,> -7 A0. "8N@

A-G $$<;K 

g-,(@ g- 6*, +-1,%('D %- '(5-F(@

3,> -7 A0. &,> B&5( 01', .@ Y2*6 &,> 5-F(%1', +-1,%(' %- M(J*, B0c@

=;"AZ Qg`3g0;AkAC##Q"gE3^E \.i3bE ..iY_E \.iB_E \.iBbE ^RH)iE '$?B

$iE $?B]\\_?dE 5??B?^E _RH/=PZ?\.i

B3A?"gE=_E =P\i_

Q\E bR./\i_GdE ^RH/Y0]d\^

$cE $?B]\i_$dE d\^/$?B]\i_?dE bRI/=PZ?d\^gcE $?B]\i_

;_E =Pd\^

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( !W -7 "! 

S-" A<;K ??[ #(27RA&229 &%%(56% :-,29 -,(< -7 1,*% *, ;_:N*JN(' M?$ %N&, 1,*% *, =_<E ZA?fH/ ZAfc/\f_7-' D1++(DD@ Y2*6 %- J--> D*>(@ 0N*D ,-L &22-LD%N( B('5&, %- +2&*5 O0?EH?8= >28432E -7 `[

M1*2>*,J ;i@

?d:M'P]Z?d\^ L*%N bRI$>'<E ZA?fm./ ZAf

\/cf_/ m.fb 7-' ,- '&229@

g-L A1DD*&,E 0N( 1,*% *, ?^/ D*,+( *% N&D &broken ML of 5, is DM’d, and has a leader with

$(&>('DN*6 ?->*7*(' -7 mH &,> L*%N %N( RIM1*2>*,J M-,1D :,(% ZA?fmc</ 51D% '-22 & . *,

-'>(' %- '&229 :D&5( +N&,+( -7 '-22*,J M-4R+&'D7-' &, (2*5*,&%*-,<@ g- &%%(56% *D 5&>(@ 3,> -7B0c A8N@ A(5-F( %N( Z?D@

S-" <C<;K Gd:Y0<Rn$i:$?B]\\_</ I.Y8]mI :Y8 N&2F(> 7-'$Ah ZA?E N*,>'&,+( -,29/ ,- 03? 7-' Y0 &%%&+P</ZAf \/ifIH/ mIfII 7-' g3/ "gZ *D '(5-F(>from play (it’s empty) because the original DR

L&D ≥ X#IH@

$d:d\^/$?B]\i_<Rn$i:$?B]\\_</ .\Y8]mc/ ZAfd/ifII/ mcfI\ 7-' g3V CJNV ?B (4N&1D%D A;Y@

82&+( &22 1,>(' 8Y@

3,> B0c 8Y8N@

S-" ,<;K 

;_:d\^< "DD&12% ?-F(D %- gi

Gd:d\^< &%%(56%D D5-P( *, )ih >'f\/ 62&+(D5-P( +-1,%('h %N(, 5-F(D *,%- D&5( :?YcR\<@g-% N&F*,J Z-1M2(R0*5(> 6'*-' %- 5-F(/ %N(B('5&, DO1&> N&D 1D(> &22 *%D ?Y/ D- +&,,-%&%%(56% %- '(+-F(' %N( '$?B :+-D%D I?Y &,> &>'qi<@ 0N( A1DD*&, *D +-,D*>('*,J N*D -6%*-,DE

(*%N(' ZIY -, )i L*%N $i 7-' & I.Y8]mI/ 6-DD*M29N1'%*,J %N( d\^/ %N(, +&, -,29 #YY &% D&5( L*%N

iY8]mI :*7 ?B '(%&*,D A;Y< -' D&F( 7-' Y*,&2 Y*'(&% $d L*%N iY8]mc/ -' 6&DD -, %N( ZIY &,> >-Y*,&2 Y*'( &% $d L*%N I.Y8]mc/ M1% 6-DD*M29N1'%*,J 0X; DO1&>D@ K( >(+*>(D %- %&P( %N(

M(D% ->>D &,> >(+2&'(D ZIY L*%N $i -, 5-F*,J

1,*% *, )i.@

$i:$?B]\\_<Rn)i:d\^</ I.Y8]mI:#5P FDYYg"?</ ZAfI/\fd/ mIfi 7-' & .?[ &,>

'(%&*,(> A;YV 82&+( Y*'D% Y*'( -, DO1&>@ 3*%N('%N( ?B +-,%'*M1%(D %- A(D*>1&2 Y*'( &,> .Y8'(D*> :%L- +-215, '(>1+%*-, 7-' %N( m. #5PN*,>'&,+(< *D 62&+(> &,> A;Y *D 7-'7(*%(>/ -'A;Y *D '(%&*,(> &,> IAY +-1,%(' *D 62&+(> M&D(>only on the squad’s attack (4RF reduced b9 %L-+-215,D W1D% &D &M-F( %- IAY<@ A1DD*&, +N--D(DD(+-,>E '(%&*, A;Y &,> 2(&F( -,29 IAY@ g-L %N(d\^ +N(+PD &,> '-22D I/.fc/ mIf\ 7-' &N&,>D-5( 6&DDV 0N( B('5&, 1,*% D6(,% .?Y(,%('*,J %N&% N(4 D- *% *D D1MW(+% %- &,-%N(' DN-%

M9 %N( +"0) 1,*%h (*%N(' #YY L*%N M-%N DO1&>&,> ?B :iY8]mI< -' A;Y -7 %N( ?B -,29:\Y8]mI<@ "J&*, N( 62&9D %N( ->>D/ '(5(5M('*,J%N&% %N( =l -7 & ?B *D '(>1+(> M9 . *, #YY :&,>Y8Y<@$i:$?B]I#0 Y \\_<Rn)i:d\^</ iY8]mI/ZAfi/ifI./ mIfIc/ 7-' g3 (4+(6%5&271,+%*-,*,J -7 %N( $?B@ 82&+( &22 1,>(' Y*,&2

Y*'( +-1,%('@

gc:$?B]\i_<E g\:?YI</ gd:?Y.</ ?i:?YcR\<@$i >(+2&'(D Y8Y@

$i:YY\\_< Y88Rn?i:$?B]\i_</ \Y8]m./ ZAf./\fi/ m.f^ 7-' g3@ $&D%29/ 7-' Y8Y %N( -'*J*,&2&%%&+P ZA *D &662*(> &D & g?[ %- %N( 7*'*,J 1,*%D/*, %N*D +&D( L*%N M?$_/ 6&DD*,J +2-D(29@ 82&+(.Y8 '(D*>@ 0N( A1DD*&, +-12> '(6(&% %N( &%%&+P-, %N( D&5( 1,*% L*%N %N( (4&+% D&5( Y8YM(+&1D( %N( B('5&, 1,*% D6(,% . ?YD (,%('*,J

?i/ M1% 7(&'D %N( >&,J(' -7 Y8Y &,> N-2>D@

$c:$?B]\i_<E L&2PD -F('E $\:?YI</ $d:?Y.Rc<@A1DD*&, >(+2&'(D Y8Y L*%N $i 7-' \Y8]m.@SA(5(5M('/ *, Y8Y %N( Y8 *D N&2F(> 7-' #YY &,>

. Q, "#$ %N('( *D & 5-D% 7&5-1D '12(/ '(7('(,+(> &D

“#\G *33239E "22 '(D12%D D%&,> -,+( 62&9 N&D

progressed past the point of commission.” Gd d\^

8'(6 Y*'(> L*%N & Y0/ &,> >(D6*%( ,-% &%%&+P*,J L*%N

*,N('(,% Y8/ +&,,-% %N(, 6&'%*+*6&%( *, %N( ?8N@ Q7

%N( Z(7(,>(' 5*DD(> *%/ DN&5( -, %N(5@ #N&5( -,

5( 7-' ,-% N&F*,J +&1JN% %N*D (''-'/ M1% %N*D -,( *D

%-- *,J'&*,(> %- '(+%*79@ Q +2&*5 "@.V

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( !X -7 "! 

>-1M2(> 7-' 8=YU@ ZA f I/cf\/ m.fi/ 7-' & g?[@82&+( .Y8 '(D*>@ B('5&, DO1&> +N(+PD &,> '-22D… 6,5=11 for a break AND an ELR. Replace with

M'-P(,]Z? \\_@ 0N( A1DD*&, 1,*% 6&DD(D Y8Yg?[ L*%N -'*J*,&2 QY0 ZA -7 \@ "J&*,/ %N(

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8&J( G! -7 "! 

'-22D d/\fb 7-' (2*5*,&%*-, -7 %N( A1DD*&, 1,*%ih%N( `[ M1*2>*,J $i *D ,-L B('5&, &,> %N(5'$?B *D &M&,>-,(> &,> 62&+(> &% %N( M-%%-5-7 %N( D%&+P@ `[ M1*2>*,J ;i *D M(*,J +-,%(D%(>

N-L(F('@

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&,> 72*6 %1', +-1,%(' 7-' A0\@

=;"AZ Qg`3g0;AkB3A?"gE[_E \i_QiE ^RH/'$?B]\i_$iE d\^4./ $?B]\i_/$?B/:'5$?B<

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i “Gains were 5(&D1'(> *, %('5D -7 '--5D &,> 72--'D

of buildings…” from the G&')#0"'( 

A-N A<;K A1DD*&, N&D ,- #X &+%*F*%*(D D- +&, J- '*JN% %-'&229 &%%(56% *, ?b@ ZA?Df RIA=@ 0N(*' M?$ *D

d@ ZAf c/cfi/ RIfd 7-' '&229/ 7*,&229V

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T\^D '&%N(' %N&, \i_Dp_ 

3,> -7 A0\ A8N@

A-N <C<;K Ki:\.i<RnQi:^RH/'$?B]\i_</ ^Y8]mH/ ZAf I/cf\VY-' & .?[@ 82&+( 8Y@ $(&>(' +N(+PD 7*'D% &,>

rolls … 6,4=10, 2=12 for a break "-.  3$A'(>1+%*-, %- & _RH $>'/ &,> +&1D*,J DO1&> %- 9%++4671 +N(+P 7-' $$0[@ g-L %N( DO1&> +N(+PD7-' %N( .?[ and rolls … 2,6=8, 2=10 breaking

 W1D% "'  %N( 2*5*% -7 %N(*' 3$A@ #*,+( %N( DO1&> *D,-L M'-P(,/ *% >-(D ,-% 1,>('J- %N( $$-[/

LN*+N *D -,29 D177('(> M9 B--> ;'>(' :B;< 1,*%DD%&+P(> L*%N & 2(&>(' -7 N*JN(' ?$ %N&% M'(&PD@Sg-%( %N&% )>)#1 1,*% -7 2-L(' ?$ D%&+P(> L*%N&, )7404-"').  2(&>(' -7 N*JN(' ?$ 1,>('J-(D%N( $$,[U@ 82&+( Z? -, %N( D%&+P/ &,> “F('9

J--> L-'P [-5'&>(DV” 3,> A0\ 8Y8N@

A-N ,<;K ;i :g- 5-F(/ -,29 '(5-F( [e +-1,%(' *, 5(2((D%&+P<;_ :[e> bR./$?B]d._</ '(5-F( [e/ %N(, &DD&12%5-F( %- 8i@3^ :\.i4.< "DD&12% 5-F(D %- 3b@3b :..i< "DD&12% 5-F(D %- Yb@

Y^E ^RH "DD1&2% 5-F(D %- Yb@ 3,> -7 A0\ ?8N@

A-N +C<;K 

?&W-' 8*J-%% N&D 51+N %- %N*,P &M-1% *,M1*2>*,J $i@ ?(&,LN*2(/ %N( \i_ *, [_ 7*'(D -,3b@

[_:\i_<Rn3b:\.i4.</ \Y8]mc/ ZAf ./\fi/ mcfb7-' g3@ 82&+( Y*,&2 7*'(@ ;)@ 0N( ?&W-' >*'(+%D N*D

_ K-6(71229 9-1 '(&2*a( %N&% %N*D L&9 %N(9 D177*+( 7-'

%N( ^Y8 +-215, -, %N( QY0@

<%.=$" M8?49 ?8 $$\ If you’re wondering how it is

%N&% & 6#%3)- 1,*% 5&9 &66(&' *, & [2-D( [-5M&%

7*JN% SD(( [[ 5->*7*('D -, %N( [2-D( [-5M&%

0&M2( -, %N( rAZ[/ &,> D(( c@^ 8.U/ *5&J*,( %N*DE

?&W-' 8*J-%% *, ?i N&D N&> *% L*%N %N( 2&+P -7

6'-J'(DD (2*5*,&%*,J %N( A1DD*&,D *, %N( ?(2(( *,

$i@ K( +-55&,>D %N( 1,*%D L*%N N*5 %- >- &

I.Y8:I\Y8<]mI &%%&+P *,%- %N( LN-2( 5(DDV

/>)#16%.1  L*22 D177(' %N( +-,D(O1(,+(D/ &,>

D-5( 5&9 M'(&P -' M( +&D1&2%9 '(>1+(>@ 0N-D(

%N&% M'(&P L-12> -,29 >(7(,> *, [[ &,> L-12>

D177(' & R. ZA? 7-' %N( 1,*%D &%%&+P*,J %N(5V 

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( GG -7 "! 

1,*%D %- &%%&+P %N( (,(59 LN('( F*D*M2(E ?_ L*22&%%&+P $^ &,> ,-% %N( 5(2(( *, ;i/ $i L*22 D(,>& N&*2 D%-'5 :-' & K(22 #%-'5< &J&*,D% Ki@ ",>?&W-' 8*J-%%/ '(5(5M('*,J N-L 2-,J %N(A1DD*&,D -++16*(> N*D D-2>('D *, %N( 5(2(( *, $i/

5&P(D & +-55&,> >(+*D*-, %- 7*'( -, N*D -L,%'--6D &+'-DD %N( D%'((% *,%- ;iV qK*D %N-1JN%D/P,-L, -,29 %- N*5/ &'( %N&% N( P,-LD %N( D%177%N&% [6% X(*DD *D 5&>( -7 :?$b< &,> -7 %N(%'--6('D L*%N N*5 :?$^ M1% (77(+%*F(29 b L*%N[6% Weiss’ leadership) versus the handful of

i.,> A(> "'59 J19D :?$_<@ 0N*D *D & +&2+12&%(>'*DP N( 51D% %&P( *7 N( L&,%D & +N&,+( -7

'(%&P*,J %N( ;i `[ M1*2>*,J@n

?_:d\^<Rn$^:d._</ \Y8]mc/ ZAf c/If\/ mcf_ 7-'

& 80[@ ?&'P L*%N YY@ #O1&> '-22D ./df_ 7-' &6&DD@$i::$?B]d\^<4./ \i_<RnKi:\.i</ .HY8]md/ ZAfc/.fd/ mdfIH 7-' & I?[ &,> 2-D% A;Y@ 0N( DO1&>+N(+PD &,d rolls … I/if_/ mIf^/ &,> M'(&PD M1%,- 3$A@ A(5-F( 8Y &,> 62&+( Z?@?i:bR./$?B]\\_<Rn;i ?(2((:JbRI/ Jd\^/ '.._</iY8]mI/ ZAfI/if_/ mIf^/ 7-' 80[ &,> A;Y@ ?&'PL*%N YY@ 0N( '.._ '-22D d/ifII &,> 6*,DV 0N(JbRI '-22D i/.f^ &,> 6&DD(D@ 0N( Jd\^ '-22Dc/df^/ RI:$>'<f_ &,> 6&DD(D %--@ Q% L-'P(>V 0N('.._ L*22 ,-L 7*JN% 2(DD (77(+%*F(29 >1'*,J [[V

0N( B('5&,D 6&DD -, %N( A;Y :.Y8]mI< '(%&*,(>M9 %N( $?B@

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A-N A4<;K 

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(4 hexes away) which are “remembered” by the

'-1%*,J A1DD*&, 1,*%@ Y-' %N( D&5( '(&D-,/ Bb *D ,-%

& 2(J&2 '-1% >(D%*,&%*-,@ K^ *D %N( 6'-6(' '-1%

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Bb:?YcR\h %N-1JN [-,D+'*6%D N&F( -,29 c?Y 7-'0%>)0)-' / %N(9 +&, '1, 7-' %N(*' 2*F(D &D 7&D% &D

&,9-,( (2D( :N&F( i?Y 7-' #%;'4-5 &D 1D1&2<<@

B('5&,D *, Qi '-1%E Gd:?YIR.< &,> +&, D%&9/ -'

J- -, %- )d:?YcR\<@ [&, %N(9 J- %- $d L*%N %N(*''(5&*,*,J . ?YD/ LN('( %N(9 L-12> M( &>W&+(,%%- & J'(&% 2(&>('p 0N( &,DL(' *D ,-/ M(+&1D( *,)d %N(9 &'( \ N(4(D 7'-5 %N( (,(59 *, $^/ M1%*, $d/ (F(, *7 -1% -7 D*JN% :%N(9 &'( ,-% -1% -7mind, i.e., they “remember” them) they would

M( +2-D(' %- %N( )3C M9 -,( N(4@ 0N(9 (2(+% %-J- %- )d@

?_ '-1%DE ?i:?YIR. &,> %(+N,*+&229 ,- +2-D('

%- ;i</ $d:?YcR\< &,> D%-6D@ 3,> A0\ A%8N@

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D%'((%@

A-N $$<;K ;iE 8*,,(> A1DD*&, &%%&+P *D IY8 %- iY8/ 7-' IEi'&%*- L*%N )*22 l.@ 0N( B('5&, &%%&+P *D iY8 %- .Y8 7-' & cEI '&%*- L*%N )*22 l^ (don’t forget that

6*,,(> 1,*%D :&,> M'-P(, 1,*%D< .)&)-.  *, [[L*%N &;77  Y8<@ 0N( -,29 ZA? *D %N( RI 7-' B('5&,

2(&>('DN*6@ A1DD*&, '-22D i/\fIH 7-' ,-%N*,J@ 0N(B('5&, '-22D \/ifIH/ RIfb/ 7-' g3 %--@ 0N(?(2(( +-,%*,1(DV 3,> -7 A0\ [[8N &,> -7 B&5(%1', \@ A(5-F( %N&% 8*, +-1,%(' 7'-5 %N(

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3;8 M1% 1,>('D%&,> %N( +-,+(6%@ X( +&, 2(&', 7'-5

5*D%&P(D &D L(22 &D M9 6'-6(' (4&562(D@

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( G" -7 "! 

A1DD*&, *, ;i &,> Y2*6 &,> &>F&,+( %1', +-1,%('

7-' B0d@

=;"AZ Qg`3g0;AkAC##Q"gE

3^E \.i4.3bE ..iBbE ^RH/ =PZ?\.i:$iE '5$?B<$_E d._:?dE 5??B<?bE _RHg^E \.i;iE Q, ?(2((E .._

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B3A?"gE

[_E \i_)dE =PZ?E _RH/'$?B]\i_$dE =PZ?d\^$iE :$?B]d\^<4./\i_?iE bR./ $?B]\\_

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S-T A<;K 

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\/.fi/ m\fIH 7-' ,- '&229@

0N(, %N( #A -7 2(&>(' *, )d :Z?/#A/A=< N( '-22D./cfd/ m\fb 7-' ,- '&229@

Russian doesn’t even attempt rallying the

broken conscripts in G9. He’ll give them t*5( %-

+--2 -77@ 3,> B0d A8N@ A(5-F( Z?D@

S-T <C<;K X&,%*,J %- >- D-5( 5&,(1F(' L*%N 1,*%D *, $i/%N( B('5&,D L*DN %- &%%&+P $_ D(O1(,%*&229'&%N(' %N&, )- 0"++)/ N-6*,J %N&% D-5( (&'29

7*'( L*22 M'(&P %N( A1DD*&,/ &,> %N(, &22-L %N(1,7*'(> 1,*%D %- 5-F(@ 0- '(F*(L/ N-L(F('/ N(+&,,-% >- %N&%@ A12( c@./ \%N 6&'&J'&6N/ 2&D%sentence states, “If units in the same hex are

J-*,J %- &%%&+P %N( D&5( 1,*%/ %N(9 51D% >- D-&D & YB SY*'( B'-16U/ %N(9 5&9 ,-% 5&P(D(6&'&%( &%%&+PD@” 0N*D *D %('5(> ,78H7423@

C?36 S3201@ 0N( (,> '(D12% *D %N&% %N( B('5&,51D% >(+*>( M(7-'(N&,> LN&% %- +-55*%@ 0N(

B('5&, N&D >(+*>(> %- %&DP . DO1&>D %- %N(&%%&+P@$i:$?B]d\^/\i_<Rn$_:d._</ .\Y8]mc/ ZAf \/\f^/ mcfII M1% >2563?8= %- %N( .HY8 +-215, -7%N( QY0 7-' & g?[/ &,> 2-D% A;Y :M-%N M9 >*( '-22

&,> M9 +-L('*,J<@ 82&+( 8Y@ g-L %N( A1DD*&,D+N(+P &,> '-22 i/cfb 7-' & M'(&P M1% ,- 3$A@82&+( Z?@ ?*DD*-, &++-562*DN(>/ M&'(29V

g-L ?i:bR./$?B]\\_<Rn;_:bR./$?B]d._< *, &“Battle of the Leaders”/ iY8]mI/ ZAf \/\f^/mIfb 7-' g3@ g- A;Y &,> ,- +-L('*,J@ 82&+( 8Y@3,> -7 B0d 8Y8N@

S-T ,<;K Q, & >(D6('&%( &%%(56% %- &DD&12% %N( D-1%NL(D%`[ &'(&/ %N( 1,*% *, [_ SD5-P( (46-,(,% -7 Ih

%N( ##A >-(D ,-% &6629 %- \i_ 1,*%DU &%%(56%D%- 6-6 D5-P( *, Z_ :?YIR.<@ >'f c@ g- J-->@C,*% *, 3^ >(+2&'(D ZIY :D5-P( &%%(56%(46(,>D ?YD &,> 5&P(D %N( 1,*% D1MW(+% %-

ZIY<@

3^:\.i4.<Rn[_:\i_</ ^Y8]mc/ ZAf ./if^/ mcfII7-' g3@ 82&+( \Y8 '(D*> SW1D% 7-' 6'&+%*+(U &,>

Y*'D% Y*'(@ [_ L*22 ,-% 5-F( %N*D %1',@

$i:$?B]d\^<E Z(+2&'(D Z-1M2( 0*5(h 62&+( [eE)_:?YI</ G_:?Y.</ Q^:?Yc</ K^:?Y\Rd< &,>

D%-6@ 82&+( Z? -, M'-P(, 1,*% *, Bb@

3,> -7 B0d ?8N@ A(5-F( '(D*>1&2 Y8 +-1,%('@

S-T +C<;K ;_:bR./$?B]d._<Rn?i:bR./$?B]\\_</ iY8]mI/ZAf I/.fc/ mIf\V Y-' & .?[ &,> P((6D A;Y@82&+( -,29 %N( A1DD*&, DO1&> 1,>(' Y*,&2 Y*'(@B('5&, 2(&>(' +N(+PD &,> '-22D ./\fi/ m.f^ &,> 9"++)+C g-L %N( DO1&> '-22D i/dfII/ mH :R. $>'&,> .?[< =11, breaking and ELR’ing. Replace

L*%N & M'-P(,]Z? \ci@ A1DD*&, 6&DD(D -, A;Y

&%%&+P@

3,> -7 B0d ZY8N@ A(5-F( %N( Y*'D%]Y*,&2

+-1,%('D@

S-T #C<;K [_:\i_<Rn3^:\.i4.</ .Y8]mc/ ZAf \/dfb/ mcfI.

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( GN -7 "! 

7-' g3@ 82&+( 8Y@ 3,> -7 B0d "Y8N@ A(5-F( &22

8YD@

S-T A4<;K B('5&,E

?i :$?B]=PZ?\ci o `-6#%3)-a`-94--).  bR.$>'<E $d :?YIR.< &,> D%-6@

A1DD*&,EBb :=PZ?\.i o `-6#%3)-a`-94--). ^RH2(&>('<E Y^:?YIR.</ 3b:?YcR\< &,> D%-6@

$_:=PZ?d._<E ?^:?YIR.</ ?b:?YcR\< &,>D%-6@ B('5&, N&D ,-L J&*,(> +-,%'-2 -7 ̀ [

M1*2>*,J $i &J&*,@

S-T #<;K

K^ :[eE$?B]d\^<RnBb$i :$?B]d\^/\i_<Rn?_

S-T $$<;K ;i ?(2((E B('5&, &%%&+PD L*%N iY8 %- .Y8 7-'cEI ->>D &,> )*22 l^@ K( N&D & RI ZA? 7-'2(&>('DN*6@ 0N( A1DD*&, &%%&+P *D .Y8 %- iY8/

*,D177*+*(,% 7-' IE. D- 51D% M( -, IE\ ->>D L*%N)*22 lc@ 0N( B('5&, '-22D d/ifII/ RIfIH 7-' g3@0N( A1DD*&, '-22D d/\fb 7-' g3@ ?(2(( +-,%*,1(D@3,> -7 B0d [[8N@

3,> -7 B0d@ Y2*6 +-1,%(' 7-' A0d@

=;"AZ Qg`3g0;AkB3A?"gE[_E \i_BbE $?B][ed\^)dE =PE _RH/3$?B]\i_$dE bR./ =PEd\^/ =PZ?E$?B]\ci

?_E \i_/$?B]d\^

;iE Q, ?(2((E bRI/d\^

AC##Q"gE3^E \.i4.

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;_E bR./ $?B]d._

A-T A<;K 

A1DD*&,E g- L(&6-, &+%*F*%*(D -' 2-,( ??[D %-%'9 %- D(27R'&229@ C,*% '&22*(DE g-% 2*P(29/ M1% L*22finally try to rally those DM’d Conscripts in E9.

DRM=3. DR=6,4=10, 3=13 for no rally … and,- D1'6'*D(@g-L *, ?b@ #&5( ZA? -7 mc@ ZAf./im^/ mcfII

7-' ,- '&229@

B('5&,E g- L(&6-, &+%*F*%*(D/ M1% %N('( *D & 2-%

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M9 7*(2> 6'-5-%*-, 7-' '-22*,J %N( D,&P(R(9(D@X(22 %N*,P &J&*,@ 0N&% -,29 N&66(,D (*%N(' *, $$ -' >1'*,J %N( -,( 6-DD*M2( ,,$ 96EBL37EE@ &%%(56% -7 & ??[ LN*+N *D &22-L(> LN(, *% *Dthat side’s turn. So this is just a great rally (they

L('( (2*%( &,9L&9<@

Now the leader attempts rally of the DM’d 436

+-,D+'*6% DO1&> L*%N $?B@ ZA?fmI :$>'/ A=/

Z?< @ ZAf\/\f^/ mIfb 7-' ,- '&229@

Q, )d %N( _RH 2(&>(' *D &%%(56%*,J D(27R'&229:ZA?fH 7-' & mI #A 6(,&2%9 M1% RI A=< &,> '-22DZAf \/cf_ 7-' & '&229@ 0N(, N( L&2PD -F(' %- %N(

%N( I

D%

 2*,( DO1&> L*%N %N( '$?B@ ZA?fRI 7-'A=@ ZAfI/.fc/ RIf. 7-' 9(% &,-%N(' '&229@ 3,> -7A0d A8N@ A(5-F( Z?D@ 

A-T <C<;K 

g-,(@ g((> %- >- D-5( DP12P*,J@

A-T ,<;K ;_ L*22 DP12P &J&*, &,> &DD&12% 5-F(D %- 8i@

C’mon Guys! ,'^*] 

0N( A-1%*,J '12(D &22-L &, ;-6#%3)- 7)".)#

&2'(&>9 D%&+P(> L*%N & M'-P(, 1,*% %- '-1% L*%N

*%/ M1% %N( 2(&>(' L*22 D177(' (2*5*,&%*-, *7 &,9

Q,%('>*+%*-, *D 7&*2(> &2-,J %N( L&9@ 0N( '12(D

7&*2 %- D%*612&%( %N&% %N( 2(&>(' 51D% &2D- ,-%

M( 6*,,(>/ N-L(F(' &++-'>*,J %- %N( 8*, '12(D/

&,9 1,*% :2(&>('D *,+21>(>< %N&% 6*,D/ 5&9 ,-%

5-F( 71'%N(' %N( '(D% -7 %N&% 62&9(' %1',@

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( GT -7 "! 

g^:\.i< &DD&12% 5-F(D %- ;^@3,> -7 A0d ?8N@ g- D5-P( -' '(D*> +-1,%('D %-

'(5-F(@

A-T +C<;K 

L5 would like to shoot at something, but can’tD(( (,(59 &,9LN('( :3b *D -MD%'1+%(> M9M1*2>*,J D95M-2 *, Y^<@ [_ D((D . %&'J(% N(4(D

&,> ?_ D((D I@ Bb D((D ,-,(@

[_:\i_<Rn3^:\.i4.</ \Y8]mc/ ZAf i/ifI./ mcfId

7-' +-L(' &,> g3@ ?&'P L*%N Y*,&2 7*'(@

?_:$?B]d\^/\i_<Rn;^:\.i<@ I.Y8]mc/ZAfI/If./ mcfd 7-' & .?[ &,> '(%&*,(> A;YV82&+( YY -, DO1&>D/ ,-% ?B@ #O1&> +N(+PD &,>rolls 6,6=12, 2=14 (I can’t believe this!) for

break, ELR (but they can’t get worse than[-,D+'*6%D< &,> [&D1&2%9 A(>1+%*-, 7-' '-22*,J%N( -'*J*,&2 I. :M9 &, 1,M'-P(, 1,*%h & M'-P(,1,*% '-22*,J & I. -, & ?[ *D (2*5*,&%(>E D((c@.@I/ g?[/ ID% 6&'&J'&6N<@ A(62&+( L*%N =PZ?..i@ 0N-D( D%16*> [-,D+'*6%DV 0N( B('5&, L*22

N-2> -, & .Y8]mc A;Y &%%&+P -, D&5( %&'J(%@

3,> -7 A0d ZY8N@ A(5-F( Y*,&2 Y*'( 5&'P('D@

A-T #C<;K 

g-,(

A-T A4<;K ;^:=PZ?..i<E The “closest building or woods

in MF” is the building in either P7 or P8. They

'-1% %- 8_@

A-T #<;K 3^:\.i4I<RnY^3b:..i -,29<RnY^8i:bR./$?B]d._<Rn;_

3,> -7 A0d "8N@

A-T $$<;K ;i ?(2(( :D&5( &D M(7-'(<E B('5&, &%%&+PDL*%N iY8 %- .Y8 7-' cEI ->>D &,> )*22 l^@ K( N&D

& RI ZA? 7-' 2(&>('DN*6@ 0N( A1DD*&, &%%&+P *D.Y8 %- iY8/ *,D177*+*(,% 7-' IE. D- 51D% M( -,IE\ ->>D L*%N )*22 lc@ 0N( B('5&, '-22D I/IfG 7-'

&, (&D9 P*22 &,> & 6-DD*M2( C?6EH<32D24?28])67H63 $3674?28@ 0N( A1DD*&, '-22D

./if^ 7-' g3@ ?(2(( *D %('5*,&%(>@

g-L 7-' %N( $(&>(' ['(&%*-,E ,(% >'5f R. :RI 7-'B('5&,/ RI 7-' =&D( 1,*% :%N( d\^< L*%N ?-'&2(≥8). The dr= 6, R.f\ 7-' %N( +'(&%*-, -7 & _RH$(&>('@ [6% X(*DD W1D% 6'-5-%(> 8'*F&%( )-+N%- [-'6-'&2@ ">> D&5( %- D%&+P@ g-'5&229/ %N((,%*'( [[ &%%&+P L-12> M( #)F"7F;7"').  L*%N &,9+N&,J(> ->>D &,> ZA?D M1% P((6*,J -'*J*,&2ZAD 7-' M-%N D*>(D &D *7 %N( ,(L 2(&>(' N&> M((,6'(D(,% 7'-5 %N( M(J*,,*,J S"#$A=. "I^@I.U/but won’t be necessary in this CC as the result is

,-% D1MW(+% %- 6-DD*M2( +N&,J(@ Bb%; 0"1 (">)

=;)+'4%-). 8()'()# " X4)7. M#%0%'4%- 0"1 -%'

(">) 6))- 9%++467) 6)F";+) %& '() 9#)+)-F) %&

'() 2)#0"- YAP 7)".)#, "-. '() 8%#.4-5 %& '()

rule stating “a MMC,” wondering if it meant “a

@@< 4- << L*%N-1% a leader.” ?- "..4'4%- '% '()

 GKTKcdP #;7) 6%%3, '() GKTKcd\, GKTKcde,

 GKT*:\, "-. '() H&&4F4"7 GKT fgG, 0)-'4%- -%

.4+'4-F'4%-R I()#)&%#), '() 74 teral reading of “a

MMC” is preserved by the German 528 squad,#)5"#.7)++ %& '() 9#)+)-F) %& " 7)".)# %# -%'R

I(4+ 34-. %& =;)+'4%-4-5 %FF;#+ &#)=;)-'71 4- "

5"0) %& +;F( #4F( 9%++46474'4)+ "-. -;"-F)+ "+

'(4+ %-)RD 

3,> -7 A0d [[8N &,> -7 B&5( 01', d@ Y2*6

+-1,%(' 7-' 7*,&2 J&5( %1',@

>?2 @+$7&-." ("/ !"&$%)+/$ 

!("' .% 1%; '(4-3h i%)+ JW (">) THK '% XWh ? +"1

NO, because you can’t see the F8/G9 hexside from'() &4#4-5 ()^ 9)# 01 %9'4%-"7 #;7), '(%;5( '()

5"0) #;7)+ "77%8 4' 6)F";+) '()#) 4+ -% %6+'#;F'4%-

'% " '(#)". 6)'8))- ()^ F)-')# .%'+R

`-&%#';-"')71, '() ;-4=;) 5#"9(4F+ ()#) %- 0"9

“zulu” allow fire from H8 into a building hex (F8)

8(4F( F%-&)#+ " +'%-)A6;47.4-5 I/@ OjeS '% 4'+

%FF;9"-'+ Gki "7+% "77%8+ &4#) '% %FF;9"-'+ %& "-

open hex (B8) “beyond” the building on the 7('$

>?2 )-"$A  ?' "7+% #4.4F;7%;+71 "77%8+ &4#) 4-'% TWC ? .%

-%' 743) +%0) %& '() 6;47.4-5 9%+4'4%-+ %- '(4+ 0"9

4- +)>)#"7 7%F"'4%-+ 6)F";+) 4' F#)"')+ 5#)"'"0645;4'1 "-. .4+#;9'+ '() #)"74+'4F +40;7"'4%-

'("' +% F("#"F')#4l)+ '() GKTLKcN '"F'4F"7 !!??

5"0) +1+')0R I(4+ ;-F("#"F')#4+'4F 0"9 &)"';#) 4+

unique to Map “zulu” in the entire ASL*SK+ system. 

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( GW -7 "! 

=;"AZ Qg`3g0;AkAC##Q"gE3^E \.i3bE ^RH/ =P\.iY^E \.i/..i

:$iE 5$?B<:?dE 5??B<?bE _RH/ MPd._;_E bR./$?B]d._

8_E =PZ?..i

B3A?"gE[_E \i_BbE $?B][ed\^)dE _RH/ '$?B]\i_$dE bR./d\^/ J$?B]=P\ci

?_E $?B]d\^/\i_;iE bRI/_RH/d\^

-;?9 ?9 ?4 B23 4;6 S63D789\ -;6@ 6?4;63

7>>2D1E?9; ?4 7EE 4;?9 1E7@63 4038_ 78H ?B 92

H6B68H 78@ >208463L7447>P_ 23 B7?E 42 7>;?6J6

4;6 J?>423@ >28H?4?289]

S-W A<;K 

B('5&,E 0N( 2(&>(' *, $d L-12> 2*P( %'&,D7(' -7%N&% B('5&, $?B &L&9 7'-5 %N( =P\ci %- %N((2*%( d\^/ M1% L(&6-,D %'&,D7(' -++1'D -,29M(%L((, B; 1,*%D/ &,> %'&,D7('D N&66(, 6)&%#) rallying, so it’s a noRJ-@ A&229 &%%(56% -7 %N(=P\ciE ZA?fRc/ ZAfI/dfi/ Rcfc 7-' & '&229@*Don’t forget the :86F163?68>6H <687E4?69 %N(9

D177(' LN(, 1D*,J %N( $?B &,> -%N('@ #(( d@\U@

A1DD*&,E g-,(@ 3,> -7 B0d A8N@ A(5-F( Z?@

S-W <C<;K 'P_ 4;6 S63D789 47P6 7 H661

breath, and proceed … ;i:bRI/d\^/_RH<Rn;_:bR./$?B]d._</ ^Y8]m./ZAf \/cf_/ m.fb 7-' & g?[@ 82&+( 8Y@ 0N(

A1DD*&, 2(&>(' '-22D c/ifb &,> 8*,DV 82&+( 6*, -,N*5 &% M-%%-5 -7 D%&+P@ g-L DO1&> L*%N-1%N(26 -7 2(&>(' '-22D ./cfd 7-' KCB3 6&DDV

Bb:$?B]$Qd\^<RnY^:\.i/..i</ IiY8]m\/ ZAfI/dfi/ m\fIH 7-' & g?[@ 82&+( 8Y &,> 9-1 5&9'(5-F( %N( [e +-1,%('@ :[e +-1,%(' *D '(5-F(>*7 %N( 1,*% 8'(6 Y*'(D/ M'(&PD -' &% %N( D%&'% -7 4'+

?8N/ LN*+N(F(' -++1'D 7*'D%<@ J"7&  DO1&> '-22D

c/If\VVV Y-' &,-%N(' KCB3 8&DDV g-L %N( \.iDO1&> '-22D c/\f_ 7-' & M'(&P :&,> Z?< M1% ,-

3$A@ 

:?&W-' 8*J-%% &DD*J,D %N( DO1&>D *, ?_ %N( %&DP

-7 &DD&12%*,J %N( M1*2>*,J &+'-DD %N( D%'((%@ K(L*22 7-22-L 2&%('@ K( &2D- >*'(+%D %N( 7-'+(D6'(D(,%29 L*%N N*5 %- &%%&+P *,%- %N( A1DD*&,F('%(4 :M(%%(' F-'%(4< -7 %N( 7&' `[ M1*2>*,J :Y^<*, & >(D6('&%( &%%(56% %- F&,O1*DN %N( 7-(VY*'D%/ N-L(F('/ N( L*22 1D( & D&+'*7*+*&2 DO1&> %-

>'&L D-5( 7*'(…) 3,> -7 B0i 8Y8N@

S-W ,<;K 

$d:$?B]\ci<E Z-1M2( %*5(V :82&+( [e/ %N(9 ,-LN&F( d?Y Sc?Y &D [-,D+'*6%D m [eU<E )i:?YI</%N( A1DD*&,D %&P( ,-%*+(/ Gi:?Y.</ %N( A1DD*&,D

+-+P %N(*' '*72(D/ Q_:?Yc</ %N(9 %&P( &*5/H7(MF4), “Hold your fire!” G8 (MF5</ YQA3V 0N(9

+-12> >- &, ^FP fire group, but don’t. 

Y^:..i<ZIYRnB^:[eE$?B]\ci</ \Y8]R./ZAf\/ifIH/ R.f^ 7-' g3V 82&+( IY &,> A(D*>

+-1,%('@

#L*%+N*,J J(&'DE ?_:\i_ -,29< &DD&12% 5-F(D %-

g_/ &,> ;_ -6(,D 7*'(@

;_:$?B -,29<ZIYRng_:\i_</ \Y8]RI/ ZAf I/dfi/

RIfd 7-' & I?[ &,> A;YV 0N( A1DD*&, 51D%>(+*>( LN(%N(' %- 2(&F( A(D*>1&2 Y*'( -' '(%&*,A;Y L*%N %N( $?B :D(( %N( ;77*+*&2 3''&%& 7-' .,> *%(5 -7 '12( c@cISD*+U<@ 0N( '12(D >- ,-% D6(+*79the order precisely, so he’ll 7*'D% D(( %N( (77(+%@B('5&, DO1&> '-22DE \/dfb/ mIfIH/ 7-' & M'(&P@82&+( Z?@ K( >(+*>(D %- 5&*,%&*, A;Y &,> ,-

A(D*> +-1,%(' *D 62&+(>@

g-L ?_:$?B]d\^< 6-6D D5-P( *, g_/ >'f \:?YIR.</ %N(, 5-F(D *,%- D&5( :?YcR\<@

A1DD*&, &,DL('D &D M(7-'( L*%N $?B@

;_:$?B -,29<ZIYRng_:$?B]d\^</ \Y8]mI/ ZAfi/If_/ mIf^ 7-' g3 &,> 2-D% A;Yh 62&+( IY

:'(5(5M(' -,29 -, ?B< &,> .Y8 A(D*>@

g-L/ 7'-5 )d &,> Z-1M2(R0*5*,J :82&+( [e<+-5(D :_RH/'$?B]\i_<E )i:?YI</ Gi:?Y.</G_:?Yc</ Q^:?Y\</ Qb:?Yd</ Kb:?Yi</ BIH:?Y_

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( GX -7 "! 

&,> Y^ +&,,-% #YY >1( %- +2-D(' (,(59 *, B^<

&,> Yb:?Y^</ LN*+N >28B639 +, -, MP\.i *,3b@

Y^:IY..i<#YYRnYb:[eE _RH/'$?B]\i_</ .Y8]R./ZAf c/\f_/ R.fd 7-' & g?[@ Y2*6 %- YY &,> 62&+(

'(D*>@ $(&>(' '-22D i/ifI./ M'(&P*,J/ +&D1&2%9reducing and ELR’ing! Let’s see if he survived. 

0N( L-1,> >'f\ 7-' & L-1,>*,J :M1% L*DN(D N(L&D >(&><h 62&+( L-1,> +-1,%('/ Z? &,>'(62&+( L*%N imI 2(&>('@ :0N('( L*22 M( ,- $$0[N('(@ Z- 9-1 P,-L LN9pb< g-L %N( DO1&>+N(+PD &,> '-22DE \/.fi 7-' & D%16(,>-1D 6&DDV0N( [e +-1,%(' DN-12> ,-L -,29 M( -, %N(

DO1&> L*%N ?B@ Now it’s Major Pigott’s %1',@

$d:bR./d\^<E ?i:?YIR.</ gi:?Yc<@ g-L %N(

DO1&> *, ;_ 7*'(D@

;_:d._<ZIYRngi:bR./d\^</ ^Y8]R./ ZAf I/if_/ R.fd 7-' & .?[@ A1DD*&, DO1&> *D ,-L &2D- IY@82&+( A(D*>@ B('5&, 2(&>(' '-22DE ./.f\/ m.fiVXN&% &, tM('5(,D+NV g-L %N( DO1&>E d/dfIH/ R

.:$>'<f^/ LN*+N 8*,D %N(5V

$&D% M1% ,-% 2(&D%/ [_ >(+2&'(D >-1M2( %*5( %--@[7(CX467): C8(MF1) … *E8 is wondering if he’s J-*,J %- '1, D-1%N &,> &'-1,> -' &66'-&+Ncloser on next move?! … They can’t wait any

2-,J(' &,> >(+*>( %- DN--%@U 3^:\.i<ZIYRn[^:[e\i_</ \Y8]R./ ZAfc/.fd/ R.fc 7-' & .?[V82&+( IY &,> '(D*>@ #O1&> '-22DE \/\f^/ m.fIH/%N('(M9 M'(&P*,J/ M1% ,- 3$A@ 0N( [e *D ,-%

,((>(> &,95-'(@

X-LV XN&% & M2-->9 ?8N@ 3,> -7 B0i ?8N@

A(5-F( %N( D5-P( &,> '(D*>1&2 7*'( +-1,%('D@

S-W +C<;K 0N( -,29 DN-%D %N( A1DD*&,D N&F(IH &'( ;_ &%

%L- &>W&+(,% %&J(%DE

;_:$?B]d._<YYRng_:$?B]d\^/=PZ?\i_<@ =1%

7*'D%/ >- 9-1 '(5(5M(' %N&% %N( =l -7 & ?BM(*,J 1D(> *, #YY :-' Y8Y< S*@(@/ &2'(&>9 IYU *D

b Because the squad’s ML of 7 is no% 7)++ '("- %N&% -7

%N( _RH 2(&>(' %N&% M'-P( N-''*M29@IH

 Y^ N&D ,-,( >1( %- Y*,&2 Y*'( D%&%1D@

2-L('(> M9 %L-p #*,+( %N&% *D %'1(/ doesn’t it

5&P( D(,D( %N&% & IY ?B/ 7*'*,J 7-' *%D D(+-,>%*5( *, %N( ZY8N :2*P( N('(< L-12> &2D- D177('%N&% 6(,&2%9p k(D@ Q, 7&+%/ %N( '12( M--P 2(7% -1%&, *56-'%&,% 6N'&D( %N&% *D +-''(+%(> M9

*,D('%*-, *, %N( "#$#). '12( M--P@ 0N( 2&D%D(,%(,+( -7 '12( \@I DN-12> '(&> &D 7-22-LDE“The B# of a MG 1D*,J #1MD(O1(,% Y*'D% Y*'( .%

B-"() B-%$ C#$" '(%=$/ C-&# ( B-%7& B-%$

,.+"&$%  is lowered by two.” Now we can

6'-+((>@ ;_:$?B]d._<YYRng_:$?B]d\^/=PZ?\i_</ iY8]mH/ ZAf c/cfi 7-' >2563 &,> &g?[@ Y2*6 %- YY@ 0N( d\^ '-22D i/\fIH/ 7-' &M'(&P M1% ,- 3$A@ Y2*6 &,> 62&+( 1,>(' %N( Z?@g-L %N( =PZ? \i_ '-22DE \/dfb/ 7-' &,-%N('M'(&P :LN*+N +&D1&2%9 '(>1+(D %N( DO1&>< M1%

,- 3$A@ A(62&+( L*%N =P.\_@ 3,> -7 B0i ZY8N@A(5-F( &22 IY]YY@

S-W #C<;K Yb:3$?BII]$Q\i_< Rn Y^:..i< :K-6( 9-1'(5(5M('(> %N&% %N( =l :-' el< -7 & >714036H /( *D '(>1+(> M9 ./ N('( 7'-5 II %- b</ iY8]m\/

ZAf c/\f_/ m\fII 7-' g3@ 82&+( 8Y@

gi:bR./8*,,(> d\^<Rn ;_:$?B]d._/8*,,(> bR.</\Y8 :"Y8N/ 8*,,(>/ 8=Y/ "Y =-,1D< ]mIZA?/ZAf\/Ifd/ mIfi 7-' & g?[V 82&+( 8Y@ 0N(

8*,,(> 2(&>(' '-22D ./.f\ &,> 6&DD(D/ M1% *D D%*228*,,(>@ g-L %N( DO1&> '-22D ./cfd 7-' & BA3"0

8"##V

3,> -7 B0i "Y8N@ A(5-F( 8YD@

S-W A4<;K B('5&,E

[^ :=PZ?\i_<E %- =_:?YIR.<

Yb :=PZ? (8H imI< K&D -,29 c?Y D*,+(L-1,>(>@ K( L-12> 2-F( %- '-1% %- %N( L-->D

*, KIH M1% +&, D(( %N( A1DDians in M9, so can’tD%(6 *,%- BIH :+2-D(' M9 -,( N(4<@ K( +&,,-%D%&9 *, Yb >1( %- &>W&+(,+9 %- (,(59 *, 3b &,>Y^@ K( +&,,-% J- %- 3IH :&>W&+(,% %- (,(59 *,3b<@ K*D -,29 '-1% *D >*'(+%29 D-1%N *,%- YIH/

II A(5(5M(' %N&% (4+(6% 7-' )?BD/ ?BD %N&% 5-F(>

*, %N( ?8N/ 5&9 ,-% 7*'( *, "Y8N@

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  "#$ #%&'%(' )*% #+(,&'*- #./ !"# %& '() *"'+, 01%-'*&2 34&562( -7 82&9 :3;8<=9 3>>9 ?@ >(2 A*-/ =BB CD(',&5(E (>(2'*-@ $&D% '(F*D(>E G&,1&'9 .H/ .HII

8&J( GY -7 "! 

LN*+N *D -6(, J'-1,>@ K( L*22 )25 $375E %N('(

,-L %- &F-*> *,%('>*+%*-, 7'-5 %N( ..i *, Y^@

g_ :=PZ?E $?B]d\^/.\_<E ?_:?YIR.</

?i:?YcR\</ $d:?YdRi<

A1DD*&,E3b :-,29 %N( =PZ?\.i/ ,-% %N( 2(&>(' %--<E 3^@Y^ :=PZ?\.i<E 3^ :&,> ,-L %N(9 D(( B('5&,D

*, =_<@ 3,> B0i A%8N@

S-W #<;K YbRn3b 82&+( [[@B^RnY^ 82&+( [[@BbRnY^ :7-' D%92(V<gi:bR.<Rn;_ 82&+( [[ &,> +, <X\ 

;i:"22<Rn ;_ 1,>(' [[@

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are shooting the MG; the Conscripts’ inherent

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