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Advanced Squad Leader Rules Summary: Each Turn

Each ASL turn consists of several phases where units can perform different actions. During the Rally Phase, units can attempt to rally, repair weapons, or deploy. In the Prep Fire Phase, the attacker can designate opportunity fire or perform tasks. During the Movement Phase, the attacker moves units and the defender takes defensive first fire against moving units. The defender can also take subsequent first fire and final protective fire during movement. Residual fire may be left. Key phases involve both players, while others favor the attacker or defender.

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100% found this document useful (2 votes)
410 views11 pages

Advanced Squad Leader Rules Summary: Each Turn

Each ASL turn consists of several phases where units can perform different actions. During the Rally Phase, units can attempt to rally, repair weapons, or deploy. In the Prep Fire Phase, the attacker can designate opportunity fire or perform tasks. During the Movement Phase, the attacker moves units and the defender takes defensive first fire against moving units. The defender can also take subsequent first fire and final protective fire during movement. Residual fire may be left. Key phases involve both players, while others favor the attacker or defender.

Uploaded by

Patterson Leong
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Advanced Squad Leader Rules Summary

Each Turn
• Weather check (B25) – Snake eyes (possible change) or Box cars (gust) something might happen
• Snipers – SAN is only activated for: MC rolls (not in RPh), Entrenching rolls, Task Check rolls, NON-OBA IFT
attack rolls, and when you roll To Hit with a gun/tank. (A14.1)

Sequence of Play SAN


1 Rally Phase (RPh)
2 Prep Fire Phase (PFPh) X
3 Movement Phase (MPh)
Defensive First Fire X
4 Defensive Fire Phase (DFPh) X
5 Advancing Fire Phase (AFPh) X Key
6 Rout Phase (RtPh) = Both Players Participate in Phase
7 Advance Phase (APh) = Attacker
8 Close Combat Phase (CCPh) = Defender

Rally Phase (RPh)


Both Players may attempt to repair weapons, rally broken units, deploy, etc. Each unit may attempt only one type of
action in a RPh. Example: If a squad rallies during its RPh, it may not attempt to Deploy in the same RPh (even if
directed by a different leader)
• One broken unit (without a leader) may attempt Self-Rally during ATTACKER’s turn (A18.11) (+1 DRM A10.63)
• There is a -1 DRM for Rally within building, pillbox, trench, or woods (A10.61)
• All broken units (both sides) with a leader may attempt Rally (DR ≤ morale, with leadership DRM) (A10.6)
• If DM (Desperation Morale A10.62) = +4 to die roll, then marker removed if not in Open Ground
• Roll of 12 on Rally check = Casualty Reduction (Squad -> Half-Squad, Half-Squad removed, SMC Wounded dr =
1-4 wounded marker, 5-6 dead) (A10.64)
• A Good Order unit may attempt to fix broken weapons (per counter) (A9.72)
• SW recovery dr < 6 (∆) (A4.44); SW freely transferred between Good Order unpinned units (A4.431)
• Deploy (A1.31) - A Good Order squad with a Good Order leader in the same Location may attempt, in their
RPh, to split into two equal HS by having that squad pass a leader-modified NTC. A leader may attempt to
Deploy only one Good Order squad in that Location per RPh, and a squad may be subject to only one
Deployment attempt per RPh (see also Setup Limitations; A2.9). A squad's possessions can be freely
rearranged among its HS when Deployed.
• Recombine (A1.32) – As sole action in RPh, a Good Order leader can recombine two Good Order HS with
same nationality and strength factor.

Prep Fire Phase (PFPh)


The ATTACKER may fire SMOKE with ordnance/OBA, fire any of his units capable of fire, designate Opportunity Firers,
or perform labor tasks. Place a Prep Fire counter on those units which fire, a Bounding Fire counter on Opportunity
Firers, and a Temporarily Immobilized (TI) counter on those units which perform labor tasks – for all of these cases,
remove any CX counters from these units (A4.51).
• Fire Groups (FG) = adjacent to each other, all with Line of Sight to target (A7.5)
• Mandatory Fire Group = one attack allowed from a hex to a hex (A7.55)
• If Rate of Fire (ROF) on MG kept (colored die ≤ ROF # on counter) = may fire again at full strength (A9.2)
• Point Blank Fire (PBF) = doubled (A7.21)
• Long Range Fire (double range) = Area Fire (half strength) (A7.22)
• Opportunity Fire = personnel designated to fire (no move); fire at full strength in AFPh (A7.25)
• Cowering (roll doubles, no leader) = down one column (two columns if Inexperienced); unit and its SW
marked with Prep Fire counter during PFPh or Final Fire counter if during Movement Phase (A7.9)
• Encirclement (two opposite or three non-contiguous hex sides, sequential attacks; no exit from upper level
building) = -1 morale, +1 to fire, x2 MF to leave (A7.7)

Movement Phase (MPh)


The ATTACKER may move any units capable of movement which, during the PFPh neither fired, nor became marked
for Opportunity Fire, nor attempted a labor task. Units are subject to the effect of the DEFENDER’s First Fire as they
move. The DEFENDER places a First Fire counter on any of his units which fire unless it retains a Multiple ROF.

Base MF with Double Time Double Time


Unit MF Leader No Leader with Leader
First/Second/Elite MMC 4 6 6 8
Inexperienced (Conscript) MMC 3 6 (5) 5 8 (7)
SMC (wounded) 6 (3) 6 (N/A) 8 (N/A) 8 (N/A)

Unit Inherent Portage Capability (IPC A4.42)


SMC 1 Portage Point (PP)
MMC 3 PP
One SMC may add its IPC to one
MMC. Both must be in Good Order. 4 PP

• Prior to moving, remove CX counters from units which were marked CX in prior MPh (A4.51)
• 4 MF for MMC, 6 MF for leaders/units stacked with leaders for entire move (SW may reduce) (A4.11)
• Infantry unit loses one Movement Factor (MF) for each Portage Point (PP) carried in excess of its Inherent
Portage Capability (IPC) (see portage examples table). SMC may never carry more than two PP. (A4.42)
• Double Time = +2 MF (+1 if announced during move); CX counter placed on unit at beginning of move; IPC
reduced by 1 (A4.52); has effects on combat; can’t advance into difficult terrain; can't Double Time 2 turns in
a row, CX counter removed if unit breaks, or as soon as it moves in its own next Movement Phase (A4.51)
• 2 MF to enter building; 1 MF to use stairs (B23.4)
• Stacking Limit = 3 MMCs plus 4 SMCs (A5.1); overstacking has combat effects
• Assault Movement (may not use all MF) - announced, one hex, some protection from fire (A4.61)
• Road bonus = +1 MF if start, end and entire move on road (not through smoke, etc.) (B3.4)
• Dash (across a road to a location with cover) - no enemy at destination; Area Fire in road; stop on other side
(A4.63)
• Bypass building = 1 MF; in Open Ground if fired upon at hex vertex (A4.3)
• Any SMOKE screen caused by SMOKE grenades is represented by 1/2” counters and is immediately removed
at the end of the ATTACKER’s MPh in which it is placed, after all opposing First Fire but before any Defensive
Final Fire (A24.11).
• Unbroken unit may drop SW at no MF cost (A4.43); SW recovery dr < 6 (∆) + 1 MF (A4.44)

• DEFENDER’s Defensive Fire


o First Fire (one-time, full strength) (A8.1)
o Subsequent First Fire (one time, half strength, no farther than closest in-LOS enemy unit) (A8.3). See MG
Sustained Fire (A9.3).
o Final Protective Fire (unlimited # of times, half strength, adjacent only (Point Blank), roll is Normal
Morale Check for firing unit) (A8.31). See MG Sustained Fire (A9.3).
o FFMO (First Fire, Movement Open) = -1 DRM (A4.6)
o FFNAM (First Fire, Non-Assault Movement) = -1 DRM (A4.6)
o Leaves Residual Fire (1/2 initial strength as per IFT) through Movement Phase (no residual if keeping ROF
A8.23). Residual FP reduced by one IFT column for each positive DRM caused solely by conditions
outside the target hex (including CX, BU, Stun, leadership modifier, or hexside/bridge TEM) (A8.26)
o MG may leave Fire Lane = 1 column left; (alternate) Hex Grain; uses all ROF (A9.22)
o Snap shot – between buildings / cover. Snap shots (A8.15) are conducted at ½ FP, and no FFMO/FFNAM
DRM apply to them, but neither does the TEM of the hex being moved into [EXC: SMOKE, wall or hedge
that crosses LOF].
o Spraying Fire – Can be used against a moving unit and against a Location without a moving unit (halved
again for Area Fire), but its only affect in the second Location is to leave Residual FP (A9.52). Squad
spraying fire is limited to a maximum range of 3 hexes (A7.34).

Defensive Fire Summary Chart


Defensive First Fire (DFF) (A8.1) • Occurs during opponent's MPh
• affects only moving unit(s)
• can leave residual FP
• place First Fire Counter
1a. Subsequent First Fire (SFF) • Occurs during opponent's MPh
(A8.3) • affects only moving unit(s) within normal range
• can leave residual FP
• available to units that have already been marked
with First Fire Counter but have no closer target
• flip counter to Final Fire side
1b. Final Protective Fire (FPF) • Occurs during opponent's MPh
(A8.31) • affects only adjacent moving unit(s)
• can leave residual FP
• available to units that are already marked with a
Final Fire Counter and acts as a NMC vs. firing unit
Final Fire (FF) (A8.4) • Occurs during DFPh
• FFNAM and FFMO do not apply
• affects all units in target location
• not available to units already marked with a First Fire
counter unless they are firing at an adjacent hex
• place (or flip to) Final Fire counter
Defensive Fire Phase (DFPh)
The DEFENDER may fire any of his units that are capable of fire, and not yet marked with a First Fire counter at any
enemy units currently within their LOS. He places a Final Fire counter on any of his units which fire. He may also fire
those units marked with a First Fire counter, but only at adjacent enemy units and only under the constraints of Final
Fire. Flip their First Fire markers over to the Final Fire side as they fire.
• May Fire any units not already fired (full strength) (A8.4)
• May Final Fire units with First Fire marker (adjacent; half strength/Point Blank) (A8.4)
• Remove all First and Final Fire counters at the end of this phase.

Advancing Fire Phase (AFPh)


The ATTACKER’s units which did not fire in the PFPh or attempt to perform a task requiring TI status may fire at half
FP (see C.4 for ordnance/vehicular fire) [EXC: FT/MOL/DC (A22-23) and Opportunity Firers (A7.25) attack at full
strength].
• MMGs, HMGs, mortars, or Guns which moved during the MPh may not fire during the AFPh (A4.41), but
LMGs can.
• Units which have not fired yet may fire at half strength; ordnance instead adds a +2 TH DRM (A7.24)
• Opportunity Firers (A7.25) attack at full strength. Only an Opportunity Firer can use a Multiple ROF or
Intensive Fire during the AFPh.
• Units with underlined Fire Power (FP) factor can use Assault Fire (A7.36) within Normal Range. A unit using
Assault Fire in the AFPh may, after all other modifications, add one to its FP and round fractions up.
• Remove all Prep Fire and Bounding Fire counters at the end of this phase

Rout Phase (RtPh)


Broken units of both sides may seek cover, with the ATTACKER routing his units first (A10.5) one unit at a time. Units
need not rout unless ADJACENT to an unbroken, Known enemy unit [EXC: Passengers; D6.1], or if in Open Ground
and in the LOS and Normal Range of a Known enemy unit. When the ATTACKER has completed all of his routs, the
DEFENDER then conducts all of his routs, one unit at a time.
• Must rout if in Open Ground and LOS and Normal Range of Known enemy unit (can be interdicted)
• Must rout if adjacent to unbroken enemy unit
• 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 through any Hindrance. 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.
• 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.
• 6 MFs; to nearest building/woods; no closer to Known Enemy Unit; Unbroken leader may accompany
• 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.
• May leave the building/woods you start in; may continue to rout in contiguous buildings/woods
• Will surrender if encircled and adjacent to enemy unit
• May voluntarily break and rout if in LOS

Interdiction
• Interdiction (A10.53) – moving into open ground without low crawl, in both the LOS and Normal Range of an
unbroken enemy unit capable of fire on it in that hex with a least one FP without any form of hinderance is
subject to an NMC.
• May Low Crawl (one hex) or risk Interdiction (morale check in open ground if unhindered normal range LOS)
• Enemy units in melee, CX, or encircled cannot interdict. Leaders without a SW, or a single leader with a MG,
cannot Interdict. Enemy units with halved FP cannot interdict: Pin, Motion, Mounted Firer, etc., (A10.532)
• Interdiction failure = Casualty reduction (A10.53)
• Open Ground (A10.531) – any hex in which any Interdictor could apply, during a hypothetical DFF
opportunity, the -1 FFMO DRM.
• 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.

Rout Phase Summary


• All routing units may use 6 MF (wounded SMC only have 3 MF).
• Must rout if adjacent to an unbroken enemy unit.
• Must rout from its starting hex if a hypothetical unit routing through that hex would be subject to interdiction.
• May rout if under a DM counter.
• When routing, must rout towards the nearest building or woods that is not closer to a Known Enemy Unit.
The routing unit may ignore any building hex that is part of a building they are already in.
• Interdiction can occur if routing in Open Ground, normal range, and unhindered LOS of enemy unit without
using Low Crawl.
• Low Crawl is a rout of one hex consistent with the above rules that protects against interdiction.
• Units that must rout but cannot are eliminated.
• If woods/building cannot be reached in a single RtPh, (i.e., more than 6 MF away) unit may rout to any terrain
consistent with all other rout requirements.
• A routing MMC possessing a weapon must carry as close to 3 PP (without exceeding 3 PP or 1 PP for a SMC) as
it can. A weapon exceeding the PP allowance is dropped before a unit routs.
Advance Phase (APh)
The ATTACKER may move any of his Infantry units which are neither broken, pinned, TI, nor marked with a CC
counter (A4.7) one hex (even if the hex moved into is currently occupied by enemy units) or he may change Location
within his current hex. A unit may never change Location within a hex and enter a new hex in the same APh.
• One hex; may enter enemy hex and begin Close Combat
• Unbroken unit may drop SW at no MF cost (A4.43); SW freely transferred between Good order unpinned
units at start of APh (A4.431)
• Difficult Terrain (A4.72) – Advance into any hex where MF cost (excluding SMOKE) is ≥ 4 MF or all of a unit’s
available non-Double Time MF allotment (whichever is less) may not be made if the unit is CX [EXC: Climbing;
Deep Stream Entry]; otherwise it may advance but becomes CX. In no case can a unit advance if it retains no
MF after deducting portage costs

Close Combat Phase (CCPh)


Units of both sides occupying the same Location resolve their CC attacks; any survivors which have not withdrawn are
considered in Melee. The ATTACKER places a “?” counter on any of his eligible unconcealed units as per A12.12-.122.
There are no TEM or LOS Hindrance modifications to a CC attack DR, nor does PBF/TPBF ever apply. CC is typically
simultaneous, so both sides attack the other even if one or both is thereby eliminated.
• Unbroken unit may drop SW at no MF cost at start of CCPh to withdraw from Melee (A4.43)
• SMC in CC has 1 FP; Leader has 1 FP and can provide leadership DRM (A11.14). However, a leader cannot
apply his DRM to his own separate CC attack (A11.141)
• Check for ambush if advanced into building/woods (no existing Melee); causes Close Combat to be
sequential with modifiers (A11.4)
• Close Combat / Melee Withdrawal (A11.2) (rolling snake-eyes or boxcars on CC resolution) (A11.22
Infiltration)
• May assign SMC to MMC (else can be attacked alone) (A11.14)
• May attack one, all or some (A11.12)
• Compute all odds and modifiers (attacker first), then roll: (DR < Kill #) = kill; (DR = Kill #) = Casualty Reduction
(A11.11)
• If both sides survive, Melee (no movement or fire; may be reinforced) (A11.15)
• At end of CCPh, any of the attacker’s units may attempt to gain concealment (see end of A12.12). Remove
all TI/Pin counters. Flip CC counters over to Melee side or remove them.

Leadership
• If a leader directs a Fire Group’s (FG’s) attack, he increases its FP effectiveness: Prevents cowering (A7.9), and
his leadership modifier is added as a DRM to the attack DR on the IFT (A10.7)
• Fire Direction – A single leader cannot direct more than one weapon/unit per phase unless they are part of
the same Fire Group. Hence a squad that elects to use its inherent FP in a different attack than that of the
MG it is manning does not get the leadership benefit if given to the MG instead (A7.53) (A7.531)
• MC/TC leadership DRM (A10.21)
• Leader cannot apply his own leadership DRM to his own MC/TC, but he can apply the leadership DRM of an
unbroken leader of higher morale which is in his same location or moving stack (A10.22)
• Leader Loss Morale Check (LLMC) / Leader Loss Task Check (LLTC) (A10.2)
• A Pinned Leader cannot provide his 2 MF bonus (if not already used; see 4.12) and/or his portage bonus. He
also cannot aid other units’ MC/TC, nor direct an attack, nor use Voluntary Rout (but he can voluntarily break
[10.41] to route) (A7.831)
Mortars

• Light Mortars: ≤ 60mm; such mortars are SW. Do not require crews to fire with full efficiency.
• Medium Mortars: 76-82mm. Can be dismantled (A9.8) and portaged as a 5pp SW.
• Leadership can apply to TH DR, but not to IFT DR (A7.531)
• Roll a 2 DR for TH and you have a Critical Hit (CH) (C3.7). CH = doubled FP and TEM is now a minus to the
DRM instead of plus. Rolling a 2 TH is considered a CH only if you could have hit the target by rolling a 3 or
better – if you needed to roll a 2 or less just to hit, then you need to roll a subsequent dr.
• Area Target Type (C3.33): Must be used at all times by mortars. All (including friendly) units in target hex
can be hit (even by WP). Does not lose ROF for Area Target/SMOKE. A mortar can hit target hex units out of
its firer’s/spotter’s LOS if the shot hit the non-hidden enemy target that currently was the hardest for it to
hit. All units are attacked on IFT using a single DR and half FP of ordnance. TEM applies to IFT DR, not TH DR.
• Spotters (C9.3): One Good Order Personnel unit in same/adjacent hex (regardless of vertical distance/LOS)
can be a Spotter for a mortar (or multiple mortars if they all fire on same hex). Spotting is equivalent of using
a SW; must be predesignated by owning player during his PFPh/DFPh (if hidden, must be recorded as
spotter). As long as Spotter is Good Order, mortar(s) can fire on any target in Spotter’s LOS. A Pinned
Spotter in effect pins the mortar crew for Spotted attacks. A new Spotter may not be designated until
original Spotter is eliminated/ broken/captured, and not until start of owner’s MPh following the loss.
Spotted fire is subject to +2 DRM and ROF –1.
Armor Tables & Aids
Vehicle Target Type To Hit and To Kill Summary Armored Target Size Modifiers
1 - Select Ammo and Vehicle Target Type. Colors Size DRM
2 - Select target and calculate range. 2 white dots Very Small +2
3 - Cross reference range and target type with firing
1 white dot Small +1
weapon gun size and length
4 - Roll dice and add appropriate To Hit DRMs. No colors Normal 0
5 - If hit occurs, determine location of hit -- hull/turret 1 red armor # Large -1
and front/side/rear. 2 red armor # Very Large -2
6 - Determine TK# by cross referencing Ammo and gun
size, length, and range.
7 - Roll dice and add results to AF of location hit.
Location of Vehicular Hit ∆
Consult appropriate AFV Destruction Chart based
on ammo type (AP, Heat, APCR/APDS, HE, MG). Turret TH DR colored dr < white dr
Hull TH DR colored dr ≥ white dr

Armor To Kill Process Obtaining Modified TK# ∆


Steps AFV To Kill Process C7.1 Basic TK# Modifications
1 Determine Target's Armor Factor (AF) A Rear Target Facing: +1 to Basic TK#
2 Determine basic To Kill # (TK#) and modify B Aerial/DC/MOL Elevation Advantage
3 Final To Kill # = Modified TK# - AF +1 to Basic TK#; +2 if OT
4 If DR ≤ Final To Kill #, use C7.7 to decide results C Critical Hit: Basic TK# x 2
D Range: AP, APCR/APDS and FT only

A boxed AF indicates that the upper structure on that facing (the turret) has the next better AF as per chart C7.11. A circled
AF indicates that the upper structure on that facing (turret) has the next lower AF as per C7.11. Example: Boxed AF = 8, then
turret AF = 11
To Hit / To Kill General Process Table (Mortars, Guns, AFV)
To Hit / Kill Process
Steps (Blue Sheet) Table and Process
1 Find Base To Hit # (Table C3)
2 Determine Modified To Hit # (Table C4)
3 Determine To Hit DRM (Tables C5 & C6)
4 Hit if DR + (To Hit DRM) ≤ (Modified To Hit #)
5 If Hit, resolve based on Fire & Target Type:
Target Type Resolution Process
• Infantry IFT (Table A7)
• Armor Determine To Kill # (TK#) using
appropriate C7 To Kill Table (Blue
• Gun
Sheet). Then roll dice and resolve
• Vehicle using Destruction Table.

Portage Examples Table


Portage Example (see A4.52) Net Net
MMC = 1st/2nd/Elite IPC MF Calculation MF Notes
MMC with 4 PP SW 3 4 MF [MMC] - 1 MF [1 PP > IPC] 3
MMC Double Time (CX) with 4 PP SW 2 4 MF [MMC] + 2 MF [CX] - 2 MF [2 PP > CX IPC] 4
MMC with 5 PP SW 3 4 MF [MMC] - 2 MF [2 PP > IPC] 2
MMC Double Time with 5 PP SW 2 4 MF [MMC] + 2MF [CX] - 3 MF [3 PP > CX IPC] 3
MMC with Leader with 4 PP SW 4 4 MF [MMC] + 2 MF [Leader] 6
MMC with Leader with 5 PP SW 4 4 MF [MMC] + 2 MF [Leader] - 1 MF [1 PP > IPC] 5
MMC Double Time with Leader Single 3 4 MF [MMC] + 2 MF [CX] + 2 MF [Leader] - 1 MF 7 NA as Single Time
Time with 4 PP SW [1 PP > CX IPC] Leader has only 6 MF
MMC and Leader Double Time with 4 PP 2 4 MF [MMC] + 2 MF [DT] + 2 MF [Leader] - 2 MF 6
SW [2 PP > IPC]
MMC Double Time with Leader Single 3 4 MF [MMC] + 2 MF [CX] + 2 MF [Leader] - 2 MF 6 Better MF than next
Time with 5 PP SW [2 PP > CX IPC] example with CX leader
MMC and Leader Double Time with 5 PP 2 4 MF [MMC] + 2 MF [CX] + 2 MF [Leader] - 3 MF 5 Don't CX leader, as you
SW [3 PP > CX IPC] get fewer MF in this case

PTC / NMC Summary Table


Pin Task Check (PTC) & Normal Morale Check (NMC) Summary Chart
PTC • (DR > Morale) = Pinned
NMC • (DR > Morale) = Broken
• (DR = Morale) = Pinned
• (DR = 12) = Casualty Reduction (CR).
CR wounds a SMC (perhaps mortally), eliminates a Half
Squad (HS), and reduces a Squad to a HS.
• (DR = 2) Heat of Battle - may cause Berserk,
Heroes, Battle Hardening, Fanatics,
Surrender
ELR

Other Things
• Fire Power (FP) and Dice Roll Modifier (DRM) are two separate things, and they never mix:
o FP can be halved, doubled, and/or tripled while preserving fractions etc., depending on things like Area
Fire, PBF, and/or TPBF (A7.2)
o A DRM can be affected by leadership, TEM, FFMO, and/or FFNAM etc.
• DM – an already broken unit which is subsequently attacked by CC/WP, or enough FP [taking the possibility
of Cowering (A7.9; A19.33) into account] to inflict at least an NMC causes the unit to suffer DM (A10.62)
Example: A 2 FP attack from a Conscript unit (without a leader) has the possibility to cower two columns to
the left, so it could not even cause an NMC, thus its 2 FP attack cannot cause its target to suffer DM.
• A Cowering unit and its SW is automatically marked with a Prep Fire counter during PFPh or a Final Fire
counter during MPh, and results in loss of ROF and Subsequent Fire. Does not affect fire from SMC, berserk
or Fanatic, Fire Lane, IFE, Canister, Aircraft, British Elite & First Line units, Finns [EXC: Conscripts (25.7)],
Sniper, ordnance, OBA, or any form of vehicular fire. Cowering does not affect CC or DC resolution (including
Reaction Fire D7.2) (A7.9)
o Cowering penalties are doubled (resolved two IFT columns lower) for Inexperienced personnel or FG
containing Inexperienced personnel (A19.33)
o If a FG cowers, Random Selection is used to determine the unit(s) (and its SW) that is marked with a
Prep or Final Fire counter.
• Inexperienced personnel = Conscripts; Unarmed units; Green units without an unbroken leader (A19.3)
• Good Order – personnel unit / inherent crew that is not broken, berserk, captured, stunned, shocked, or held
in Melee. A unit is still considered in Good Order if pinned, CX, TI, and/or unarmed.
• CX unit combat effects (A4.51): +1 to any labor task or attack DR they make or direct (+1 to To Hit DR for
ordnance; +1 to IFT DR for all others). +1 to any CC they make; -1 to any CC attack made against them. +1
drm to inherent SW (ATMM, MOL, PF) or SMOKE Grenade Availability Check dr. +1 to Search/Recovery dr
(A12.152; A4.44), and Ambush Status dr (A11.4).
• Heat of Battle (rolling snake-eyes on Rally or morale check), may cause Berserk, Heroes, Battle Hardening,
Fanatics, Surrender (A15.1-5)
• Weapon Breakdown (rolling boxcars when firing) - MG only in this scenario (A9.7)
• Sustained Fire (A9.3) - a MG that attacks in Subsequent First
Fire/FPF (A8.3/8.31) or during DFPh while marked with a First
Fire counter (A8.4) is using Sustained Fire and its B# is lowered
by 2 and its B# is transformed to an X# (A.11)
• Captured Equipment: ROF -1; Breakdown -2 (A21)
• Random Selection #KIA: Clarification to #KIA Random Selection (A7.301) as found from Game Squad’s Perry
Sez: Four infantry units are in a Location that is affected by a 2KIA IFT result:

Random Selection DR Number of units 2KIA - “The number of units eliminated


eliminated can exceed the number specified if
6, 6, 5, 3 2 Random Selection results in a tie for the
6, 5, 5, 3 3 last unit to be eliminated” (A7.301).
6, 6, 5 ,5 2

• Russian Commissar: other units’ Morale +1; ignore DM during Rally; lower quality (then Casualty Reduction)
if fail Rally (A25.22)
• Snipers (rolling opponent's Sniper Activation Number) (A14.1)
• Stacking Limits Combat Effects (A5.12-5.131):
o ATTACK Penalty +1 to IFT/CC DR (or +1 to To Hit DR for ordnance) for each vehicle and squad equivalent
(FRU) that exceeds normal stacking limits (A5.12).
o DEFENSE Penalties during MPh apply only to moving units in target Location (A5.13).
o PERSONNEL: All personnel units (except PRC) attacked in Location the DEFENDER overstacked suffer a -
1 ordnance To Hit DRM (or -1 IFT/CC DRM when attacked by other means) for each squad equivalent
(FRU) that exceeds normal Personnel stacking limits (A5.131).
o VEHCILES: Each side may have only 1 vehicle in each Location (wrecks do NOT affect limit) (A5.2). See
(A.5132) for combat effects.

Index
Ambush ELR Open Ground

Armor Facing (AF) Encirclement Opportunity Firer

Assault Fire FFMO Point Bland Fire (PBF)

Assault Movement FFNAM Portage [Examples]

Captured Equipment Fire Lane PTC

Commissar Fire Power (FP) Random Selection #KIA

Cowering Good Order Recombine

Critical Hit Heat of Battle Residual Fire

CX combat effects Inexperience Personnel ROF

Dash Interdiction SMOKE

Defensive Fire [First Fire] Leadership [FG Direction] [Fire Snap shot
[Subsequent First Fire] [Final Direction] [MC/TC] [Pinned]
Snipers [Activation] [Phases]
Protective Fire] [Final Fire]
Long Range Fire
[Defensive Fire Summary Chart] Spotter
Low Crawl
Deploy Spraying Fire
MF [Building] [Stairs]
Difficult Terrain Stacking Limit [Combat Effects]
Mortar [Light] [Medium]
DM Stairway MF
NMC
Double Time Sustained Fire
SW Drop [MPh] [APh] [CCPh] SW Transfer [RPh] [APh]

SW Recovery [RPh] [MPh] Weapon Breakdown

Note: Images as found within Russ Gifford’s Flash tutorial “ASL 201: AFV Combat” (used with permission). ELR and
MG images as found within idjester ASL tutorial videos. Routing snippets excerpted from Jay Richardson ASLSK
tutorial. Subsequently edited by J. Yuzwalk.

J. Yuzwalk
2020-09-15

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