ASL Session 3 - Russ Gifford

Download Report

Transcript ASL Session 3 - Russ Gifford

ASL 101: LEARNING
ADVANCED SQUAD LEADER
Session 3: Movement
with Russ Gifford
ASL 101: Infantry Movement
Session 3: Movement
Key Items you will learn in this session:
• Which units may move
• How to determine terrain type
• How carrying weapons can affect movement.
• How rout affects movement.
You will learn how to find and use the
• Chapter B Terrain Chart
Estimated Module Time: 15 minutes
ASL 101: Infantry Movement
Movement Rules
When we talk about
movement, remember
we are ONLY speaking
of the MOVEMENT
PHASE.
Player turn:
Rally Phase
Prep Fire Phase
Movement Phase
Defensive First Fire
Defensive Fire Phase
Advancing Fire Phase
Rout Phase
Advance Phase
Close Combat Phase
ASL 101: Infantry Movement
Review: Personnel Units
MMCs: (Squads, HS, Crews)
•
4 movement factors (MF) for normal movement.
•
They can double time (CX) for 1 or 2 additional
MF.
SMCs: (Leaders, Heroes)
•
Have 6 MF for normal movement.
•
They can CX for 1 or 2 additional MF.
ASL 101: Infantry Movement
Personnel Units
Leader Bonus:
MMCs that begin and ends the MPh/APh stacked with a
Leader is eligible for a 2 MF bonus.
This stack could expend 6 MF with the Ldr bonus.
ASL 101: Infantry Movement
Movement Rules
Units carry weapons.
How much they carry affects movement.
Carrying more than a unit’s inherent portage
capacity (IPC), which is 3PP, reduces their
movement by 1 for each pp over 3!
Also note: while double-timing (CX) increases a
unit’s MF, it reduces their IPC by 1!
But leaders stacked with squads help carry 1 PP!
ASL 101: Infantry Movement
Movement
Units are not forced to move.
They may choose to move or not. They may use all of their
movement points, or some, or none.
ASL 101: Infantry Movement
Terrain Effects
Terrain Effects:
Whenever units move, they expend the MF necessary to
move into a hex.
Some terrain is IN the hex,
(Bldgs, Woods, Gully, etc.)
Other terrain is HEXSIDE terrain. (Hedges, walls)
ASL 101: Infantry Movement
Section of ASL board 3
ASL 101: Infantry Movement
Hedge
Wall
Building (Wood)
Building (Stone)
Hill (Level 1)
Hill (Level 2)
Woods
ASL 101: Infantry Movement
Terrain Effects
Terrain Effects:
Whenever units move, they expend the MF necessary to
move into a hex.
This unit would expend 2 MF to move into the bldg.
ASL 101: Infantry Movement
Terrain Effects
Hexside Costs:
Whenever units move, they expend the MF necessary to
move into a hex.
This unit would expend 1 MF to cross the hedge
AND + 1MF to move into the clear hex.
ASL 101: Infantry Movement
Movement Rules
Costs for each terrain
type are listed on the
Chapter B Terrain
Chart
ASL 101: Infantry Movement
Movement
The chart shows
how many
movement
factors each hex
costs based on
the unit type
and terrain.
ASL 101: Infantry Movement
Movement Quiz
How many
movement
factors does
each woods
hex cost
Infantry?
ASL 101: Infantry Movement
Movement Quiz
At 2 points per
woods
hex, Infantry
could only
move 2 hexes
in woods.
(unless CXing
or with a
Leader!)
2MF
2MF
ASL 101: Infantry Movement
Movement Rules
Each type of terrain,
and each type of unit
in ASL is on this
chart!
ASL 101: Infantry Movement
Movement Rules
Let’s take a closer
look!
ASL 101: Infantry Movement
Movement Rules
What does this
mean?
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
2 MF
2 MF
1+2
MF
2 MF
1+2
MF
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Wall: 1MF+COT
Starting in hex O2:
What would it cost to
move to each adjacent
hex?
1 MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Wall: 1MF+COT
Starting in hex P3:
What would it cost to
move to P2?
To O4?
What about O3?
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
2MF
1+1
MF
1MF
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O3
1 MF + COT (1MF)
1+1
MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O3 : 1 MF (Wall) +
COT (Open : 1MF)
2MF total.
To continue to N2:
2 MF (Bldg) = Done!
2 MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
2MF
1+1
MF
1MF
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O4 – 1 MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O4 – 1 MF
To N4 – 1MF
To M5 ?
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O4 – 1MF
To N4 – 1 MF
To M5 – 2 MF
Done. (Out of MF.)
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O4 – 1MF
To N4 – 1 MF
To M5 – 2 MF
OR – declare CX!
Move Upstairs! - 1 MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O4 – 1MF
To N4 – 1 MF
To M5 – 2 MF
OR – declare CX!
Move Upstairs! - 1 MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
This time, let’s CX
BEFORE we move!
2MF
1+1
MF
1MF
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Declare CX!
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O3
1 MF + COT (1MF)
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O3
1 MF + COT (1MF)
Bypass N2! 1 MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O3: 1 MF + COT
(1MF) = 2MF
Bypass N2! 1MF!
To M2: 2 MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Starting in hex P3:
To O3: 1 MF + COT
(1MF) = 2MF
Bypass N2! 1MF!
To M2: 2 MF
Upstairs for 1 MF!
ASL 101: Infantry Movement
Bypass Movement
Bypass:
Units may bypass a woods or building terrain by paying
the cost of the other terrain in the hex.
• Unit may only bypass 2 hexsides (1 MF if other
terrain is clear
• Units may continue bypass for another MF
expenditure
• Or they may enter the terrain in the hex for full cost.
Units may not voluntarily end their move in bypass!
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Let’s practice bypass!
ASL 101: Infantry Movement
Terrain Effects :
cost of terrain in the
hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Now what? We’ve
spent 3 MF, and have
only 1 left! What can
we do now?
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
We can’t end in
bypass, so we’ll have
to declare CX to get
an extra point and
then end in N1, N0, or
O1.
What about P0 or P1?
ASL 101: Infantry Movement
Bypass Movement
Bypass rules:
Unit may only bypass 1 or 2 hexsides (1 MF if other
terrain is clear)
• They are considered at the vertex of the sides they are
bypassing.
• Units in bypass receive only the benefit of the terrain
they are in – meaning, usually, clear terrain!
Units may be pinned or broken in bypass!
ASL 101: Infantry Movement
Road Movement
Roads in ASL:
If units start their turn on the road, and move along it for
the entire turn, they can move an extra 1MF along the
road.
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Spent 4 MF Total –
Done?
ASL 101: Infantry Movement
Terrain Effects :
cost of entering the
terrain in the hex
Open hex: 1MF
Woods:
2MF
Bldg:
2MF
Doesn’t have to be –
ROAD BONUS!
ASL 101: Infantry Movement
Road Movement
Roads in ASL:
Whenever units move on Roads, (meaning they move
from a hex with a road to the next hex with the road)
they may choose:
• to expend either the road cost (1 MF)
• or the terrain cost. (Depends on Terrain.)
ASL 101: Infantry Movement
Road Movement
Roads allow a unit to
move through the
other terrain in a hex
at a lower cost.
Let’s look at our
previous woods
example!
ASL 101: Infantry Movement
Road Movement
This time, we’ll
move to the road.
It still costs 2 MF.
2MF
ASL 101: Infantry Movement
Road Movement
But now that we are
ON a road, moving
through a road
hexside to a road
hexside, it is only
1MF!
1 MF
1 MF
ASL 101: Infantry Movement
Road Movement
Danger!
Using the road
movement rate
means if the enemy
can fire at the unit,
the terrain provides
no protection!
4 FP -1 NAM -1 MO
ASL 101: Infantry Movement
Road Movement
That’s about TEM
which also comes
from this table!
You’ll
hear more
on this in
the Fire
Combat
session.
ASL 101: Infantry Movement
Dash!
Sometimes, you have
to cross the road –
but you want to
minimize the pain.
A unit can cross an
open road hex by
declaring a dash
move.
ASL 101: Infantry Movement
Dash!
The advantage of a
dash is it will half the
firepower of the
attack –
But the -1 FFMO
and -1 FFNAM still
apply.
So don’t it is still a
desperate move!
ASL 101: Infantry Movement
Elevation Changes
Elevation Change:
In ASL, moving up hill costs additional points.
We judge that by crossing Crest lines.
Infantry does not pay additional MF to move
downhill in ASL.
ASL 101: Infantry Movement
Elevation Changes
Lvl 2
Lvl 1
Crest line examples:
Moving up one level
while entering a new hex
costs double the normal
cost of moving into the
terrain.
(2xCOT)
Lvl 0
ASL 101: Infantry Movement
Elevation Changes Quiz
? MF
So what would this cost?
(2xCOT)
ASL 101: Infantry Movement
Elevation Changes Quiz
2 MF
2 MF
(2xCOT) = 2 x 1 (open ground)
ASL 101: Infantry Movement
Elevation Changes Quiz
? MF
So what would this cost?
(2xCOT)
ASL 101: Infantry Movement
Elevation Changes Quiz
4 MF
4 MF
(2xCOT) = 2 x 2 (woods)
ASL 101: Infantry Movement
Assault Move
Assault Move:
We’ve established that moving in the open is very
dangerous in ASL. (You’ll see how dangerous
next session!)
So units can avoid some danger by using Assault
Movement.
ASL 101: Infantry Movement
Assault Movement
Infantry units can avoid the -1 FFNAM modifier by
using assault movement.
Assault movement is only possible if a unit changes
only 1 location, and does NOT use all of its MF.
ASL 101: Infantry Movement
Assault Movement Quiz
So can this be an Assault
Move?
Yes! (One location, less
than 4 MF)
ASL 101: Infantry Movement
Assault Movement Quiz
So can this be an
Assault Move?
No. Why?
(One location, but all 4
MF)
ASL 101: Infantry Movement
Minimum Move
In ASL, Infantry units that have at least 1 MF at the start
of the phase (due to carrying too many items!) may make
a minimum move of 1 hex during its MPh.
ASL 101: Infantry Movement
Movement Quiz
4 MF
4 MF needed to move into the
woods up one level.
(2xCOT) = 2 x 2 (woods)
But the squad only has 2 MF!
Why?
(5 PP – 3 = 2 over PP Capacity
means 4MF – 2 = 2MF left.)
Can the squad move into W4?
ASL 101: Infantry Movement
Movement Quiz
4 MF
Can the squad move into W4?
Yes! Using Minimum move, the
squad can move one hex as long
as it has at least 1 MF and is
eligible to move. (has not yet
moved, is not pinned, TI, prep
fired, etc.)
ASL 101: Infantry Movement
Movement Quiz
4 MF
But – using minimum move
means the unit, after surviving
all First Fire, will become CX
AND pinned!
(Meaning, no advance phase
movement!)
ASL 101: Infantry Movement
Movement
Some units may NOT move.
ASL 101: Infantry Movement
Movement Rules
• Routed
units may
not move.
• Pinned units may
not move.
• TI units may not
move.
ASL 101: Infantry Movement
Other Movement
Some actions are considered movement, thus use MF to
make them happen.
Smoke Grenade attempts:
•1 MF to place in your own hex
•2 MF to place in an adjacent hex
ASL 101: Infantry Movement
Other Movement
Some actions are considered movement, thus use MF to
make them happen.
Attempting to pick up a weapon is a 1 MF expenditure.
ASL 101: Infantry Movement
Other Movement
Some actions are considered movement, thus use MF to
make them happen.
Attempting to recover a weapon is a 1 MF expenditure.
ASL 101: Infantry Movement
Hazardous Movement
Some actions are so dangerous they require a -2 drm no
matter what phase they occur.
These include setting a DC, pushing a Gun, clearance
attempts, sewer movement, and others. See rule A4.62 for a
complete list – then avoid doing any of those things with an
enemy unit in LOS!
ASL 101: Infantry Movement
For Further Information
Read Section 4.0 (all) to 5.0 (all)
in the rule book for
ADVANCED SQUAD LEADER.
ASL 101: Infantry Movement
Coming Next Session
Now that you’ve seen how to move around, get out a
few units and move them on the map. Move up hill
and down, into woods, buildings, up stairs and down.
Cross a few walls, and duck behind a hedge!
Note in the different scenarios the special scenario rules
may chance the a type of terrain!
Always check the special scenario rules for details on
terrain!
ASL 101: Infantry Movement
Coming Next Session
Ready to learn more?
Once you’ve marched and drilled your troops, report to
duty at the next class, where we’ll see if you can spot
your target!
Please read section 6.0 (all) in preparation for
Session 4 – Line of Sight!
ASL 101 was created by:
• Russell Gifford
Learning the Great Battles
of the American Civil War
(CD Rom learning series,
2005)
Mass Media and Big
Government (Multi-media
lecture series, 2006)
Spectacular Voyage:
Lewis and Clark in Iowa,
Nebraska and South Dakota
(2002)
Additional Information
Advanced Squad Leader, ASL, and all artwork ©
MMP, 2007
This Presentation is
© 2007 by Russell Gifford
May be used with permission
Write to [email protected]