ASL 20ASL 201: Session 1: To Hit / To Kill Part 1

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Transcript ASL 20ASL 201: Session 1: To Hit / To Kill Part 1

ASL 201: AFVs/GUNS IN
ADVANCED SQUAD LEADER
Session 2: To Hit / To Kill – AFV/Guns
with Russ Gifford
ASL 201: AFV Combat
Goals for This Session
This session, we will use what you learned in the
previous session • how ‘To Hit’ and how ‘To Kill’ using AFVs!
ASL 201: AFV Combat
Goals for This Session
This session, we will learn:
• Motion status attempts
• Demo Charges
• Bounding Fire
• Hull Down
• Stun
ASL 201: AFV Combat
Example of AFV Movement & Combat
The SU in I2
has Acquired hex
J3 the previous
player turn!
But he will soon
have a new threat
to deal with.
ASL 201: AFV Combat
The AFVs
Here is a close up of our two Tank Destroyers
Neither AFV has a turret.
Does either have machine guns?
ASL 201: AFV Combat
The AFVs
Here is a close up of our two Tank Destroyers
Neither AFV has a turret.
Neither has machine guns.
ASL 201: AFV Combat
Quiz
How do I know neither has a turret?
How do I know neither has machine guns?
ASL 201: AFV Combat
Quiz
Which is open topped? What does that mean?
Which has better armor?
Which has the bigger gun?
ASL 201: AFV Combat
Quiz
Which is open topped? What does that mean?
The circled
Flank/Rear
armor of 1
means the
‘turret’ armor for
that facing is
one step lower.
Note that the armor on the flank and rear of the Marder
superstructure is a ‘0’ – meaning a MG could perhaps
take it out!
ASL 201: AFV Combat
Example of AFV Movement & Combat
German
Movement:
Marder 75
Moves into D0 –
and spends 12 MP
(out of LOS of SU152 E)
Why?
ASL 201: AFV Combat
Example of AFV Movement & Combat
German
Movement:
In D0 – 12 MP
E1 – 1 MP
The SU could
attempt motion
dr, but it is based
on dr < MPs in
their LOS.
ASL 201: AFV Combat
Example of AFV Movement & Combat
German
Movement:
In D0 – 12 MP
E1 – 1 MP
F0 – 1 MP
Stop 1 MP
ASL 201: AFV Combat
Example of AFV Movement & Combat
German
Movement:
SU-152 Motion
Attempt
3 MP in LOS
(E1, F0, Stop)
ASL 201: AFV Combat
Example of AFV Movement & Combat
German
Movement:
SU-152 Motion
Attempt
3 MP in LOS
dr = 1
Motion!
ASL 201: AFV Combat
Motion Attempt
If a vehicle spots an enemy unit not previously in
its LOS, it may attempt to gain Motion status.
(ie, start the engine)
Attempt made only once per player turn, and
dr <= enemy points expended in LOS.
AND if it does achieve motion, it can change its
VCA.
ASL 201: AFV Combat
Example of AFV Movement & Combat
Achieving
Motion, the Su152
Spins its VCA
two hex spines to
face the trouble
(this loses the J3
Acq marker!)
ASL 201: AFV Combat
Example of AFV Movement & Combat
Achieving
Motion, the Su152
Spins its VCA
two hex spines to
face the trouble
(this loses the J3
Acq marker!)
ASL 201: AFV Combat
Example of AFV Movement & Combat
Achieving
Motion, the Su152
Spins its VCA
two hex spines to
face the trouble
(this loses the J3
Acq marker!)
ASL 201: AFV Combat
So, to recap thus far:
The German Marder has positioned his vehicle in
LOS of the Russian, and stopped his AFV to hope
for a better shot.
The Russian SU-152 has put his vehicle in
motion to make it harder to hit, and to present a
better Armor Facing.
ASL 201: AFV Combat
Defensive First Fire
The SU-152 will attempt a Defensive First Fire shot
at the Marder:
What is the Attack #,
and the
modifiers?
ASL 201: AFV Combat
Direct Fire
First, use chart C3: Modified To Hit: 10!
ASL 201: AFV Combat
Direct Fire
Chart C5 are Firer-Based DRMs:
This is the Defensive First Fire Phase: A applies, as
an NT, it is +3 for the first hex spine, +1 next. = +4
Not in woods/bldg/rubble, so no multiplier.
ASL 201: AFV Combat
Direct Fire
Chart C5 are Firer-Based DRMs:
In Motion, the SU will pay a +2 for Motion, AND
his lower die is doubled!
ASL 201: AFV Combat
Direct Fire
Chart C5 are Firer-Based DRMs:
Finally, he is BU. +1
ASL 201: AFV Combat
Defensive First Fire
OK – 10 + 7 and lower die x2!
What is the Target’s DRMs?
ASL 201: AFV Combat
Direct Fire
Chart C6 is about the Target
J – our target is a Moving vehicle, but only one of
the J Cases applies. So let’s check to see which one.
ASL 201: AFV Combat
Direct Fire
Chart C6 is about the Target
Case J1 applies = +2 +1 = +3; The target size is
normal (+0); and Wall TEM does NOT apply!
ASL 201: AFV Combat
Walls and AFVs
Why no TEM for the Wall?
If an AFV could claim Wall Advantage(WA), the
Wall will provide Hull Down (HD) status instead of
the +2 TEM.
What does that mean?
ASL 201: AFV Combat
Walls and AFVs
If an AFV could claim Wall Advantage(WA), the
Wall will provide Hull Down (HD) status instead of
the +2 TEM.
What does that mean?
It means any Direct Fire that would have hit the
HULL of the AFV hits the Wall instead! (a MISS!)
ASL 201: AFV Combat
To Hit Notes
To Hit = 10
Firer based DRMs = +7 + lower die x2
Target based DRMs = +3
DR: 1,1 Is that a hit?
Lower dr x 2 = 1,2 = 3 + 10 =13. Miss?
Only one chance – Improbable Hits.
ASL 201: AFV Combat
Improbable Hits
If the lowest possible DR cannot hit, then a snake
eyes still gives the player a CHANCE for an
‘Improbable Hit.’
C3.6 – If an original DR of 2 is not a hit, roll a dr:
1 is a CH, 2 is an upper turret hit, 3 a hull hit, 4-6 a
miss.
(EX: if the unit is HD, 3-6 is a miss.)
ASL 201: AFV Combat
Defensive First Fire
An original 2 on the To Hit is an Improbable Hit!
Roll an additional die:
dr =
ASL 201: AFV Combat
Defensive First Fire
An original 2 on the To Hit is an Improbable Hit!
Roll an additional die:
dr =
Whew!! Thank goodness for that Wall!!
ASL 201: AFV Combat
To Hit Notes
The SU does NOT get an Acq marker – Why?
but will lose it if he fires at something else, or
moves from the hex he is in.
The SU-152 has no possibility of Intensive Fire, so
that’s it for him.
Rest of the Movement?
ASL 201: AFV Combat
To Hit Notes
The SU does NOT get an Acq marker – Why?
Units in Motion only get Acquisition markers if they
are equipped with Gyrostablizers. (C6.55)
The SU-152 has no possibility of Intensive Fire, so
that’s it for him.
Rest of the Movement?
ASL 201: AFV Combat
Yep – more movement!
The 9-2 leader,
with the HS and
demo will
attempt to do in
the SU!
K3 – 1 MF
ASL 201: AFV Combat
Yep – more movement!
The 9-2 leader,
with the HS and
demo will
attempt to do in
the SU!
K3 – 1 MF
ASL 201: AFV Combat
Yep – more movement!
The 9-2 leader,
with the HS and
demo will
attempt to do in
the SU!
K3 – 1 MF
J2 – 1 MF
ASL 201: AFV Combat
Demo Charge
The 9-2 leader,
with the HS and
demo will attempt
to do in the SU!
K3 – 1 MF
J2 – 1 MF
PAATC to Place:
DR= 7 Pass
Place in I2! 2 MF
ASL 201: AFV Combat
Demo Charge Placement
The 9-2 leader,
with the HS and
demo will attempt
to do in the SU!
K3 – 1 MF
J2 – 1 MF
PAATC to Place:
DR= 7 (-2) Pass
Place in I2 – 1 MF
Move to I3 – 2MF
ASL 201: AFV Combat
End of Movement
And end of Defensive Fire, since the SU already
had a FF marker.
Remove the FF marker, and on to
Advance Fire Phase.
ASL 201: AFV Combat
Advancing Fire
The Marder gets
it’s chance!
ASL 201: AFV Combat
Direct Fire
First, use chart C3: Modified To Hit: 10!
ASL 201: AFV Combat
Direct Fire
Chart C5 are Firer-Based DRMs:
This is the Advancing Fire Phase: C applies, which
is Case B’s +2 DRM, and as an NT, it is +3 = +5
It is NOT in Motion, nor is it BU. (OT vehicle.)
ASL 201: AFV Combat
Advancing Fire
OK – 10 Modified to Hit
+ 5 DRM
What is the Target’s DRMs?
ASL 201: AFV Combat
Direct Fire
Chart C6 is about the Target
J – our target is a Moving vehicle, so +2.
Which is why the SU chose the Motion attempt.
ASL 201: AFV Combat
Direct Fire
Chart C6 is about the Target
And Case P: The target size is large (-1).
ASL 201: AFV Combat
Advancing Fire
OK – 10 Modified to Hit
Firer:+ 5 DRM
Target: +2 motion, -1 size =
+1 DRM
= 10 To Hit +6 DRM
(If he were not in motion, it would be an original 6
to hit – even a original 4 seems scary!)
ASL 201: AFV Combat
Advancing Fire
OK – 10 Modified to Hit
+ 6 DRM
DR =
ASL 201: AFV Combat
Advancing Fire
OK – 10 Modified to Hit
+ 6 DRM
DR =
Yes, it missed – BUT the SU in motion made a
critical difference! Also, pivoting to face was huge.
ASL 201: AFV Combat
To Hit - To Kill Notes
Seem long? It takes 30 seconds to do it in a game.
Once you get used to it, you don’t even think about
the steps.
Steps
AFV To Kill Process
1
Determine Target’s Armor Factor (AF)
2
Determine basic To Kill # (TK# ) and modify
3
Final To Kill # = Modified TK# - AF
4
If DR <= Modified TK#, use C7.7 to decide results
ASL 201: AFV Combat
ROF NA in the Adv Fire Phase
AFV’s that enter
new hexes cannot
get ROF in the
Advancing Fire
Phase.
But the Marder
places a Direct
Fire Acq. (-1)
ASL 201: AFV Combat
Demo Charge!
Because the
placing unit
survived placing
the demo, it goes
off now in the Adv
Fire Phase!
First, check for
where it is placed!
ASL 201: AFV Combat
Demo Placement DR
Our DRMs: +2 -1
DR = 7 + 1 = 8
8 = AF we crossed
c dr < w dr, Turret
ASL 201: AFV Combat
Armor Facing
Here is a close up – What is the Rear armor for
the Turret/superstructure?
Flank / Rear is 6.
Boxed means SUPERIOR
superstructure,
= increase AF to 8!
But Rear targets:
add +1 to the
Basic To Kill #!
ASL 201: AFV Combat
To Kill Notes
Triangle means
Leadership DRM
does NOT apply!
DR = 7
There are no modifiers. But our Rear facing gives
us +1. To Kill # = 16 +1 = 17
ASL 201: AFV Combat
Demo Charge!
To Kill = 16 + 1 =
17 – 8 =
9 Final To Kill!
(Leadership DRM
does NOT apply)
ASL 201: AFV Combat
To Kill Notes
Our Final To Kill # = 9
DR = 6,4 = 10
As you can see, that was CLOSE to a miss!
ASL 201: AFV Combat
Demo Charge!
Automatic Shock!
The vehicle is
incapable of any
action until the
crew recovers!
Remove the
motion counter,
place the Shock
counter!
ASL 201: AFV Combat
For Further Information
Much more to tell in this exciting
battle! Tune in next week!
For further information:
Read Section C2.0 to C7.0 (all) ,
in the rule book for
ADVANCED SQUAD LEADER.
ASL 201: AFV Combat
Coming Next Session
In the next module, we’ll see how that Stun plays
out!
See you at AFVs, Session 3
ASL 201 was created by:
• Russell Gifford
SPI Game and Article
Tracker 2012
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Additional Information
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© MMP, 2011
This Presentation is
© 2011 by Russell Gifford
May be used with permission
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