ASL 201: AFVs/G UNS IN A DVANCED S QUAD L EADER Session 2: To Hit / To Kill – AFV/Guns with Russ...

Post on 14-Dec-2015

218 views 3 download

Tags:

Transcript of ASL 201: AFVs/G UNS IN A DVANCED S QUAD L EADER Session 2: To Hit / To Kill – AFV/Guns with Russ...

ASL 201: AFVs/GASL 201: AFVs/GUNS INUNS IN

AADVANCED DVANCED SSQUADQUAD LLEADEREADER

Session 2: To Hit / To Kill – AFV/GunsSession 2: To Hit / To Kill – AFV/Guns

with Russ Giffordwith Russ Gifford

ASL 201: AFV CombatASL 201: AFV Combat

This session, we will use what you learned in the This session, we will use what you learned in the previous session - previous session -

•how ‘To Hit’ and how ‘To Kill’ AFVs!how ‘To Hit’ and how ‘To Kill’ AFVs!

Goals for This SessionGoals for This Session

ASL 201: AFV CombatASL 201: AFV Combat

This session, we will learn:This session, we will learn:

•Motion statusMotion status

•Armored FacingArmored Facing

•Bounding FireBounding Fire

Goals for This SessionGoals for This Session

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

The SU in I2The SU in I2has just has just

Acquired hex K4 Acquired hex K4 the previous the previous player turn!player turn!

But he will soon But he will soon have a new threat have a new threat

to deal with.to deal with.

ASL 201: AFV CombatASL 201: AFV Combat

Here is a close up of our players!Here is a close up of our players!

Our PlayersOur Players

Neither AFV has a turret.Neither AFV has a turret.

Neither has machine guns! Neither has machine guns!

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

German German Movement:Movement:

Marder 75Marder 75

In D0 – 12 MPIn D0 – 12 MP

(out of LOS of (out of LOS of SU-152 E)SU-152 E)

Why?Why?

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

German German Movement:Movement:

In D0 – 12 MPIn D0 – 12 MP

E1 – 1 MPE1 – 1 MP

The SU could The SU could attempt motion attempt motion

dr, but it is based dr, but it is based on dr < MPs in on dr < MPs in

their LOS.their LOS.

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

German German Movement:Movement:

In D0 – 12 MPIn D0 – 12 MP

E1 – 1 MPE1 – 1 MP

F0 – 1 MPF0 – 1 MP

Stop 1 MPStop 1 MP

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

German German Movement:Movement:

SU-152 Motion SU-152 Motion AttemptAttempt

3 MP in LOS3 MP in LOS

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

German German Movement:Movement:

SU-152 Motion SU-152 Motion AttemptAttempt

3 MP in LOS3 MP in LOS

dr = 1dr = 1

Motion!Motion!

ASL 201: AFV CombatASL 201: AFV Combat

If a vehicle spots an enemy unit not previously in If a vehicle spots an enemy unit not previously in its LOS, it may attempt to gain Motion status.its LOS, it may attempt to gain Motion status.

(ie, start the engine) (ie, start the engine)

Attempt made only once per player turn, and Attempt made only once per player turn, and dr <= enemy points in LOS. dr <= enemy points in LOS.

AND if it does achieve motion, it can change its AND if it does achieve motion, it can change its VCA.VCA.

Motion AttemptMotion Attempt

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

Achieving Achieving Motion, the Su-Motion, the Su-

152152

Spins its VCA Spins its VCA two hex spines to two hex spines to face the trouble face the trouble

(this loses the K4 (this loses the K4 Acq marker!)Acq marker!)

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

Achieving Achieving Motion, the Su-Motion, the Su-

152152

Spins its VCA Spins its VCA two hex spines to two hex spines to face the trouble face the trouble

(this loses the K4 (this loses the K4 Acq marker!)Acq marker!)

ASL 201: AFV CombatASL 201: AFV Combat

Example of AFV Movement & CombatExample of AFV Movement & Combat

Achieving Achieving Motion, the Su-Motion, the Su-

152152

Spins its VCA Spins its VCA two hex spines to two hex spines to face the trouble face the trouble

(this loses the K4 (this loses the K4 Acq marker!)Acq marker!)

ASL 201: AFV CombatASL 201: AFV Combat

The German Marder has positioned his vehicle in The German Marder has positioned his vehicle in LOS of the Russian, and stopped his AFV to hope LOS of the Russian, and stopped his AFV to hope for a better shot. for a better shot.

The Russian SU-152 has put his vehicle in The Russian SU-152 has put his vehicle in motion to make it harder to hit, and to present a motion to make it harder to hit, and to present a better Armor Facingbetter Armor Facing. .

So, to recap thus far:So, to recap thus far:

ASL 201: AFV CombatASL 201: AFV Combat

The SU-152 will attempt a Defensive First Fire shot The SU-152 will attempt a Defensive First Fire shot at the Marder:at the Marder:

What is the Attack #, What is the Attack #,

and the and the modifiers?modifiers?

Defensive First FireDefensive First Fire

ASL 201: AFV CombatASL 201: AFV Combat

First, use chart C3: Modified To Hit: 10!First, use chart C3: Modified To Hit: 10!

Direct FireDirect Fire

ASL 201: AFV CombatASL 201: AFV Combat

Chart C5 are Firer-Based DRMs: Chart C5 are Firer-Based DRMs: Direct FireDirect Fire

This is the Defensive First Fire Phase: A applies, as This is the Defensive First Fire Phase: A applies, as an NT, it is +3 for the first hex spine, +1 next. = +4an NT, it is +3 for the first hex spine, +1 next. = +4

Not in woods/bldg/rubble, so no multiplier.Not in woods/bldg/rubble, so no multiplier.

ASL 201: AFV CombatASL 201: AFV Combat

Chart C5 are Firer-Based DRMs: Chart C5 are Firer-Based DRMs: Direct FireDirect Fire

In Motion, the SU will pay a +2 for Motion, AND In Motion, the SU will pay a +2 for Motion, AND his lower die is doubled!his lower die is doubled!

ASL 201: AFV CombatASL 201: AFV Combat

Chart C5 are Firer-Based DRMs: Chart C5 are Firer-Based DRMs: Direct FireDirect Fire

Finally, he is BU. +1Finally, he is BU. +1

ASL 201: AFV CombatASL 201: AFV Combat

OK – 10 + 7 and lower die x2!OK – 10 + 7 and lower die x2!

What is the Target’s DRMs?What is the Target’s DRMs?

Defensive First FireDefensive First Fire

ASL 201: AFV CombatASL 201: AFV Combat

Chart C6 is about the TargetChart C6 is about the Target

Direct FireDirect Fire

J – our target is a Moving vehicle, so +2.J – our target is a Moving vehicle, so +2.Since J applies, we also check J1 and J2:Since J applies, we also check J1 and J2:

ASL 201: AFV CombatASL 201: AFV Combat

Chart C6 is about the TargetChart C6 is about the Target

Direct FireDirect Fire

Case J1 applies = +1+2 =+3; The target size is Case J1 applies = +1+2 =+3; The target size is normal (+0); and Wall TEM does NOT apply!normal (+0); and Wall TEM does NOT apply!

ASL 201: AFV CombatASL 201: AFV Combat

Why no TEM for the Wall?Why no TEM for the Wall?

If an AFV could claim Wall Advantage(WA), the If an AFV could claim Wall Advantage(WA), the Wall will provide Hull Down (HD) status instead of Wall will provide Hull Down (HD) status instead of the +2 TEM.the +2 TEM.

What does that mean?What does that mean?

Walls and AFVsWalls and AFVs

ASL 201: AFV CombatASL 201: AFV Combat

If an AFV could claim Wall Advantage(WA), the If an AFV could claim Wall Advantage(WA), the Wall will provide Hull Down (HD) status instead of Wall will provide Hull Down (HD) status instead of the +2 TEM.the +2 TEM.

What does that mean?What does that mean?

It means any Direct Fire that would have hit the It means any Direct Fire that would have hit the HD AFV hits the Wall instead! (a MISS!)HD AFV hits the Wall instead! (a MISS!)

Walls and AFVsWalls and AFVs

ASL 201: AFV CombatASL 201: AFV Combat

To Hit = 10 To Hit = 10

Firer based DRMs = +7 lower die x2Firer based DRMs = +7 lower die x2

Target based DRMs = +3Target based DRMs = +3

DR: 1,1 Is that a hit?DR: 1,1 Is that a hit?

Lower dr x 2 = 1,2 = 3 + 10 =13. Miss?Lower dr x 2 = 1,2 = 3 + 10 =13. Miss?

Only one chance – Improbable Hits.Only one chance – Improbable Hits.

To Hit NotesTo Hit Notes

ASL 201: AFV CombatASL 201: AFV Combat

If the lowest possible DR cannot hit, then a snake If the lowest possible DR cannot hit, then a snake eyes still gives the player a CHANCE for an eyes still gives the player a CHANCE for an ‘Improbable Hit.’ ‘Improbable Hit.’

C3.6 – If an original DR of 2 is not a hit, roll a dr: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 1 is a CH, 2 is an upper turret hit, 3 a hull hit, 4-6 a miss.miss.

(EX: if the unit is HD, 3-6 is a miss.) (EX: if the unit is HD, 3-6 is a miss.)

Improbable HitsImprobable Hits

ASL 201: AFV CombatASL 201: AFV Combat

An original 2 on the To Hit is an Improbable Hit!An original 2 on the To Hit is an Improbable Hit!

Roll an additional die:Roll an additional die:

dr = dr =

Defensive First FireDefensive First Fire

ASL 201: AFV CombatASL 201: AFV Combat

An original 2 on the To Hit is an Improbable Hit!An original 2 on the To Hit is an Improbable Hit!

Roll an additional die:Roll an additional die:

dr = dr =

Whew!! Thank goodness for that Wall!!Whew!! Thank goodness for that Wall!!

Defensive First FireDefensive First Fire

ASL 201: AFV CombatASL 201: AFV Combat

To Hit NotesTo Hit Notes

The SU does not get an Acq marker, because he is The SU does not get an Acq marker, because he is still in Motion. still in Motion.

The SU-152 has no possibility of Intensive Fire, so The SU-152 has no possibility of Intensive Fire, so that’s it for him. that’s it for him.

Rest of the Movement?Rest of the Movement?

ASL 201: AFV CombatASL 201: AFV Combat

Yep – more movement!Yep – more movement!

The 9-2 leader, The 9-2 leader, with the HS and with the HS and

demo will demo will attempt to do in attempt to do in

the SU!the SU!

K3 – 1 MFK3 – 1 MF

ASL 201: AFV CombatASL 201: AFV Combat

Yep – more movement!Yep – more movement!

The 9-2 leader, The 9-2 leader, with the HS and with the HS and

demo will demo will attempt to do in attempt to do in

the SU!the SU!

K3 – 1 MFK3 – 1 MF

ASL 201: AFV CombatASL 201: AFV Combat

Yep – more movement!Yep – more movement!

The 9-2 leader, The 9-2 leader, with the HS and with the HS and

demo will demo will attempt to do in attempt to do in

the SU!the SU!

K3 – 1 MFK3 – 1 MF

J2 – 1 MFJ2 – 1 MF

ASL 201: AFV CombatASL 201: AFV Combat

Demo ChargeDemo Charge

The 9-2 leader, The 9-2 leader, with the HS and with the HS and

demo will attempt demo will attempt to do in the SU!to do in the SU!

K3 – 1 MFK3 – 1 MFJ2 – 1 MFJ2 – 1 MF

PAATC to Place: PAATC to Place: DR= 7 PassDR= 7 Pass

Place in I2! 2 MF Place in I2! 2 MF

ASL 201: AFV CombatASL 201: AFV Combat

Demo Charge PlacementDemo Charge Placement

The 9-2 leader, The 9-2 leader, with the HS and with the HS and

demo will attempt demo will attempt to do in the SU!to do in the SU!

K3 – 1 MFK3 – 1 MFJ2 – 1 MFJ2 – 1 MF

PAATC to Place: PAATC to Place: DR= 7 (-2) PassDR= 7 (-2) Pass

Place in I2 – 1 MF Place in I2 – 1 MF

Move to I3 – 2MFMove to I3 – 2MF

ASL 201: AFV CombatASL 201: AFV Combat

End of MovementEnd of Movement

And end of Defensive Fire, since the SU already And end of Defensive Fire, since the SU already had a FF marker.had a FF marker.

Remove the FF marker, and on to Remove the FF marker, and on to

Advance Fire Phase.Advance Fire Phase.

ASL 201: AFV CombatASL 201: AFV Combat

Advancing FireAdvancing Fire

The Marder gets The Marder gets it’s chance!it’s chance!

ASL 201: AFV CombatASL 201: AFV Combat

First, use chart C3: Modified To Hit: 10!First, use chart C3: Modified To Hit: 10!

Direct FireDirect Fire

ASL 201: AFV CombatASL 201: AFV Combat

Chart C5 are Firer-Based DRMs: Chart C5 are Firer-Based DRMs: Direct FireDirect Fire

This is the Advancing Fire Phase: C applies, which This is the Advancing Fire Phase: C applies, which is Case B’s +2 DRM, and as an NT, it is +3 = +5is Case B’s +2 DRM, and as an NT, it is +3 = +5

It is NOT in Motion, nor is it BU. (OT vehicle.)It is NOT in Motion, nor is it BU. (OT vehicle.)

ASL 201: AFV CombatASL 201: AFV Combat

OK – 10 Modified to HitOK – 10 Modified to Hit

+ 5 DRM+ 5 DRM

What is the Target’s DRMs?What is the Target’s DRMs?

Advancing FireAdvancing Fire

ASL 201: AFV CombatASL 201: AFV Combat

Chart C6 is about the TargetChart C6 is about the Target

Direct FireDirect Fire

J – our target is a Moving vehicle, so +2.J – our target is a Moving vehicle, so +2.Which is why the SU chose the Motion attempt.Which is why the SU chose the Motion attempt.

ASL 201: AFV CombatASL 201: AFV Combat

Chart C6 is about the TargetChart C6 is about the Target

Direct FireDirect Fire

And Case P: The target size is large (-1). And Case P: The target size is large (-1).

ASL 201: AFV CombatASL 201: AFV Combat

OK – 10 Modified to HitOK – 10 Modified to Hit

Firer:+ 5 DRMFirer:+ 5 DRM

Target: +2 motion, -1 size =Target: +2 motion, -1 size =

+1 DRM+1 DRM

= 10 To Hit +6 DRM= 10 To Hit +6 DRM

(If he were not in motion, it would be an original 6 (If he were not in motion, it would be an original 6 to hit – even a original 4 seems scary!)to hit – even a original 4 seems scary!)

Advancing FireAdvancing Fire

ASL 201: AFV CombatASL 201: AFV Combat

OK – 10 Modified to HitOK – 10 Modified to Hit

+ 6 DRM+ 6 DRM

DR = DR =

Advancing FireAdvancing Fire

ASL 201: AFV CombatASL 201: AFV Combat

OK – 10 Modified to HitOK – 10 Modified to Hit

+ 6 DRM+ 6 DRM

DR = DR =

Yes, it missed – BUT the SU in motion made a Yes, it missed – BUT the SU in motion made a critical difference! Also, pivoting to face was huge.critical difference! Also, pivoting to face was huge.

Advancing FireAdvancing Fire

ASL 201: AFV CombatASL 201: AFV Combat

Seem long? It takes 30 seconds to do it in a game. Seem long? It takes 30 seconds to do it in a game.

Once you get used to it, you don’t even think about Once you get used to it, you don’t even think about the steps. the steps.

To Hit - To Kill NotesTo Hit - To Kill Notes

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 CombatASL 201: AFV Combat

ROF NA in the Adv Fire PhaseROF NA in the Adv Fire Phase

AFV’s that enter AFV’s that enter new hexes cannot new hexes cannot

get ROF in the get ROF in the Advancing Fire Advancing Fire

Phase.Phase.

But the Marder But the Marder places a Direct places a Direct Fire Acq. (-1)Fire Acq. (-1)

ASL 201: AFV CombatASL 201: AFV Combat

Demo Charge!Demo Charge!

Because the Because the placing unit placing unit

survived, they survived, they can now trigger can now trigger

the demo! the demo!

First, check for First, check for where it is placed!where it is placed!

ASL 201: AFV CombatASL 201: AFV Combat

Our DRMs: +2 -1Our DRMs: +2 -1

DR = 7 + 1 = 8DR = 7 + 1 = 8

8 = AF we crossed8 = AF we crossedc dr < wdr, Turretc dr < wdr, Turret

Demo Placement DRDemo Placement DR

ASL 201: AFV CombatASL 201: AFV Combat

Here is a close up – What is the Rear armor for Here is a close up – What is the Rear armor for the Turret/superstructure?the Turret/superstructure?

Armor FacingArmor Facing

Flank / Rear is 6. Flank / Rear is 6.

Boxed means SUPERIOR Boxed means SUPERIOR superstructure, superstructure, = increase AF to 8!= increase AF to 8!

But Rear targets:But Rear targets: add +1 to the add +1 to the Basic To Kill #! Basic To Kill #!

ASL 201: AFV CombatASL 201: AFV Combat

Triangle meansTriangle meansLeadership DRMLeadership DRMdoes NOTdoes NOT apply!apply!

DR = 7DR = 7

There are no modifiers. But our Rear facing gives There are no modifiers. But our Rear facing gives us +1. us +1. To Kill # = 16 +1 = 17 To Kill # = 16 +1 = 17

To Kill NotesTo Kill Notes

ASL 201: AFV CombatASL 201: AFV Combat

Demo Charge!Demo Charge!

To Kill = 16 + 1 = To Kill = 16 + 1 = 17 – 8 = 17 – 8 =

9 Final To Kill!9 Final To Kill!

(Leadership DRM (Leadership DRM does NOT apply)does NOT apply)

ASL 201: AFV CombatASL 201: AFV Combat

Our Final To Kill # = 9 Our Final To Kill # = 9

DR = 6,4 = 10DR = 6,4 = 10

As you can see, that was CLOSE to a miss!As you can see, that was CLOSE to a miss!

To Kill NotesTo Kill Notes

ASL 201: AFV CombatASL 201: AFV Combat

Demo Charge!Demo Charge!

Automatic Shock! Automatic Shock!

The vehicle is The vehicle is incapable of any incapable of any action until the action until the crew recovers!crew recovers!

Remove the Remove the motion counter, motion counter, place the Shock place the Shock

counter! counter!

ASL 201: AFV CombatASL 201: AFV Combat

Much more to tell in this exciting battle! Tune in next week!

For further information: For further information:

Read Read Section C2.0 to C7.0 Section C2.0 to C7.0 (all) , (all) ,

in the rule book for in the rule book for

AADVANCED DVANCED SSQUAD QUAD LLEADEREADER..

For Further InformationFor Further Information

ASL 201: AFV CombatASL 201: AFV Combat

In the next module, we’ll get you fired up as we In the next module, we’ll get you fired up as we take target practice with Tanks and Guns of take target practice with Tanks and Guns of Tanks!Tanks!

See you at See you at

Session 2Session 2

Coming Next SessionComing Next Session

ASL 201ASL 201 was created by: was created by:

• Russell Gifford Learning the Great Battles of the American Civil War(CD Rom learning series, 2005)

Iowa Soldiers in the American Civil War (Multi-media lecture series, 2010)

Spectacular Voyage: Lewis and Clark in Iowa, Nebraska and South Dakota (2002)

Additional InformationAdditional Information

Advanced Squad Leader, ASL, and all artwork © MMP, 2011

This Presentation is

© 2011 by Russell Gifford

May be used with permission

Write to rgifford@russgifford.net