Saturday, October 23, 2010

Starter Kit Sequence of play


 In Preparation for teaching the game, I put together a sequence of play handout/thing that only covers the stuff in ASLSK#1. I think I got everything, but if anyone happens to actually read this blog and has comments or suggestions or sees errors, let me know.


ASL Starter Kit #1 Sequence of Play
Rally Phase (RPh)
(a)  Attacker rolls for reinforcements/places reinforcements offboard.
(b)   Good Order Units may attempt to recover SW in same hex, Attacker first, dr < 6 (+1 drm if CX)
(c)  Repair Broken SW, Attacker first.
(d)  Transfer SW between units in same location, Attacker first.
(e)  Self-Rallies. (+1 DRM)
a.       Attacker may attempt to self rally one MMC
b.      Leaders and Crews self-rally attempts, Attacker first
c.       N.B.: Original 2 DR = possible leader creation
d.      N.B.: Original 12 DR = Casualty reduction
(f)     Unit Rallies. Units stacked with a leader may attempt to rally. DRMs:
a.       +4 if DM
b.      -1 if in woods or building hex
c.       Leadership modifier
d.      N.B.: Original 12 DR = Casualty reduction
(g)    Marker Removal. All DM counters are removed unless the unit is adjacent to an enemy unit. Unit may remain DM if not in woods or building, otherwise mandatory.

Prep Fire Phase (PFPh)
            Attacker may fire any units, weapons, etc. Units are marked with a Prep fire marker.

Movement Phase (MPh)
Start of MPh: remove CX markers from Attacker’s units.
            During MPh:
(a)   Attacker may move any unit which is not broken or marked with a Prep Fire mounter.
(b)   Units may declare CX at the start of their move (+2 MF), but a unit can't go CX twice in a row; if it went CX last turn, it can't go CX again.
(c)  Units may declare Assault Movement, to move 1 hex and avoid FFNAM.
(d)   Weapons may be dropped at any point.
a.       Weapons may be recovered by expending 1 MF and making a dr < 6
(e)  Placing smoke: 1MF if in same hex, 2 MF if in adjacent hex. +1 drm if CX. On Original 6 dr, Unit must end all movement.
(f)    Defender may Defensive First Fire at any unit which expends MF.
a.       Common DRMs:
                                                                                i.      Leadership, for Leader-Directed Fire
                                                                              ii.      First Fire Moving in the Open (FFMO): -1 vs. units moving in Open Ground, with no Hindrances along the firing unit’s LOS.
                                                                            iii.      First Fire Non-Assault Movement (FFNAM): -1 vs. units not using Assault Movement.
                                                                            iv.      Terrain Effects Modifiers (TEM) of terrain occupied by target unit.
                                                                              v.      Hindrance modifiers, for terrain in hexes between the firing and target unit (e.g., Orchards, Grain).
b.      Types of Defensive First Fire:
                                                                                i.      Defensive First Fire: a Defending unit’s first shot. Any moving unit. Place a First Fire – MPh marker on the unit after it fires.
                                                                              ii.      Subsequent First Fire: Defending units which have already fired once may SFF; can only fire within normal range and only at units which are not farther than closest enemy unit; FP for firing unit is halved.
                                                                            iii.      Final Protective Fire: Defending units may fire only at adjacent units. Original DR acts as a NMC for firing unit; FP for firing unit is halved, but doubled back for Point-Blank Fire.
End of MPh: Remove all Residual Fire markers and Smoke counters.

Defensive Fire Phase (DFPh)
Defender may fire any units not marked Final Fire. Units Marked First Fire may fire at adjacent units only, at half FP, but doubled back for Point-Blank Fire.

Advancing Fire Phase (AFPh)
            Attacker’s units which did not fire in the PFPh may fire at half FP.
                        MMGs or HMGs which moved may NOT fire.
                        Units with underlined FP receive +1 FP after being halved, and round fractions up.
                                    Thus a 7-4-7 squad has (7/2 ) + 1 = 4.5 = 5 FP, not (7+1)/2 = 4 FP.
            Remove all Prep Fire markers at the end of the AFPh.

Rout Phase (RtPh)
(a)  Units marked DM must rout to the closest Woods or building hex, away from any known enemy units.
(b)  Units may be interdicted during rout.
(c)  Units may Low Crawl one hex in order to avoid interdiction.

Advance Phase
(a)  Attacker may transfer SW.
(b)  Attacker may then move any unpinned good order units once hex.
a.      If this move would cost all MF, unit becomes CX.
(c)  Units may enter enemy occupied hexes
(d)  Place a CC marker on units that advance into enemy-occupied hexes.

Close Combat Phase (CCPh)
(a)  Both players resolve CC in each hex.
(b)  Check for ambush if CC in building or woods
a.       Ambush = if any side rolls 3 less than the other.
b.      Ambushes are sequential, not simultaneous.
(c)  Original 2 DR = Possible leader creation
(d)  Place Melee counters on any hex in which units of both sides have survived
(e)  Remove all PIN markers at the end of the phase.

Turn Record: Reverse the role of Attacker and Defender. Advance the Turn Marker if necessary.

5 comments:

  1. Terrific. I'm going to teach a game on Wednesday and this will help me avoid having to re-read (scan) the ASLSK#1 rules to ensure that I don't teach a ASLSK / ASLRB hybrid. Thanks!

    ReplyDelete
  2. If I'm reading my book properly,in DFPh, units using Final Fire have to be marked with a Final Fire counter and then all First and Final Fire counters are removed at the end of the DFPh.

    Does that sound right? I'm also in the process of trying to teach my friends and as a noob, your cheat sheet is a great help!

    ReplyDelete
  3. Fogrob, you are correct. Also, in SFF, the First Fire marker is flipped to its Final Fire side. I need to edit that.

    ReplyDelete
  4. Cool. I noticed on your Gamesquad post some others put some suggestions on there as well.

    ReplyDelete
  5. Great tool. Thanks!

    ReplyDelete