lunes, 3 de julio de 2017

AYUDA DE JUEGO

Poco a poco iremos publicando ayudas de juego, porque si hay algo atractivo en el sistema asl es la cantidad de material disponible. No solo se disfruta jugando, sino consultando, aprendiendo y como no ordenando.

Os dejamos aquí un documento que nos ayudará a seguir la secuencia de juego. Lo sentimos está en inglés pero lo que no te podías imaginar, es que a parte de aprender disfrutando del propio sistema, pasarlo bien en las partidas, te ayudará a refrescar tu inglés!!!

El documento contiene todo lo que se puede hacer durante 1 turno de uno de los bandos. Recordad que 1 turno completo se compone de ida y vuelta. y estos son los puntos generales a modo de resumen antes de que te metas en todos sus entresijos. Esperamos que os ayude tanto como a nosotros!!!!

SECUENCIA DE JUEGO

1. DEFINICIONES
Algunos apuntes que ayudarán a aclarar un poco la terminología de los nuevos reclutas.

2. FASE DE CONCENTRACIÓN O PREPARACIÓN 
Casi lo mejor es no traducirlo porque en realidad durante esta primera parte del turno, lo que haces es recomponer cosas y unidades, recojer armas rotas, intentar arreglarlas.... y un largo etc....

3. FASE DE FUEGO DE PREPARACIÓN
El atacante puede disparar. Seguro que estabas deseando entrar en acción!!!! pero como nos dijo el Capitán Javier, "pensad antes de disparar que esto es muy largo".

4. FASE DE MOVIMIENTO
Creo que intuís de que va esto, pero creedme "¡Divide et impera!". Y cuidado que aquí hay fuego de los que defienden tu avance!

5. FASE DE FUEGO DEFENSIVO
Y ahora completan los defensores sus fuego.

6. FASE DE FUEGO DE AVANCE
Les toca disparar a los que atacan!

7. FASE DE RETIRADA
A retirar unidades dañadas a lugares mas seguros.

8. FASE DE COMBATE CUERPO A CUERPO
Poco te puedo decir, solo que tengas mucha suerte porque esto es duro de verdad...

9. REGISTRO DEL CUADRO DE TURNO
Aunque no es una fase del juego propiamente dicha, por favor que no se te olvide que ahora toca bien dentro del mismo turno el papel del defensor que pasa a ser atacante o si ya hemos jugado los dos la ida y vuelta (atacante / defensor) avanzar al turno siguiente.

10. ARMAS DE APOYO
Tampoco una fase del juego pero sí unos útiles apuntes sobre estas fundamentales ayudas.

¡¡¡¡Y ahora a por ello!!!!!

SEQUENCE OF PLAY




1. DEFINITIONS 2.0. 


Inexperienced
Green MMC not stacked with a GO -Good Order- Leader and Conscript MMC
3 MF; B#/X# 1; cover two columns, +1 ambush drm
Special DR
⚀⚀ MMC Lone Self-Rally Rally/Field Promotion (5.3)
⚀⚀ MMC CC ELIM (all)/Field Promotion
Doubles on non-Leader directed IFT DR Cower. Shift one (E/1/2/G) or two (Con/Inx) columns
Rolling exact Morale during MC Pin Unit. MC > Morale + ELR replaced by Poorer-Quality Unit (5.1, see Nationality Chart). MMC with an underlined Morale is not subject to ELR.
⚅⚅ Morale Check K if GO or KIA if Broken;
⚅⚅ Rally K (Casualty Reduction).
IFT DR (red die) ROF# maintain ROF.
IFT DR B#/X# Breakdown/Eliminate.
Stacking limit MMC 3 Squad or equivalent + 4 SMC
Casualty Reduction:
·       Full squad half squad (see Rulebook p. 12 por details)
·       Half squad ➔ eliminated
·       Leader ➔ rollfor wound 1-4 wounded / 5-6 eliminated- Wounded MPF =3, morale leadership modifiers degraded by 1, subsequent potential wound make wound check roll at -1 penalty.

2. RALLY PHASE  


BOTH PLAYERS may have each of their GO Units (CX/PIN okay) undertake one action only per RPh (GO SMC may rally other Broken Units in addition to one action).
a.   Attacker rolls for provisional (SSR Scenario Special Rules) reinforcements and set up offboard units entering this turn.
b.   GO units may attempt to Recover unpossessed SW (Support Weapon) in same hex: dr ≤ 5  (+1 if exhausted CX)
c.   GO units may attempt to Repair possessed broken SW own nationality only dr ≤ repair number R#. If dr = 6 eliminate SW
d.   GO units in the same location may freely Transfer possessed SW
e.   Self-rally
·       Units with boxed morale may self-rally. Attacker first; Defender thereafter.
·       Attacker (ONLY) may self-rally one additional MMC (regardless of boxed morale or not)
·       Any unit attempting to self-rally also suffers a + 1 DRM, including leader self-rally.
·       Broken Leaders may attempt to self-rally not apply his leadership modifier 
f.    Unit Rally by leaders.
·       Broken Units stacked with GO Leaders may attempt to Rally

Rally: D12 + DRMs:
Self-rally                    +1
DM                             +4
Woods/buildings          -1
leadership modifier     #
                                 Results:
unmodified 12             rolled unit suffers casualty reduction
unmodified 2               rolled unit gains field promotion - see 5.3 and Leader Creation table
                                 <= Morale passed
                                 > Morale failed

Remove all DM markers, both players (Units adjacent to Know enemy unit –KEU- remain DMed). Broken Units may opt to keep DM, unless in woods or building.


3. PREP FIRE PHASE

Attacker Units and SW may fire. Line Of Sight (LOS; 3.2.1)
A Unit thought to have an unobstructed LOS (no reasonable doubt of crossing a building, hill or woods depiction) to an Enemy Unit may fire. LOS may only be checked after a fire attack has been declared. LOS challenged and/or verified to be Blocked yields a “N/E” result (check B#/X#).

Any combination of intervening (grain) or inherent (orchard, smoke) Hindrance ≥6 blocks LOS (including inherent hexsides).

+1 Hindrance DRM while firing out of smoke.

Fire Attacks (3.2.2)
Place PREP FIRE markers on firing Units.
Fire Attack Modifiers (MMC/MG -Machine Gun-): Point Blank Fire (PBF)  x2 FP; Long Range  ½ FP (FT).
IFT DRM: Leadership; +X Terrain Effects Modifier (TEM); +X Hindrance (intervening).
Doubles (non-leader directed) Cowers (shift one or two columns left –Inexperienced units- on IFT)

4. MOVEMENT PHASE 


Attacker non-PREP FIRE GO Units not locked in Melee may move.

Remove CX markers as Units start their move (cannot Double Time this MPh).

Units without CX markers may Double Time (announce; place CX marker). Exhausted Units gain +1 to attack DR/any dr.

SMC=6MF, MMC=4MF (3 Conscript [C] o Green [G]), +2 CX, +2 for MMC/SMC stack. Complete move along Roads hexes +1MF

·       Recover Support Weapons

Expend 1 MF; dr ≤ 5 for success; CX +1 drm; one chance per Unit per MPh; D1F (defensive first Phase), S1F (subsequence first fire phase) and FPF (Final Protective Fire).

·       Smoke Grenades

Units with a FP exponent may attempt to place Smoke (announce; expend 1 MF for same hex; expend 2 MF for adjacent hex; dr ≤ exponent for success (6 ends Unit's MPh); one chance per Unit per MPh; D1F (defensive first Phase), S1F (subsequence first fire phase) and FPF (Final Protective Fire). +1 CX. +2DRM/hex

·       Assault Movement

Movement only to one adjacent hex that does not exhaust unit’ MFs (cannot use all MF). Negates the First Fire Non Assault Movement (FFNAM) penalty.

·       Double-Time

By utilizing Double Time a unit acquires 2 extra MFs.  CX marker must be placed over unit.
+1 DRM attacking and +1 drm an any other.
Reduced IPC by -1

Units may not Double Time two turns in a row.

Units may carry SW: MMC have 3PP, SMC have 1PP
one Good Order leader may add his 1PP to the 3PP of an MMC if they move as stack
SW cost 1MF for each IPC over the carrying unit's PP
SMCs can never carry more than 2PP
Cannot carry SW if they have already portaged this MPh
If may drops possession of SW prior to expending MF and move
Dropped SW are left unattended and must be subsequently recovered

Defensive First Fire (3.3.1) (D1F) generally:

a)     Defender may fire on moving attacker units (only). Every MF expended by an attacker during MFh subjects the expending unit to a potential attack form every eligible defending units.
b)     Be sure to chech for First Fire Non Assault Movement FFNAM ad First Fiere Movement in Open Ground FFMO adjustments.
c)     Leave Residual FP counter in hex. Equal ½ the total FP of attacking unit(s). Residual FP markers do not accumulate; but stronger subsequent Residual FP markers replace earlier Residual FP.
A unit subject to Residual FP takes only one attack from Residual FP per hex unless:
- additional MPFs are expended in that same hex and
-        The unit’s subsequent actions subjet it to a different DRM   

Doubles (non-leader directed) Cowers (shift one or two columns left –Inexperienced units- on IFT)

FDF First Defensive Fire
Defender may fire on Units expending MF (FFNAM and FFMO). Place FIRST FIRE marker on firing Unit (Weapons maintaining ROF during D1F are not marked). Place RESIDUAL FP marker as needed (½ FP; shifts: positive Leadership, CX and Hindrance).

ROF the SWs that have not exhausted ther Rate of Fire if the colored die roll in a fire attack DR ≤ SW’s ROF, the SW may fire again.

Cowering during D1F places a FINAL FIRE marker.

Subsequent First Fire (S1F):
Defender may fire with units already marked with a FIRST FIRE. Target can only be moving units within normal range, where there is no closer target.
Range of targeted unit is equal to or closer than neareast enemy unit in LOS.

Units may fire on Units expending MF (FFNAM and FFMO; no closer KEU; in normal range only; ½ FP; break number B# ‒2 ; original B# X#; no ROF). Flip marker on firing Unit/SW to FINAL FIRE. Place RESIDUAL FP marker as needed.

Final Protective Fire (FPF):
Defender may fire units marked with a FINAL FIRE marker. Target can only be at units that move adjacent to defender. Fire at ½ FP, x2 double FP for PBF, B# ‒2, original B# X#, Defender uses IFT DR as result for NMC. Place RESIDUAL FP marker as needed.

Remove all RESIDUAL FP and SMOKE markers.

5. DEFENSIVE FIRE PHASE 


Defender may fire any unfired units and SW at full FP not marked with FIRST FIRE/FINAL FIRE.
Mark with Final Fire.
No FFMO/FFNAM. MG with ROF may use ROF.

Defender may also fire any units marked with FIRST FIRE at adjacent enemies, Final Defensive Fire (FDF) (½ FP; PBF; B# ‒2; original B# X#). Place FINAL FIRE markers on firing Units No FFMO/FFNAM.

Remove all FIRST FIRE and FINAL FIRE markers.

6. ADVANCING FIRE PHASE
           
Attacker may fire units and SW not marked with PREP FIRE markers at ½ FP, No ROF
Eligible Squads may Assault Fire (underlined FP) at normal range only; +1 after all modifications; fractions rounded up (FRU).
HMG/MMGs that moved may not fire. (LMG okay).
MGs cannot use ROF. Place PREP FIRE markers on firing Units
Remove all PREP FIRE markers.

7. ROUT PHASE

BOTH PLAYERS

Check for DM.
Place DM markers on Broken Units adjacent to or in the same location as a GO KEU (CX/PIN okay) and on Broken Units subject to Interdiction.
Mark affected units with a DM counter.

Must/May
Broken DM Units adjacent to/same location as a GO KEU or subject to Interdiction must rout.
Broken DM Units not forced to rout may rout (in building/woods okay).
Non-PIN GO Leaders may rout with Broken DM Units they're stacked with.

Rout
Non-Wounded Units use 6 MFs to rout. Wounded leaders have 3 MFs.
Units drop SW beyond their IPC before routing.
A Routing Unit must move to the nearest (in MF) building or woods. It may ignore that destination if the distance from all KEU would not increase.

Up on reaching their destination, Routing Units may continue into adjacent buildings or woods.

While routing, Units cannot move adjacent to or decrease their distance to any KEU ‒they must maintain or increase the distance at all times.

Failure to rout at least one hex eliminates a Unit.

Broken units not in MELEE under DM must rout away or be eliminated.

Interdiction

Conduct one Interdiction NMC each time Routing Units enter Open Ground in normal range and Hindrance-free LOS of non-CX, non-PIN GO KEU or in MELEE capable of firing at least 1 FP at that hex.

- Routing Units that fail their Interdiction NMC suffers a Casualty Reduction (eliminate assisting Leader). Any remaining HS may continue to rout.

- Routing Units pinned by way of Interdiction NMC immediately end their rout

Only one interdiction check is made per hex, regardless of how many KEUs are nearby.

Movement Low Crawl
Routing Units may instead Low Crawl into an adjacent Open Ground hex by using all of their MF to avoid an Interdiction NMC.


Non-PIN GO Infantry Units (CX okay) in the same location may freely Transfer possessed SW.

Non-PIN GO Infantry Units (CX okay) may advance into an adjacent hex, even if that hex is enemy-occupied.

Units using all their MF (check IPC and PP) to advance become exhausted (place CX markers). CX Units cannot advance if it would require all their MF (check IPC and PP).

Place CC markers on stacks where Units advanced into enemy-occupied hexes

8. CLOSE COMBAT PHASE 

Both players resolve Close Combat between Enemy Units in the same hex (no SW; no Terrain Effect Modifiers (TEMs) applicable; PBF unapplicable; the Attacker chooses the order of CC hex resolution).

All Units defend at full FP (+/‒X for Leadership). PIN Units attack at ½ FP. Broken Units cannot attack (‒2 DRM during defense).

SMC have 1FP. SMC that attack alone defend alone (cannot self-apply Leadership for DRM).

Units locked in Melee cannot leave that location, make fire attacks, interdict Routing Units, etc.

Ambush: Check for Ambush if Infantry advance into CC in building or woods. Ambush¹ = dr¹ ≤ dr² ‒3 (Players ¹ and ²; Ambush drm: +1 for CX/Inx/PIN; +/‒X for Leadership). Exception if reinforcing a Melee.

Ambushing Units resolve their attacks first. Otherwise, CC attacks resolve simultaneously.

Combat between units in the same hex. Attacker specifies the order in which CC are to be resolved.
Units may attack and be attacked only once per CCPh. Attacker declares all attacks first then the Defender.

Resolution of CC
-        Calculate ratio of attacking units’ FP to defending unit’ FP; apply modifiers as per CCT.
-        If DR < kill number, ALL attacked units are eliminated.
-        If DR = kill number, casualty reduction of one random attacked unit.
-         
Original DR of 2 = Possible leader creation
Remove all PIN markers.
Flip all CC markers to MELEE for continuation.

8. TURN RECORD CHART 
          
Reverse the role of Attacker and Defender.
Advance turn marker if necessary.

9. SUPPORT WEAPON

A GO infantry unit may claim possession of an unpossessed SW at the start of the RPh as its only action during the RPh.
·       dr≤5 ; 1 penalty if unit is CX
Moving infantry may claim possession of an unpossessed SW during MPh
·       dr≤5 ; 1 penalty if unit is CX; 1 MF
A unit that routes must drop SWs in excess of its initial IPC before routing and may only carry 3 Portage Points PPs of SWs during route.

▪ MMC IPC = 3PP; SMC IPC = 1PP; Infantry lose 1 MF for each SW PP in excess of their IPC.
▪ SW possessed by KIA Units: dr on same IFT column (K/#: Breakdown; #KIA: Eliminate).
▪ Captured SW: ROF# ‒1; B#/X# ‒2.
▪ Inexperienced MMC B# repairable X# unrepairable -1.
▪ Squads firing two SW or Half Squads firing one SW forfeit their IFP (S1F, FPF and FDF okay).
▪ SW may be voluntarily destroyed by their possessing unit during PFPh or DFPh.
▪ A SW may be freely dropped.

Machine Guns (MG, 4.1)
▪ A SMC fires one MG at ½ FP; 2 SMC at full FP; Max range w/o Leader 16 hexes (½ FP beyond).
▪ A MG with no B# shown has inherent B# of 12.
▪ If a squad is going to fire its own FP and MG at the same target during the same phase, they must act as a FG.
▪ If the original IFT DR of a MG attack is ≥ B#, MG malfunctions, flip over counter. B# of MG using SFF or First Fire when already marked by First Fire counter is -2. MG destroyed if IFT is ≥ original B#.

Flamethrowers (FT, 4.2)
▪ FT may not participate in FG; PIN Units cannot fire FT; FP not halved during APPh; are subject to Cowering.
▪ FT ignore DRM for Leadership and TEM; apply DRM for CX Units and Hindrance.
▪ FT FP isn't doubled for PBF or halved for AFPh; a full squad may fire a FT plus its own IFP.
▪ Attacks vs. Units possessing FT: IFT ‒1 DRM; Non-Elite MMC firing FT: X# ‒2.
▪ FT cannot be repaired; FTs are eliminated if their attack DR ≥X#.

Demolition Charges (DC, 4.3)
▪ DC placed by non-PIN GO MMC during MPh (no prep fired no pinned and no broken), expend MF as if entering adjacent target hex; must survive D1F, S1F and FPF. DC only operably placed if units survives, must also remain unbroken and unpinned. Successfully placed DC detonates at the start of the AFPh.
▪ 30 FP IFT attack. DC IFT DRM: +1 for CX Units, +X for any TEM; Leadership non-applicable.
▪ DC FP isn't doubled for PBF nor halved for AFPh; Non-Elite MMC using DC: X# ‒2.
▪ A squad may not use two DCs, but a squad may still make a separate attack with its own FP in AFPh.

ASLSK 3.2.3 Fire Effects

1. #KIA
# = number of eliminated targets (randomly determined)
All remaining ‘Broken’ targets:      Casualty Reduction
                                               HS, Crew: eliminated
                                               Squad: HS
                                               SMC: wounded

Wounded SMC:                          Wound severity dr
                                               dr 1-4: light wound (Wound counter)
                                               dr 5-6: SMC eliminated

All remaining ‘Unbroken’ targets:   Broken / DM

2. K/#
1 unit (randomly determined):            Casualty Reduction / DM
                                               HS, Crew: eliminated
                                               Squad: HS
                                               SMC: wounded
Wounded SMC:                          Wound severity dr
                                               dr 1-4: light wound (Wound counter)
                                               dr 5-6: SMC eliminated

All targets inside hex:                 #MC: Morale Check DR + #

3. NMC (MC DR; each unit, best leader first)
#MC (MC DR + #; each unit, best leader first)
Broken unit fails (DR > unit’s morale level):            Casualty Reduction
Broken unit rolls original 12:                                 Eliminated
Unbroken unit fails (#) MC by more than its morale level + ELR, might be replaced by lesser quality unit (see ASLSK2 5.1)
Unbroken unit fails (DR > unit’s morale level):         Broken / DM
Unbroken unit rolls original 12:                             Casualty Reduction, Broken, DM
Unit passes (#) MC with (MC modified = Morale):     Pinned

4. LLTC (Leader Loss Task Check)
Leader has been broken (1. or 2. or 3.):
All ‘Good Order’ units with lower current morale stacked with him -> PTC after resolving initial attack.
Negative leadership DM added to DR rather than subtracted.

5. LLMC (Leader Loss Morale Check)
Leader has been eliminated (1. or 2. or 3.):
All units with lower current morale stacked with him and not in CC -> NMC after resolving initial attack.
Negative leadership DM added to DR rather than subtracted.

6. PTC

All target units (DR > unit’s morale level):           Pinned

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