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

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Presentation on theme: "ASL 201: AFVs/G UNS IN A DVANCED S QUAD L EADER Session 2: To Hit / To Kill – AFV/Guns with Russ Gifford."— Presentation transcript:

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

2 ASL 201: AFV Combat This session, we will use what you learned in the previous session - how ‘To Hit’ and how ‘To Kill’ AFVs! how ‘To Hit’ and how ‘To Kill’ AFVs! Goals for This Session

3 ASL 201: AFV Combat This session, we will learn: Motion status Motion status Armored Facing Armored Facing Bounding Fire Bounding Fire Goals for This Session

4 ASL 201: AFV Combat Example of AFV Movement & Combat The SU in I2 has just Acquired hex K4 the previous player turn! But he will soon have a new threat to deal with.

5 ASL 201: AFV Combat Here is a close up of our players! Our Players Neither AFV has a turret. Neither has machine guns!

6 ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: Marder 75 In D0 – 12 MP (out of LOS of SU-152 E) Why?

7 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.

8 ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: In D0 – 12 MP E1 – 1 MP F0 – 1 MP Stop 1 MP

9 ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: SU-152 Motion Attempt 3 MP in LOS

10 ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: SU-152 Motion Attempt 3 MP in LOS dr = 1 Motion!

11 ASL 201: AFV Combat 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 in LOS. AND if it does achieve motion, it can change its VCA. Motion Attempt

12 ASL 201: AFV Combat Example of AFV Movement & Combat Achieving Motion, the Su- 152 Spins its VCA two hex spines to face the trouble (this loses the K4 Acq marker!)

13 ASL 201: AFV Combat Example of AFV Movement & Combat Achieving Motion, the Su- 152 Spins its VCA two hex spines to face the trouble (this loses the K4 Acq marker!)

14 ASL 201: AFV Combat Example of AFV Movement & Combat Achieving Motion, the Su- 152 Spins its VCA two hex spines to face the trouble (this loses the K4 Acq marker!)

15 ASL 201: AFV Combat 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. So, to recap thus far:

16 ASL 201: AFV Combat The SU-152 will attempt a Defensive First Fire shot at the Marder: What is the Attack #, and the modifiers? Defensive First Fire

17 ASL 201: AFV Combat First, use chart C3: Modified To Hit: 10! Direct Fire

18 ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire 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.

19 ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire In Motion, the SU will pay a +2 for Motion, AND his lower die is doubled!

20 ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire Finally, he is BU. +1

21 ASL 201: AFV Combat OK – and lower die x2! What is the Target’s DRMs? Defensive First Fire

22 ASL 201: AFV Combat Chart C6 is about the Target Direct Fire J – our target is a Moving vehicle, so +2. Since J applies, we also check J1 and J2:

23 ASL 201: AFV Combat Chart C6 is about the Target Direct Fire Case J1 applies = +1+2 =+3; The target size is normal (+0); and Wall TEM does NOT apply!

24 ASL 201: AFV Combat 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? Walls and AFVs

25 ASL 201: AFV Combat 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 HD AFV hits the Wall instead! (a MISS!) Walls and AFVs

26 ASL 201: AFV Combat 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 = =13. Miss? Only one chance – Improbable Hits. To Hit Notes

27 ASL 201: AFV Combat 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.) Improbable Hits

28 ASL 201: AFV Combat An original 2 on the To Hit is an Improbable Hit! Roll an additional die: dr = Defensive First Fire

29 ASL 201: AFV Combat An original 2 on the To Hit is an Improbable Hit! Roll an additional die: dr = Whew!! Thank goodness for that Wall!! Defensive First Fire

30 ASL 201: AFV Combat To Hit Notes The SU does not get an Acq marker, because he is still in Motion. The SU-152 has no possibility of Intensive Fire, so that’s it for him. Rest of the Movement?

31 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

32 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

33 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

34 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

35 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

36 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.

37 ASL 201: AFV Combat Advancing Fire The Marder gets it’s chance!

38 ASL 201: AFV Combat First, use chart C3: Modified To Hit: 10! Direct Fire

39 ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire 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.)

40 ASL 201: AFV Combat OK – 10 Modified to Hit + 5 DRM What is the Target’s DRMs? Advancing Fire

41 ASL 201: AFV Combat Chart C6 is about the Target Direct Fire J – our target is a Moving vehicle, so +2. Which is why the SU chose the Motion attempt.

42 ASL 201: AFV Combat Chart C6 is about the Target Direct Fire And Case P: The target size is large (-1).

43 ASL 201: AFV Combat 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!) Advancing Fire

44 ASL 201: AFV Combat OK – 10 Modified to Hit + 6 DRM DR = Advancing Fire

45 ASL 201: AFV Combat 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. Advancing Fire

46 ASL 201: AFV Combat 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. To Hit - To Kill Notes StepsAFV To Kill Process 1Determine Target’s Armor Factor (AF) 2Determine basic To Kill # (TK# ) and modify 3Final To Kill # = Modified TK# - AF 4If DR <= Modified TK#, use C7.7 to decide results

47 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)

48 ASL 201: AFV Combat Demo Charge! Because the placing unit survived, they can now trigger the demo! First, check for where it is placed!

49 ASL 201: AFV Combat Our DRMs: DR = = 8 8 = AF we crossed c dr < wdr, Turret Demo Placement DR

50 ASL 201: AFV Combat Here is a close up – What is the Rear armor for the Turret/superstructure? Armor Facing Flank / Rear is 6. Boxed means SUPERIOR superstructure, = increase AF to 8! But Rear targets: add +1 to the Basic To Kill #!

51 ASL 201: AFV Combat Triangle means Leadership DRM does NOTapply! DR = 7 There are no modifiers. But our Rear facing gives us +1. To Kill # = = 17 To Kill Notes

52 ASL 201: AFV Combat Demo Charge! To Kill = = 17 – 8 = 9 Final To Kill! (Leadership DRM does NOT apply)

53 ASL 201: AFV Combat Our Final To Kill # = 9 DR = 6,4 = 10 As you can see, that was CLOSE to a miss! To Kill Notes

54 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!

55 ASL 201: AFV Combat 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 in the rule book for A DVANCED S QUAD L EADER. For Further Information

56 ASL 201: AFV Combat In the next module, we’ll get you fired up as we take target practice with Tanks and Guns of Tanks! See you at Session 2 Coming Next Session

57 ASL 201 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)

58 Additional Information Advanced Squad Leader, ASL, and all artwork © MMP, 2011 This Presentation is © 2011 by Russell Gifford May be used with permission Write to


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