ASL 101 LEARNING ADVANCED SQUAD LEADER Session 3

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ASL 101: LEARNING ADVANCED SQUAD LEADER Session 3: Movement with Russ Gifford

ASL 101: LEARNING ADVANCED SQUAD LEADER Session 3: Movement with Russ Gifford

ASL 101: Infantry Movement Session 3: Movement Key Items you will learn in this

ASL 101: Infantry Movement Session 3: Movement Key Items you will learn in this session: • Which units may move • How to determine terrain type • How carrying weapons can affect movement. • How rout affects movement. You will learn how to find and use the • Chapter B Terrain Chart Estimated Module Time: 15 minutes

ASL 101: Infantry Movement Rules When we talk about movement, remember we are ONLY

ASL 101: Infantry Movement Rules When we talk about movement, remember we are ONLY speaking of the MOVEMENT PHASE. Player turn: Rally Phase Prep Fire Phase Movement Phase Defensive First Fire Defensive Fire Phase Advancing Fire Phase Rout Phase Advance Phase Close Combat Phase

ASL 101: Infantry Movement Review: Personnel Units MMCs: (Squads, HS, Crews) • 4 movement

ASL 101: Infantry Movement Review: Personnel Units MMCs: (Squads, HS, Crews) • 4 movement factors (MF) for normal movement. • They can double time (CX) for 1 or 2 additional MF. SMCs: (Leaders, Heroes) • Have 6 MF for normal movement. • They can CX for 1 or 2 additional MF.

ASL 101: Infantry Movement Personnel Units Leader Bonus: MMCs that begin and ends the

ASL 101: Infantry Movement Personnel Units Leader Bonus: MMCs that begin and ends the MPh/APh stacked with a Leader is eligible for a 2 MF bonus. This stack could expend 6 MF with the Ldr bonus.

ASL 101: Infantry Movement Rules Units carry weapons. How much they carry affects movement.

ASL 101: Infantry Movement Rules Units carry weapons. How much they carry affects movement. Carrying more than a unit’s inherent portage capacity (IPC), which is 3 PP, reduces their movement by 1 for each pp over 3! Also note: while double-timing (CX) increases a unit’s MF, it reduces their IPC by 1! But leaders stacked with squads help carry 1 PP!

ASL 101: Infantry Movement Units are not forced to move. They may choose to

ASL 101: Infantry Movement Units are not forced to move. They may choose to move or not. They may use all of their movement points, or some, or none.

ASL 101: Infantry Movement Terrain Effects: Whenever units move, they expend the MF necessary

ASL 101: Infantry Movement Terrain Effects: Whenever units move, they expend the MF necessary to move into a hex. Some terrain is IN the hex, (Bldgs, Woods, Gully, etc. ) Other terrain is HEXSIDE terrain. (Hedges, walls)

ASL 101: Infantry Movement Section of ASL board 3

ASL 101: Infantry Movement Section of ASL board 3

ASL 101: Infantry Movement Hedge Wall Building (Wood) Building (Stone) Hill (Level 1) Hill

ASL 101: Infantry Movement Hedge Wall Building (Wood) Building (Stone) Hill (Level 1) Hill (Level 2) Woods

ASL 101: Infantry Movement Terrain Effects: Whenever units move, they expend the MF necessary

ASL 101: Infantry Movement Terrain Effects: Whenever units move, they expend the MF necessary to move into a hex. This unit would expend 2 MF to move into the bldg.

ASL 101: Infantry Movement Terrain Effects Hexside Costs: Whenever units move, they expend the

ASL 101: Infantry Movement Terrain Effects Hexside Costs: Whenever units move, they expend the MF necessary to move into a hex. This unit would expend 1 MF to cross the hedge AND + 1 MF to move into the clear hex.

ASL 101: Infantry Movement Rules Costs for each terrain type are listed on the

ASL 101: Infantry Movement Rules Costs for each terrain type are listed on the Chapter B Terrain Chart

ASL 101: Infantry Movement The chart shows how many movement factors each hex costs

ASL 101: Infantry Movement The chart shows how many movement factors each hex costs based on the unit type and terrain.

ASL 101: Infantry Movement Quiz How many movement factors does each woods hex cost

ASL 101: Infantry Movement Quiz How many movement factors does each woods hex cost Infantry?

ASL 101: Infantry Movement Quiz At 2 points per woods hex, Infantry could only

ASL 101: Infantry Movement Quiz At 2 points per woods hex, Infantry could only move 2 hexes in woods. (unless CXing or with a Leader!) 2 MF

ASL 101: Infantry Movement Rules Each type of terrain, and each type of unit

ASL 101: Infantry Movement Rules Each type of terrain, and each type of unit in ASL is on this chart!

ASL 101: Infantry Movement Rules Let’s take a closer look!

ASL 101: Infantry Movement Rules Let’s take a closer look!

ASL 101: Infantry Movement Rules What does this mean?

ASL 101: Infantry Movement Rules What does this mean?

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Wall: 1 MF+COT Starting in hex O 2: What would it cost to move to each adjacent hex? 2 MF 1+2 MF 1 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Wall: 1 MF+COT Starting in hex P 3: What would it cost to move to P 2? To O 4? What about O 3?

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF 1+1 MF 1 MF 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 3 1 MF + COT (1 MF) 1+1 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 3 : 1 MF (Wall) + COT (Open : 1 MF) 2 MF total. To continue to N 2: 2 MF (Bldg) = Done! 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF 1+1 MF 1 MF 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 4 – 1 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 4 – 1 MF To N 4 – 1 MF To M 5 ?

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 4 – 1 MF To N 4 – 1 MF To M 5 – 2 MF Done. (Out of MF. )

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 4 – 1 MF To N 4 – 1 MF To M 5 – 2 MF OR – declare CX! Move Upstairs! - 1 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 4 – 1 MF To N 4 – 1 MF To M 5 – 2 MF OR – declare CX! Move Upstairs! - 1 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF This time, let’s CX BEFORE we move! 2 MF 1+1 MF 1 MF 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Declare CX!

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 3 1 MF + COT (1 MF)

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 3 1 MF + COT (1 MF) Bypass N 2! 1 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 3: 1 MF + COT (1 MF) = 2 MF Bypass N 2! 1 MF! To M 2: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Starting in hex P 3: To O 3: 1 MF + COT (1 MF) = 2 MF Bypass N 2! 1 MF! To M 2: 2 MF Upstairs for 1 MF!

ASL 101: Infantry Movement Bypass: Units may bypass a woods or building terrain by

ASL 101: Infantry Movement Bypass: Units may bypass a woods or building terrain by paying the cost of the other terrain in the hex. • Unit may only bypass 2 hexsides (1 MF if other terrain is clear • Units may continue bypass for another MF expenditure • Or they may enter the terrain in the hex for full cost. Units may not voluntarily end their move in bypass!

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Let’s practice bypass!

ASL 101: Infantry Movement Terrain Effects : cost of terrain in the hex Open

ASL 101: Infantry Movement Terrain Effects : cost of terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Now what? We’ve spent 3 MF, and have only 1 left! What can we do now?

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF We can’t end in bypass, so we’ll have to declare CX to get an extra point and then end in N 1, N 0, or O 1. What about P 0 or P 1?

ASL 101: Infantry Movement Bypass rules: Unit may only bypass 1 or 2 hexsides

ASL 101: Infantry Movement Bypass rules: Unit may only bypass 1 or 2 hexsides (1 MF if other terrain is clear) • They are considered at the vertex of the sides they are bypassing. • Units in bypass receive only the benefit of the terrain they are in – meaning, usually, clear terrain! Units may be pinned or broken in bypass!

ASL 101: Infantry Movement Roads in ASL: If units start their turn on the

ASL 101: Infantry Movement Roads in ASL: If units start their turn on the road, and move along it for the entire turn, they can move an extra 1 MF along the road.

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Spent 4 MF Total – Done?

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the

ASL 101: Infantry Movement Terrain Effects : cost of entering the terrain in the hex Open hex: 1 MF Woods: 2 MF Bldg: 2 MF Doesn’t have to be – ROAD BONUS!

ASL 101: Infantry Movement Roads in ASL: Whenever units move on Roads, (meaning they

ASL 101: Infantry Movement Roads in ASL: Whenever units move on Roads, (meaning they move from a hex with a road to the next hex with the road) they may choose: • to expend either the road cost (1 MF) • or the terrain cost. (Depends on Terrain. )

ASL 101: Infantry Movement Roads allow a unit to move through the other terrain

ASL 101: Infantry Movement Roads allow a unit to move through the other terrain in a hex at a lower cost. Let’s look at our previous woods example!

ASL 101: Infantry Movement Road Movement This time, we’ll move to the road. It

ASL 101: Infantry Movement Road Movement This time, we’ll move to the road. It still costs 2 MF. 2 MF

ASL 101: Infantry Movement Road Movement But now that we are ON a road,

ASL 101: Infantry Movement Road Movement But now that we are ON a road, moving through a road hexside to a road hexside, it is only 1 MF! 1 MF

ASL 101: Infantry Movement Road Movement Danger! Using the road movement rate means if

ASL 101: Infantry Movement Road Movement Danger! Using the road movement rate means if the enemy can fire at the unit, the terrain provides no protection! 4 FP -1 NAM -1 MO

ASL 101: Infantry Movement Road Movement That’s about TEM which also comes from this

ASL 101: Infantry Movement Road Movement That’s about TEM which also comes from this table! You’ll hear more on this in the Fire Combat session.

ASL 101: Infantry Movement Dash! Sometimes, you have to cross the road – but

ASL 101: Infantry Movement Dash! Sometimes, you have to cross the road – but you want to minimize the pain. A unit can cross an open road hex by declaring a dash move.

ASL 101: Infantry Movement Dash! The advantage of a dash is it will half

ASL 101: Infantry Movement Dash! The advantage of a dash is it will half the firepower of the attack – But the -1 FFMO and -1 FFNAM still apply. So don’t it is still a desperate move!

ASL 101: Infantry Movement Elevation Changes Elevation Change: In ASL, moving up hill costs

ASL 101: Infantry Movement Elevation Changes Elevation Change: In ASL, moving up hill costs additional points. We judge that by crossing Crest lines. Infantry does not pay additional MF to move downhill in ASL.

ASL 101: Infantry Movement Elevation Changes Crest line examples: Moving up one level while

ASL 101: Infantry Movement Elevation Changes Crest line examples: Moving up one level while entering a new hex costs double the normal cost of moving into the terrain. (2 x. COT) Lvl 2 Lvl 1 Lvl 0

ASL 101: Infantry Movement Elevation Changes Quiz ? MF So what would this cost?

ASL 101: Infantry Movement Elevation Changes Quiz ? MF So what would this cost? (2 x. COT)

ASL 101: Infantry Movement Elevation Changes Quiz 2 MF (2 x. COT) = 2

ASL 101: Infantry Movement Elevation Changes Quiz 2 MF (2 x. COT) = 2 x 1 (open ground)

ASL 101: Infantry Movement Elevation Changes Quiz So what would this cost? (2 x.

ASL 101: Infantry Movement Elevation Changes Quiz So what would this cost? (2 x. COT) ? MF

ASL 101: Infantry Movement Elevation Changes Quiz 4 MF (2 x. COT) = 2

ASL 101: Infantry Movement Elevation Changes Quiz 4 MF (2 x. COT) = 2 x 2 (woods) 4 MF

ASL 101: Infantry Movement Assault Move: We’ve established that moving in the open is

ASL 101: Infantry Movement Assault Move: We’ve established that moving in the open is very dangerous in ASL. (You’ll see how dangerous next session!) So units can avoid some danger by using Assault Movement.

ASL 101: Infantry Movement Assault Movement Infantry units can avoid the -1 FFNAM modifier

ASL 101: Infantry Movement Assault Movement Infantry units can avoid the -1 FFNAM modifier by using assault movement. Assault movement is only possible if a unit changes only 1 location, and does NOT use all of its MF.

ASL 101: Infantry Movement Assault Movement Quiz So can this be an Assault Move?

ASL 101: Infantry Movement Assault Movement Quiz So can this be an Assault Move? Yes! (One location, less than 4 MF)

ASL 101: Infantry Movement Assault Movement Quiz So can this be an Assault Move?

ASL 101: Infantry Movement Assault Movement Quiz So can this be an Assault Move? No. Why? (One location, but all 4 MF)

ASL 101: Infantry Movement Minimum Move In ASL, Infantry units that have at least

ASL 101: Infantry Movement Minimum Move In ASL, Infantry units that have at least 1 MF at the start of the phase (due to carrying too many items!) may make a minimum move of 1 hex during its MPh.

ASL 101: Infantry Movement Quiz 4 MF needed to move into the woods up

ASL 101: Infantry Movement Quiz 4 MF needed to move into the woods up one level. (2 x. COT) = 2 x 2 (woods) But the squad only has 2 MF! Why? (5 PP – 3 = 2 over PP Capacity means 4 MF – 2 = 2 MF left. ) Can the squad move into W 4? 4 MF

ASL 101: Infantry Movement Quiz 4 MF Can the squad move into W 4?

ASL 101: Infantry Movement Quiz 4 MF Can the squad move into W 4? Yes! Using Minimum move, the squad can move one hex as long as it has at least 1 MF and is eligible to move. (has not yet moved, is not pinned, TI, prep fired, etc. )

ASL 101: Infantry Movement Quiz 4 MF But – using minimum move means the

ASL 101: Infantry Movement Quiz 4 MF But – using minimum move means the unit, after surviving all First Fire, will become CX AND pinned! (Meaning, no advance phase movement!)

ASL 101: Infantry Movement Some units may NOT move.

ASL 101: Infantry Movement Some units may NOT move.

ASL 101: Infantry Movement Rules • Routed units may not move. • Pinned units

ASL 101: Infantry Movement Rules • Routed units may not move. • Pinned units may not move. • TI units may not move.

ASL 101: Infantry Movement Other Movement Some actions are considered movement, thus use MF

ASL 101: Infantry Movement Other Movement Some actions are considered movement, thus use MF to make them happen. Smoke Grenade attempts: • 1 MF to place in your own hex • 2 MF to place in an adjacent hex

ASL 101: Infantry Movement Other Movement Some actions are considered movement, thus use MF

ASL 101: Infantry Movement Other Movement Some actions are considered movement, thus use MF to make them happen. Attempting to pick up a weapon is a 1 MF expenditure.

ASL 101: Infantry Movement Other Movement Some actions are considered movement, thus use MF

ASL 101: Infantry Movement Other Movement Some actions are considered movement, thus use MF to make them happen. Attempting to recover a weapon is a 1 MF expenditure.

ASL 101: Infantry Movement Hazardous Movement Some actions are so dangerous they require a

ASL 101: Infantry Movement Hazardous Movement Some actions are so dangerous they require a -2 drm no matter what phase they occur. These include setting a DC, pushing a Gun, clearance attempts, sewer movement, and others. See rule A 4. 62 for a complete list – then avoid doing any of those things with an enemy unit in LOS!

ASL 101: Infantry Movement For Further Information Read Section 4. 0 (all) to 5.

ASL 101: Infantry Movement For Further Information Read Section 4. 0 (all) to 5. 0 (all) in the rule book for ADVANCED SQUAD LEADER.

ASL 101: Infantry Movement Coming Next Session Now that you’ve seen how to move

ASL 101: Infantry Movement Coming Next Session Now that you’ve seen how to move around, get out a few units and move them on the map. Move up hill and down, into woods, buildings, up stairs and down. Cross a few walls, and duck behind a hedge! Note in the different scenarios the special scenario rules may chance the a type of terrain! Always check the special scenario rules for details on terrain!

ASL 101: Infantry Movement Coming Next Session Ready to learn more? Once you’ve marched

ASL 101: Infantry Movement Coming Next Session Ready to learn more? Once you’ve marched and drilled your troops, report to duty at the next class, where we’ll see if you can spot your target! Please read section 6. 0 (all) in preparation for Session 4 – Line of Sight!

ASL 101 was created by: • Russell Gifford Learning the Great Battles of the

ASL 101 was created by: • Russell Gifford Learning the Great Battles of the American Civil War (CD Rom learning series, 2005) Mass Media and Big Government (Multi-media lecture series, 2006) Spectacular Voyage: Lewis and Clark in Iowa, Nebraska and South Dakota (2002)

Additional Information Advanced Squad Leader, ASL, and all artwork © MMP, 2007 This Presentation

Additional Information Advanced Squad Leader, ASL, and all artwork © MMP, 2007 This Presentation is © 2007 by Russell Gifford May be used with permission Write to rgifford@russgifford. net