ASL Scenarios

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Scenarios to set up for various battles

Text of ASL Scenarios

DTW

or

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Adjust CP Cost for units setup on map by 'sectors in' from FME as per 20.8.3

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during the FMPh they become Disrupted. Their exit of the half-track uses a fleeing impulse normally and cost the half-track 1/2 MP. 11.4.8.3 Combined Fire: Infantry riding in a half-track may combine their fire with the inherent machine-gun of the half-track. 12.1 TRANSPORTS AND MOVEMENT 12.1.1 There are two ways for units to mount a transport. The unit may move into the transports hex and spend 2 MP to mount it. This action also uses 1/2 (fractions rounded up) of the transports MP. A transport may also enter a hex containing infantry. The infantry then spends 2 MP to mount, while the transport also expends 1/2 its MP. 12.1.2 A transport mounting infantry may still use any remaining Movement Points to continue moving. Place mounting infantry on top of the vehicle counter and mark both as moved normally. An AFV may not pick up riders using Assault Movement. 12.1.3 A transport and infantry unit may only rendezvous at a particular hex for the purposes of mounting if the transport comes to the infantrys hex. The infantry must mount from its current hex, not move to a new hex then mount. 12.1.4 Costs for dismounting are the same as mounting. Riders may not dismount in the same FMPh they mount a transport. New units may mount a transport in the same Fire and Movement Phase that Riders dismount, if sufficient Movement Points remain.Example: A T-34 begins the Fire and Movement Phase in a hex with a squad mounted, and an MG SW Team (flipped to its move side) and NCO in the same hex on the ground. The squad may dismount, costing the tank 1/2 its Movement Points, the MG team and NCO may then mount the tank, using the tanks remaining Movement Points, i.e., the tank can move no further this Fire and Movement Phase. Note that in the example, the squad that dismounted would have had to continue moving after it expended its 2 Movement Points to dismount if the owning player wished to move it further during this Fire and Movement Phase. A dismounting infantry unit may not continue its move if the tank moves on and vice-versa.

10 for Open Ground, i.e., smoke negates the movement DRM. 13.1.4 Smoke grenades exist up to +3 levels above the base level of the hex placed in. 13.2 GUN SMOKE SHELLS

Certain guns may fire smoke during the FMPh. These include most Infantry Guns and many Tank guns. Eligible weapons are noted on the Gunfire Table in the S column. We make the assumption that AFV and guns that had smoke ammunition kept some on hand to use when needed. No effort is made to represent such ammunition running out during the few firing opportunities available during the typical CGS scenario.

13.2.1 Any gun that is eligible to fire smoke may place a smoke counter in a hex in the same manner as achieving an HE Hit, i.e., using the HE To Hit Table. 13.2.2 Smoke placed by firing a gun is treated in the same manner as noted for infantry smoke and is treated as normal fire for the purposes of ROF, Fire 1/2 markers, etc. COMBAT SECTION 14. 14.1 MORALE TROOP QUALITY

Owners of Combat! Normandy will note another big change here in the form of TQ changing to reflect one ten sided DR, not two ten-siders. We also reduced the number of DRM applied to a Morale Check. These changes were made simply to reduce the number of mathematical calculations needed during play. Adding the TQ rating to the counters is also aimed at speeding play up.

12.1.6 No transport may enter a building, (a factory may be entered in an entrance hex), or cross any hexside with hexside terrain (unless using a Gate) while it has Riders on board. It may if it is on a Bypass Road. Riders may mount a transport already stopped in a Road Building hex. 13. 13.1 SMOKE INFANTRY SMOKE GRENADES

14.1.1 Combat! rates soldiers with a Troop Quality rating, which represents their morale. Troop Quality comes into play whenever units take a Morale Check, or Action Check. All units in Combat! have a Troop Quality rating listed on that sides counter. Morale in Combat! is a function of troop quality, effects of combat, proximity to friendly and enemy troops, and cover state. 14.1.2 Combat! units support one another through proximityunit morale improves when friendly forces are nearby. Conversely, being close to the enemy is detrimental to unit morale. The Morale Support Range is defined as within one hex, i.e., adjacent (or up/down for units on Upper Level markers). Morale Support Range does not trace directly up or down unless the other location in a hex is directly accessible to enter.Example: A squad on an upper level marker in DTW H21 is not in Morale Support Range of an NCO in the ground level of H21. If both units were in G22, the squad would be in

We allow the German soldier to utilize smoke grenades based on admittedly limited accounts of their use and the sheer quantity and type of smoke grenades produced by Germany during World War II. No such evidence exists pointing to Russian use. The cost for using a smoke grenade has been increased; a unit is now marked as Moved once it places one and may move no further.

Morale Support Range.

14.2

MORALE (MC) AND ACTION CHECKS (AC)

13.1.1 During the Fire and Movement Phase German squads and HS (only) may make one attempt to place one smoke grenade marker in their own or an adjacent hex. A unit may only make one such attempt per turn. A German squad/HS must roll 2 or less on d10 to place a smoke marker. Engineers receive a -2 DRM. Smoke placement attempts are attempted by a unit using all its movement as Cautious Movement and a unit is marked as Moved whether the unit successfully places smoke or not. 13.1.2 Smoke grenades remain in effect for the remainder of the FMPh during which they are placed. They are inherent SW. 13.1.3 Any fire traced into or through smoke hexes receives a +10 Smoke DRM and all negative DRM for movement (e.g., Running) are negated by smoke in all forms (i.e., smoke grenades, artillery smoke). The +10 is not cumulative with the -10 for Moving/ -20 for Running/27

A Morale Check (MC) differs from an Action Check (AC) in its ramifications and usage. An MC is typically brought about by fire on a unit and failure of an MC results in damage (Pinned Down, Disrupted or WIA markers) through the placement of yellow markers or casualties (C or E result) if certain yellow markers are already placed on a unit (e.g., WIA). An Action Check is taken to see if a unit may undertake a certain action. Failure simply means the unit may not perform the desired action (e.g., place an infantry smoke grenade).

14.2.1 Whenever units are required to take a Morale or Action Check, they must roll less than or equal to their troop quality rating on a d10 roll. Such a roll represents passing a Morale or Action Check. 14.2.2 The units status and other factors modify its MC. Add up all of the relevant modifiers from the MST and apply them to the d10. There are usually no modifiers for an Action Check. 14.2.3 An Action Check differs from a Morale Check in that an Action Check is called for to allow a unit to perform a certain action. Failing an Action Check means the unit cannot perform the action that required the Action Check. If there is a penalty for failing a particular

Action Check it is specified in the relevant rules section. 14.2.4 A leader may provide Morale Support to any number of units during a Fire and Movement Phase. A unit may not ignore a Disrupted leader for morale support purposes, unless there is a non-Disrupted leader within Morale Support Range. 14.2.5 Leaders always take Morale and Action Checks first in any hex. Friendly or enemy units do not affect d10 rolls for leaders on the Morale Support Table. Only Wounded, Pinned Down or Disrupted status affects an leader (Exception: Commissars affect NCOs and Officers). 14.3 MORALE SUPPORT TABLE

15. 15.1

FIRE COMBAT GENERAL FIRE PRINCIPLES

The MST is at the heart of the CGS morale system. The table delineates the effects of nearby enemy and friendly units on the morale of a friendly unit.

14.3.1 The modifiers on the Morale Table are in groups labeled AG. Only one A modifier, one B modifier, etc. may be in effect for a unit. Usually only one or two are applicable, and all are applied to the d10. Units that fail a MC are marked with the appropriate marker (Pinned Down, Disrupted, WIA) or are effected by permanent results C or E. 14.3.2 MST Modifiers By Category: A - A units morale may only be modified by one leader, with the best same-hex leader taking precedence, always beginning with a Commissar, and noting that a Disrupted leader does not affect a unit in the same hex with a non-Disrupted leader. In all other cases it is the owning players choice, but a Disrupted leader may not be ignored unless another, non-Disrupted leader is within Morale Support Rangeone or two hexes (for NCO or Officer/ Commissar). B - If both non-Disrupted and Disrupted (i.e., Good Order) friendly squads, HS, SW Teams, Gun crews or AFVs are within MSR, only the Good Order units -1 modifier is counted. C, D, E - Units currently under an Enfilade counter or in Open Ground terrain (without any form of + DRM [e.g., Dug-In or Trench]) or if they are marked Disrupted/WIA. F - Units within one hex of an enemy AFV add +1. G - Infantry units not stacked with a friendly leader must take an Action Check before they may enter an enemy-occupied hex. They add +1 to this check if there is an enemy AFV in the hex; +0 otherwise. 14.4 COURAGE AND PANIC 14.4.1 Place a Courage marker in the form of an Iron Cross (German), or Red Star (Russian) marker on any unit rolling an original 0 , followed by a subsequent Courage d10 of 0 for any M/M+ result. These units are immune to any further Morale Checks for the remainder of the firefight. 14.4.2 A leader (Exception: Com