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Advanced Squad Leader Starter Kit #3 Rulebook Introduct Welcome 0 the third installment inthe Advanced Squad Leader Starter Kit series ASLSK #3—Tanks will introduce you othe pri= ‘mary material necessary to add vehicles to the ASLSK experience. Advanced Squad Leader (ASL) is a detailed wargaming system that can simulate any company level ground action from any theater of World War Il. The playing pieces represent squads, half-squads, leaders, crews, Guns, and Vehicles from every major and minor combatant of World War Il. The batlefields are represented by geomorphic mapboards upon ‘which the counters are maneuvered. Stater Kits provide the new player with an easy method for becoming familiar with the basics of the ASL system using enty-level seenarios, counters, boards, and rales, Abbreviations n used for many of the terms presented in the rues. While you will become familiar with them through use, the Definitions section can be a helpful reference to this special terminology. Squad counters represent approximately 9-15 men, depending Individual leader counters represent combat leaders historically present at the battle and also help repeesent che overall combat independence ‘upon nationality and type. Introduction . 1.0 Game Components 1.1 Mapboar.. 1.1.1 Terrain Types 1.2 Counters, 1.21] Single Man Counters (SMC) 1.22 Multi-Man Counters (MMC) 1.23 Broken Side 1.24 Support Weapons (SW) 1.2.4.1 Rate of Fite (ROF) 1.25 Smoke 1.26 Guns 1.2.7 Vehicles 1.3 Scenario Cards 14 Dice 2.0 Definitions 3.0 Sequence of Play 3.1 Rally Phase (RPA). 3.2 Prep Fire Phase (PEP) atherwo Fire Attacks 3.2.1 Line of Sight (LOS) 3.22 Fire Attacks 3.2.2. Thiple Point Blank Fire (TPBF) 3.23 Bifects| 3.24 To Hit Process 3.2.5 Prep Fire Phase (PFPh) 3.3 Movement Phase (MPh). 3.3.1 Infantry Movement 3.3.2 Vehicle Movement 3.3.2.1 Motion Status Attempt By Order of Presentation 3.3.22 Bounding First Fire 3.33 Defensive Fist Fite 33.4 Reactiea Fire 33.5 Residual Fire 3.4 Defensive Fire Phase (DFP) 3.5 Advancing Fire Phase (AFPh) ow. 3.6 Rout Phase (RIPh). 3.7 Advance Phase (APh).. 3.8 Close Combat Phase (CCPh) « 3.9 Turn Record Char 400 Weapons and Support Weapons (SW) 18 4.1 Machine Guns (MG) . 4.2 Plamethrowers (FT) a 4.3 Demolition Charges (DC) wn 44 Light AnticTank Weapons (LATW), 44.1 Bazooka (BAZ) and Panzorschreck (PSK) 44.2 Panzerfaust (PF) 44.3 Backblast 444 Anti-Tank Rifles (ATR) 445 PLAT 45 Light Mona, sen 5.0 Experience Level Rating (ELR) and Unit Distinction S.UBLR. 5.2 Nationality Distinctions sn 5.3 Field Promotions 5.4 Inexperienced MMC. 5.5 Captured Equipment. 6.0 Ordnance 6.1 Critical Hts (CH). 6.2 Special Ammo and. Depletion Numbers 63 Emplacement 64 Hidden Initial Placement (HIP 65 Gun Movement. 6.6 Gunshield on 6.7 Guns as Targets 68 Infantry Firepower Equivalent (FE) an22 6.9 Mortars ns 6.10 Target Acquistion. 6.11 Area Acquistion. 6.12 Ordnance Breakdown, 70 Vehicles 7.1 Armor Factors (AF) mena 7.2 Main Armament (MA) 80d esnne 23 ‘Tureet Types 72.1 Low Ammo 7.3 Vehicle Target S128 mn 74 Vehicles as Cover and Wrecks 7.4.1 AFV/Wreck LOS Hindrance 75 Vehicular Smoke Dispensers na 76 Bog and Ground Presse 77 Crew Exposed (CE) a enna 25 Buttoned Up (BU) 7.8 Vehicular Machine Guns/IFE Firs. 26 “E2007 Multi Man Publishing, LLC 2 fof the unit to which they are attached, Each squad and each leader is given a morale level on its counter; the higher the morale level, the be ter it can stand up in combat and the quicker it can recover from setbacks. Support Weapon, Gun, and Vehicle counters represent individual ‘weapons beyond the organic small arms that are already included in the firepower values given each squad and half-squad counter. iregroups for atacking enemy units are put together from the combined firepower of individual units and weapons. Afler totaling the firepower of the attack, wo six-sided dice are rolled and that result (modified by various factors) is cross indexed with the applicable firepower column of the Infantry Fire Table to determine the result fof the attack. Ordnance, including Main Armaments, must fist secure a ht before check- ing for results, Results range from no effect, to ‘causing the enemy to check its morale level to see if it breaks, 1o outright elimination of one or ‘more enemy units. Units aso use their firepow- er in close combat, usually in an allor-nothing fight to the death, Each ASLSK scenario simulates a historical battle by providing both the Attacker and the Defender with an order of battle containing spe cific units and weapons with which ro maneuver in an effort to achieve specified victory condi- tions, The geomoephic boards can be arranged in numerous different combinations to represent the varied batlefields of Europe ASLSK #3—Tanks is 4 complete game that intcodvces the player to the ASL. vehicle rules and includes squads, half squads, leaders, sup ort Weapons, crews, crew-served Ordnance ‘weapons, and Vehicles as wel as simplified rules, and terrain to use with them. You may use this, ‘material to expand your ASLSK opxions or it ‘may tempt you to enter the fantastically detailed ‘world of tactical wargaming by venturing into ASL. Inthe case, the material presented here- in-—rules, boards, and counters—is designed 10 be fully compatible with both previous install- ments ofthe Advanced Squad Leader Starter Kit (ASLSK) and ASL. You will not need any other product 9 play this game, itis completely self ‘contained; however, you cas find additional material for ASL and many other fine products at ‘wwe multimanpublishing.com. Additional ASLSK scenarios are avsilable in MMP's OPERATIONS magazine ‘These rules have been color-coded to show what has been revised from ASLSK #2. Any rules or wording highlighted in salmon have been revised to either add rules necessary forthe use of Armored Fighting Vehicles (AFVs) of to correct enata from ASLSK #2. This rue booklet takes precedence over the rule booklet found in both ASLSK #1 and #2. Finally, note that Starter Kit #3—Tanks contains all the counters needed to play the eight scenarios under average cir- ‘cumstances. ASL isa game of wide possibilities, however, and exceptional circumstances in & siven playing may result ina shortage of a par ticular counter, 1.0 Game Components 4.1 Mapboard: ASLSK#3 contains three geomorphic. map boards (tu and ¥). These represent the bate- field and can be buted endo end side-to-side together wih others to form different playing ares, Superimposed over the map 8 a hex grid used to measure distance. Each hex contains a specific typeof terrain, Different 1ypes of terain have different effects on movement and combat. Each hex also contains its own grid coordinate that indicates is location on the map (eg, hex 2), Listing the mapboard in front ofthe coord nate (2) provides unique identifier for any bes in the sytem. Each hex contains a white dot that marks the center ofthe hex. This is used in determining Line of Sight (LOS). Hal heres along the board edge ae the equivalent of hexes, although the grid coordinate and white center dot may be missing, 1.14 Terrain Types: For aesthetic purposes, terrain symbology may extend marginally out ofa hex into an adjacent hex of anther tein type but most hexes are dominated by one specific train type and are ‘governed by the rules for that specific terain type. Usually the dominant tera type includes the hex center dot, but occasionally non-Open Ground hexes have a hex center dot in Open Ground, Some terrin is harder move through than other train: movement costs are expressed in Movement Factors (MF) for Infantry and in ‘Movement Points (MP for vehicles, Terrain can also block or hinder Line of Sight (LOS) and can provide some cover by modifying fire auacks ‘wth ts Terai Effects Modifier (TEM). Open Ground: Open Ground is any hex devoid of other printed terrain features, generally cov- ered uniformly. in light green such as hex 1C2 (Open Ground presents no obstruction or hindrance to LOS, and the only TEM for Open Ground is the ~1 First Fre Moving in the Open (FFMO) Die Roll Modifier (DRM) ¥s. moving unis Open Ground costs Infantry 1 MF to enter. Open Ground costs a Fully Tracked vehicle 1 MP and an Armored Car3 MP. Buildings: Buildings represent man-made dwellings of various sizes. Any heX that cot tains a gray or brown rec ‘angular overhead build ing depiction is a build ing, such as uH7, Hf the LOS between two units crosses the building ‘depiction then the building hex is an obstacie to ‘both units if they are on the same level as the baiiding. The building depiction is also a LOS ‘obstacle between two units at different levels. A building costs Infantry 2 MF to enter. A mortar ‘may not fire from a betldlvg. An Artnored Cat ‘may not setup in ox enter a building. A Tully ‘Tracked Armored Fighting Vehicle (AFV) thts Butioned Up (BU7.7) may enter a building at half its total MP allotment and’ must take 2 Bog Check (7.6). The TEM fora stone (gray) build- ing is +3 and for a wooden (brown) building is a Roads: Roads represent either paved or dirt sur faces. A road represented by a brown stripe, such as uY?2, is a din road ‘while one represented by 4 gray stripe, such as, uL6, is a paved surface. ‘A toad is considered Open Ground for al pur poses, Additionally, Infaney that crosses only oad Waxsides throughout its entire MPL is ent ted co one extra MF (the road bonus) unless it aims the protective benefits of a Woods-Road Ine« or the non open ground of an Orchard-Road hex, Or has fo pay the extra movement cox for ‘entering Smoke (1.25). Crossing a road hexside ‘costs both Armored Cars and Fully Tracked vehi- ‘les 1/2 MP if Crew Exposed (CE 7.7) or | MP if Buttoned Up (BU). ‘Woods: Woods re a forested area with ddense-undergrowth, such as vC8. If the LOS ‘etwean two units eross- 2s the woods depiction then the woods hex isan ‘obstacle to both units if they are on the same level as the Woods depic- tion. Woods are ako 2 LOS esac to the LOS ‘between to units at diffrent eves, Woods cost Infantry 2 MF to ener. Woods cost an Armored (Cue allits MP while taking a Bog Check (7.6). Fully Tracked vehicle may choose to. spend ‘iter half oral its total MP to enter a woods hex hile taking a Bog Check (7.6).A vehicle spend ing all it MP to enter a woods hex may sil spend 11 MP to start and 1 MP to stop. The severity of {he Bog Check DRMs depends on how many MP the vehicle expended to enter the woods hes. The "TEM for woods is+1. Morar fire vs. Infantry o¢ [CE Vee in 2 woods hex instead receives 1 ‘TEM due to Air Bursts Woods-Road: A moving unit in a Woods-Ros hex, such as «C5, fs not eligible fr the +1 Woods TEM during Defensive Fst Fire (and is su ta FEMO ot interdiction) If the LOS does not cross ‘4 green woods symbol and the moving unit entered the hex at the road movement rate Otherwise normal Woods TEM is in effect; unit ‘may always choose to utilize the woods move ‘ment rate and receive resultant TEM benefits "The orchards ae in soason. The German 4-67 is on the evel one hill whi the British units areal st evel zero, The orchard in WS blocks LOS between the 4-6-7 at level one and the 642 and 4-5-8 at level zero, If the orchards wef not in season the W3 orchard would provide a +1 Hinéran instead. The German 46-7 and the Brtsh 4-5-7 in hex WS have an unhin- ered LOS t eachother regardless ofthe season. Te road portion does not block LOS. ‘A unit using a road through @ woods bex pays the nor- ‘mal road movement rate rather than the woods ‘movement rate. Orehard: An Orchard represents a thinly wood ed area devoid of under- ‘growth such as VAA2. An orchard isa Hindrance to same level LOS and therefore adds @ +1 Hindrance DRM for every orchard hex between the target and the free. Orcharé cost Infantry 1 MF to enter: Orchards cost an Armored Car 3 MP and « Fully ‘racked vehicle 1 MP to enter. There is wo TEM for an orchard, but because it is not Open Ground, FFMO does not apply, and Interdction is negated Orchards are in season during the months of April through October. An in-season orchard is on obstacle fo any LOS dravn between units at Aifferent elevations. Each out-of-season orchard hex (November through March) adds a +1 Hindrance DRM to any LOS drawn between units at different elevations. An Orchard hex is ‘considered Inherent Terrain (3.2.1) so the entre hex including hexsides affect LOS drawn through an Orchard hex. Orchard-Road: A hex containing both orchard and road symbols such as W4 iis actually & tree: Tined road. Entrance of such a hex through a road hexside is identical to movement along any road. Hindrances do. not apply to such hexes if that portion of the LOS from fire to target never leaves the confines of the road depiction regardless of elevation differ ences In such cases, the =I FFMO DRM applies to Infantry using the road to move, Otherwise, orehard-roads are identical to orchards in every respect Grain: While in season, Pe Grain represents a culti- vated field of a vaiety of standing crops such as 1P6. Grain is « LOS Hindrance between units ‘on the same level 28 the Grain feature and there- fore aids a +1 Hindrance DRM for every grain hex between the wget and the fier in which the LOS crosses the Grain depiction. The season for Grain is during the months of June to Septerher (inclusive), Outside this season grain hexes are treated as Open Ground instead. Grain costs Infantry 1.5 MF to enter When in Season, Gain ‘coxs an Atmored Car 4 MP to enter and a Fully ‘Tracked vehicle 1 MP, There is n0 TEM for grain, bt because it is not Open Grourd (unless ‘out of season), FFMO does not apply, and Inverdietion is negated, Pz Brush: Brush represents thinly wooded ares with dense undergrowth suchas uCC8, Brush isa LOS Hindrance between Units on the same level as the Brush feature and therefore adds a +1 Hindrance DRM for every brush hex between the target and the fier in which the LOS erosses the Brush depiction. There is no TEM for Brush bout because it is not Open Ground it negates ‘Height Advantage and Hill LOS Example: 3 FEMO and Interdiction. Brush costs Infantry 2 ME to enter, costs an Armored Car 4 MP, and costs a Fully Tracked vehicle 2 MP. ils: Hills represent ter- rain elevations that rise a full level above ground level, and any terrain on them rises normally from this new level to form ‘new height equivatents All hills are terrain obsta- cles to LOS involving @ unit not on @ hill. Any hill hex devoid of other terrain is also an Open Ground hex. FFMO and interdiction will not apply if a moving/routing unit is eligible for Height Advantage (see below). A one-level (uilding/woodslorchard) obstacle on a level- ‘one hill hex becomes a two-level obstacle. bill mass is depicted in a brown shade such as VK&: however for aesthetic purposes some hexes may corfain both the color ofthe hill mass and the color of the ground level. Hexes (and any writs therein) are always considered to be at the eleva tion level containing the hex center dor ‘Two units on hill hexes will hve LOS to each other unobstructed by any terrain that is not also oo a hill. Neither ground level grain nos brush will hinder LOS between one unit on a hill and nother that is not, ‘A Crest Line is formed in every hex where two different full level elevations meet. such as VAAB. Crest Lines are important both for deter- mining movement costs and defining the slope of the hill for possible LOS obstructions. When infantry crosses a crest line into higher terrain ‘the unit must expend double the Cost of Terrain (COT) of the hex entered. Vehicles pay the cost ofthe terrain in the hex plus an additional < MP tocross a crest line into higher terain or an addi- tional 2MP if crossing the Crest Line via a road hoxside IMF o move wT (open ground 1 MF dovbied for crossing the crestline phil), Phe 5-3-6 would not quliy foc Height Adventage TEM for stacks from the 4-6-7 drng the MPH because the moving unit crosed a resting that is intersected by the Tite's LOS. The 46-7 has no LOS the 35-7 in wi6 (and vice versa). IP the 3-3-7 moves from Ise 17 (MP thea LOS Nould exist with the 4-6-7, and the 3-27 would receive Height Advantage TEM versus an ata by the 467, I the 53-6 in HT were tase to move 1 G7, the cost would tbe 4 MF (building COT of 2 doubled for erssinig a crestine uphill—requir- ing the Green 53-610 fst declare Double Time) and the 3-3-6 would seceive building TEM sather than Height Advancage {©2007 Multi-Man Publishing, LLC 4 ‘Any unit receiving non-morar fire from a Tower elevation is entitled to a +1 Height ‘Advantage TEM, provided that unit isnot eligi- ble to eceive any other positive TEM. In addi- tion, unit eligible forthe +1 Height Advantage TEM is not subject to Interdiction or FFMO from an attack to which that +1 TEM applies. AS ‘an exception, a unit isnot eligible for the Height ‘Advantage TEM during the MPh or RPh if in centering the target hex it erosses a Crest Line ‘through the same hexside chat is intersected by the fire's LOS: Leadership Mocitier (2) Good Order Side ‘pis uayous, Morale (9; box = seltally capability) Glass (€.1,2,016) Morale (7/8; underline = ELR NA) opis uaxouE, Normal Range (4) (underline NA) ‘Smoke Exponent (3) Firepower (7; underline = assault fire) 1.2 Counters: ‘There are five types of counters used in this ‘game: informational markers, personnel mark- cers, Support Weapons (SW), Guns, and Vehicles ‘The informational markers are used by both sides and are generally memory devices. These include suc counters as Prep Fire, First Fire, Pin, DM, Smoke, and Crew’ Exposed, Informational counters will be described during the discussion ofthe sequence of play. Personnel counters come in two main types, Single-Man Counters and MultiMan Counters. 1.2.1 Single-Man Counters (SMC): SMC (or leaders) are ete units, which beat a single silhouette and represent just one man, Leaders have a two number strength factor, ‘which consists ofthe leader's morale on the bot- om), and his leadership DRM (on the top). ‘These latter are expressed as a negative number or a zero, or occasionally a +1. An unbroken, ‘unpinned leader may use his leadership DRM to alfect the performance of other personnel in his location. Leadership modifiers are not curmulae tive. A leader may attempt only one action per phase, but may use his leadership modifier even if or +1) more than once in the same phase only to attempe to rally more than one unit in a RPh, to direct ROF and/or Defensive Fire attack, nd to assis units with Morale Cheeks (MC). 1.22 MultiMan Counters (MMC): ‘MMC are units that bear the sithouette of more than one man. There are three types of MMC used in this game: squad, half squad (HS), and Infantry crews. A squad bears the silhouette of twee sen, a HS that of two men, and Infantry ‘erew that of two men kneeling. Infantry crews axe always elite. The Squads and HS counters are efined as either (Elite), 1 (First Line), 2 (Second Line), G (Green), or © (Conseript) ‘which is noted in the upper right hand corner of the counter. Two HS or rew counters equal one suad in size Each MMC contains @ three-digit number called its strength factor that quantifies its capa- bilities in the game. Fiepower (FP) isthe left- most factor and represents the FP the MMIC ean attack with prio to any modification. The mid- dle number (its normal range) isthe number of exes away that it can each with it full FP. The third strength factor is its Morale, the relative ‘ating of a unit's ability to withstand punishment before breaking. Some squads have a Smoke Exponent asa superscript to their FP strength to indicate they can attempt to place smoke grenades. 123 Broken Side: ‘The reverse side ofeach SMC and MMC ists broken side, The large number in the lower right ‘comer isis broken Morale Level. If the broken Morale Level is encased in a square, that unit is capable of selfraly. 1.24 Support Weapons (SW): ‘These 1/2" counters sepreseat weapons that rust be possessed by MMC or SMC tobe used (Gee Section 4). These include Machine Guns (MG), Flamethrowers (1), Demolition Charges (DO), Light Morears, and Light Anti-Tank ‘Weapons (LATW), These SW are possessed by the unit stacked immediately beneath them. A. ‘SW must be possessed tobe fired or moved. SW have a porage requirement (Portage Points or PP) listed on the counter. SW have both a range and a FP that is utilized like that of a MMC. Some SW (e.g. MG) may malfunction, in which cease they ate flipped over to their broken side. ‘The repair number is show inthe upper lef cor net. The “6” inthe lower right comer indicates permanent removal ifthe original repair drs 36 1.24, Rate of Fire (ROF) Some weapons have multiple Rate of Fire (ROF) shown by a number encased in a square. If the colored die roll ina fire atack DR is less than or equal to the ROF.sueb an unpinned SW ‘or Gun or Vehicle Main Armament (MA) may fire again in that phase (except the AFPh) until the ROF is exceeded by the colored de roll or the Weapon or its manning infantry is marked with a Final Fite counter (eg. uses Subsequent First Fire). The normal ROF indicated on ‘counter ean be decreased due to certain circum- stanoes listed on the QRDC. See also the Area ‘Target Type discussion in 3.2.4, G3) and is removed at the end of ‘hat MPh. 5/8” Smoke lasts longer and is placed bby Ordnance at the star of the PFPA or DEPh by securing a hit with the Area Target Type (ATT), Vehicles may also dispense Smoke during the ‘MPh (7.5) If done in the PFPA, place a +3 full ‘Smoke counter o +2 if White Phosphorus (WP): if done in the MPh or the DFPh, place a +2 Dispersed Smoke counter (+1 if WP). Atthe stan ‘of the placing player's next PFPh, remove all Dispersed Smoke counters and flip al) full ‘Smoke counters 10 the Dispersed side. Smoke represents an inherent LOS hindrance: any fire twaced through oF into a smoke hex is subject sa a hindrance DRM per hex (43 for full 5/8 ‘Smoke; +2 for 1/2” Smoke, Dispersed Smoke, of WP: +! for Dispersed WP and up to a maximam ff +3 per es) fire traced gut of a Smoke hex {incurs an addtional +1 DRM. Any movement during the MPh/RIPK into (but not out of) smoke costs one additional MF/MP. 1.24 Guns: ‘Any _ordnance-capable non Vehicular weapon depicted on a 5/8" counter is termed a Gun (6.0). ‘A Gun must be manned by an Infantry crew counter to fie without the +2 Non- Qualified Use penalty. Guns are possessed, transferred, recovered, and destroyed as if SW (40), There are five types of Guns. The type is epicted on the counters in abbreviated form. ‘They are: MTR = Mortis, A7'= Anti-Tank Gun, INF = Infanoy: Howitzer, ART = Artillery, and ‘A= AnticAiteraft Gun. These roles should not be taken literally, An AnticTank Gun is feee 10 fire at Infantry, ee. The Gun counter front will also indicate it caliber size (in mm), its target size (6), its manhandling number (6.5) and, if any, its ROF its Infantry Firepower Equivalence (FE: 68), and its 360 degree status (3.2.8), Some Guns are Quick Set Up (QSU on back of counter), and thus able to move via manhan- dling. Other Guns cannot move during the ‘course of an ASL scenario because they must be limbered to move (as indicated by Limbered on the back ofthe counter). Only small target Guns ‘and ATVINF Guns thet are not large targets may ‘occupy a building hex 1.2.7 Vehicles: All vehicles (7.0) are represe nied by 5/8” counters. ASLSK #3 con- tains two types of armored fighting ‘vehicles (AV). An Armored Car is recognizable by the white circular background behind its MP number. Folly Tracked vehicles (eg. tanks, tankettes, assault guns, ete) are rec- ‘ognizable by the white oval background behind the MP number. The front of a vehicle counter ‘ill also indicate its Main Armament type (MA), its ground pressure, its target size, its ROF (if any) its Armor Factors (AP), its Turret Type, and its vehicular Machine Guns. 1.25 Smoke: SR tnt & SE. 12" Smoke is placed by Infantry during the MPA

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