Tactical Tips

Tactical Tips are short ASL refreshers to show players some of the lesser used, sometimes forgotten, and often subtle rules in the Advanced Squad Leader system.

ASL Tactical Tip #9 – METT-TC: Applying Military Doctrine to ASL

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ASL Tactical Tip #9 - METT-TC: Applying Military Doctrine to ASL
Applying modern military doctrine (METT-TC) to help you develop a plan of attack/defense once you've picked an Advanced Squad Leader scenario to play.

ASL Tactical Tip #1 – Motion Status Attempts

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Friday Tactical Tip #1 - Motion Status Attempts
Motion status attempt helps protect your vehicle from getting flanked and/or driven right up next to and blasted at point blank range. It exists in both full ASL (D2.401) and ASL Starter Kit (3.3.2.1).

ASL Tactical Tip #11 – Often Overlooked Rules: Part 2

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ASL Tactical Tip #11 - Often Overlooked Rules: Part 2
An ongoing series that takes snapshot looks at many often overlooked, forgotten, or hard to remember in the heat of battle Advanced Squad Leader rules. Examples 6-10.

ASL Tactical Tip #4 – Platoon Leader?!

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Friday Tactical Tip #4 - Platoon Leader?!
In this Friday Tactical Tip I go over the historical platoon structure and formations used by the United States Army in WW2 and talk to how the system revolves around the tactics of the platoon formation because of the squad unit's inability to create tactics and formations.

ASL Tactical Tip #7 – Bore Sighting

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ASL Tactical Tip #7 - Bore Sighting
Bore Sighting is an oft forgotten rule (too late after the scenario has started!) available to the Scenario Defender. The definition of "Scenario Defender" is critical to understand when Bore Sighting can be used. This rule is not available to ASL Starter Kit players.

ASL Tactical Tip #2 – Rout Order & No Quarter

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Friday Tactical Tip #2 - Rout Order & No Quarter
Sometimes the order in which you rout your units matters greatly, especially if No Quarter has or hasn't been declared. Most of what's discussed here doesn't apply to Starter Kit this time, as No Quarter and Prisoner rules don't exist in that system.

ASL Tactical Tip #13 – Often Overlooked Rules: Part 4

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ASL Tactical Tip #13 - Often Overlooked Rules: Part 4
An ongoing series that takes snapshot looks at many often overlooked, forgotten, or hard to remember in the heat of battle Advanced Squad Leader rules. Examples 16-20.

ASL Tactical Tip #6 – Assault Fire

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ASL Tactical Tip #6 - Assault Fire
This ASL Tactical Tip is to remind both ASL and ASLSK players to use their unit's Assault Fire capability if they possess it!! Especially when squads possessing 5 FP and Assault Fire are in play. It's a very powerful, but simple, mechanic that can help attacking (assaulting) units quite a bit!!

ASL Tactical Tip #8 – Special Ammo Hack

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ASL Tactical Tip #8 - Special Ammo Hack
Use the special ammo and ammo depletion rules (ASL: C8/C8.6, ASLSK: 6.2) to possibly get an extra shot in those critical situations when you really need another opportunity to get a hit versus a target.

ASL Tactical Tip #10 – Often Overlooked Rules: Part 1

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ASL Tactical Tip #10 - Often Overlooked Rules: Part 1
An ongoing series that takes snapshot looks at many often overlooked, forgotten, or hard to remember in the heat of battle Advanced Squad Leader rules. Starting with Chapter A and working through some of the rulebook. Examples 1-5.

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