Tag: Tactical Tips
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 #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 #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 #5 – Open Ground vs. Open Ground?
I explain the differences for new players and give a few examples how to interpret the "Open Ground" mechanic and benefit from it during Concealment, Rout, and Interdiction circumstances.
ASL 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 #3 – Multiple Hits
Small caliber ordinance (and some larger ones) have the capability to get two To Kill DRs in certain circumstances. A powerful rule when it happens with high ROF Guns.
ASL 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 #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 (22.214.171.124).