Tag: Tutorial

ASL Boot Camp #29: To Hit/To Kill Examples!

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Advanced Squad Leader To Hit/To Kill Examples
8 examples of how the process works pulled from real scenarios played over the past ~2 years.

ASL Boot Camp #28: Resolution Vs. Infantry/Guns

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ASL Boot Camp #28: Resolution Vs. Infantry/Guns
Part 4 focuses on resolving hits against Infantry and Guns. In it I use the same map layout as the previous parts but look at several simple examples of guns and mortars targeting other infantry and guns in woods and a building.

ASL Boot Camp #27: Target Types Explained

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ASL Boot Camp #27: Target Types Explained
In this tutorial, I cover the three "target types" that are used in Advanced Squad Leader when firing ordnance. Any time you fire a Gun/SW mortar that uses the C3 To Hit table, you must declare one of these target types before firing. This declaration will determine Basic TH numbers, how TEM DRMs are applied, and how to resolve any hit.

ASL Boot Camp #26: AFV Kill Mechanics

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ASL Boot Camp #26: AFV Kill Mechanics
The most complicated part of the To Hit resolution process (once a hit is secured) is against vehicles and the AFV Destruction table. In this tutorial, I continue the example started in #25 of an American 57L AT gun firing at and hitting a stationary German Stug IIIG in open terrain. What are the steps to determine the results of an AFV hit? I'll show you.

ASL Boot Camp #25: To Hit Mechanics

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ASL Boot Camp #25: To Hit Mechanics
The meat and potatoes of Chapter C are the To Hit and To Kill mechanics. Here we boil down the To Hit mechanic to a small flowchart and a couple of formulas, show the relevant tables used, and step through a very simple example of a 57mm AT gun attempting to hit a German Stug IIIG.

ASL Boot Camp #24: Ordnance Review

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ASL Boot Camp #24: Ordnance Review
Let's finally leave the Infantry ruleset (Chapter A) in the rearview, and move into Ordnance (Guns). But before we jump into the meat of Chapter C and the to hit process let's first go over the 6 types of Guns in the ASL system, and review the information that can be displayed on the counter. Then I show you where to look up that information in the important Chapter H notes.

ASL Boot Camp #23: Close Combat

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ASL Boot Camp #23: Close Combat
Close combat is one of the best ways to eliminate enemy units and capture hexes/locations. But as a high-risk, high-reward tactic it can come at a hefty price. Some players hate close combat, while others love it. I'm in the latter group ... because used judiciously, at the right time, with the right units it can pay dividends on the battlefield.

ASL Boot Camp #22: Human Waves

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ASL Boot Camp #22: Human Waves
The human wave (and banzai charge) is an old and bloody form of warfare that typically uses overwhelming forces to rush enemy positions in an attempt to engage them in close combat. In the ASL system is a bit of an art form to know when to use this tactic, which is limited to a handful of nationalities.

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 #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.

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