APh

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Advance Phase (A4.7)
The seventh of the eight phases in a player turn. Infantry that isn’t broken, pinned, TI or marked with a CC counter may advance one hex, or change level within the same hex, but not both. A unit can manage both at once only by advancing into an adjacent hex that sits at a different elevation, such as a hill or a Depression.

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Neal is a longtime gamer with experience in board games, pen-and-paper RPGs, collectible card games, and computer games. He first played Squad Leader in the late 1970s. After retiring, he returned to ASL and saw it as an opportunity to create tutorials and player aids to support new and returning players. His introduction to gaming began with Advanced Dungeons & Dragons alongside childhood friends, while his first wargame was Steve Jackson’s G.E.V.. He currently lives near Seattle, land of moss and rain.