ASL 201: AFVs/GUNS IN ADVANCED SQUAD LEADER Session 2: To Hit / To Kill – AFV/Guns with Russ Gifford.

Slides:



Advertisements
Similar presentations
ASL 201: AFVs/GUNS IN ADVANCED SQUAD LEADER Session 1: To Hit / To Kill – AFV/Guns with Russ Gifford.
Advertisements

ASL 101: LEARNING ADVANCED SQUAD LEADER Session 9: Mortars and Guns
ASL 101: LEARNING ADVANCED SQUAD LEADER Session 10: Direct Fire Combat, Part 2 with Russ Gifford.
World War I 2014 – 2015 American History Harrison Career Center: Mr. Leasure.
Conditions Given a requirement to use visual signals while mounted. Standards Give the proper procedures for each required action.
When you see a soccer ball, jump and hit it in the air with your head.
The War in the Air. Aims: Examine the air battles fought during World War One. Identify the main components of a World War One aeroplane.
Hylar V Assault Laser All of your Cruisers and Destroyers now receive +1 on all combat rolls. Deep Space Cannon (req. Hylar V Assault Laser) Enemy flets.
ASL 101: LEARNING ADVANCED SQUAD LEADER Session 6: Fire Combat, Part 2
ASL 101: LEARNING ADVANCED SQUAD LEADER Session 8: More Fire Lanes!
An armoured fighting vehicle (or armored fighting vehicle; AFV) is a military vehicle, protected by strong armour and armed with weapons. AFVs can be wheeled.
Technology in WW1 How it changed during the war and how it changed the world.
WARFARE OF WORLD WAR I. MACHINE GUNS NEW INVENTION THAT CHANGED THE FACE OF WARFARE. FIRST TIME THAT RAPID REPEAT FIRE WAS USED IN COMBAT THESE GUNS ALLOWED.
ASL 101: LEARNING ADVANCED SQUAD LEADER Session 7: Fire Lanes, Part 1
Aircraft Bell UH-1 Iroquois Huey. [1959] Multi role. Attack helicopter and transporter. Changed the way in which wars are fought because it.
ASL 101: L EARNING A DVANCED S QUAD L EADER Session 5: Fire Combat with Russ Gifford.
ASL 201: AFVs/G UNS IN A DVANCED S QUAD L EADER Session 1: To Hit / To Kill – AFV with Russ Gifford.
Autonomous Tracking Robot Andy Duong Chris Gurley Nate Klein Wink Barnes Georgia Institute of Technology School of Electrical and Computer Engineering.
ASL 101: L EARNING A DVANCED S QUAD L EADER Session 4: Line of Sight with Russ Gifford.
ASL 101: L EARNING A DVANCED S QUAD L EADER Session 2: Personnel Units with Russ Gifford.
Plot Map Troy Turner.
Undead Tower Defense Terry Holt, Joe Shunia. Abstract of Game Story Storyline: An infectious disease has spread across the world to the human and various.
Section 1.3 Theatre weapons, vehicles and equipment recognition UN Peacekeeping PDT Standards, Specialized Training Material for Military Experts on Mission.
 rapid-fire machine guns were used early machine guns:  were big & heavy  needed a crew of four to six people to operate  lacked cooling mechanisms.
Innovations of WWI. An Industrialized War Weapons were produced with the same efficient methods of mass production that industrialists had applied to.
ASL 101: L EARNING A DVANCED S QUAD L EADER Session 1: The Sequence of Play with Russ Gifford.
All of your Cruisers and Destroyers now receive +1 on all combat rolls. Hylar V Assault Laser All of your Destroyers receive +2 and roll 1 additional die.
New Technology in War. World War 1 saw the introduction of new weapons and tactics never seen before. Weapons such as Gas, machine guns, airplanes, tanks.
Tonight’s HW: Practice Presentations, Check website for War Game Rules and Quiz!
G REAT B ATTLES of the A MERICAN C IVIL W AR 0. Introduction 0. Introduction. Introduction. Introduction 1. Sequence of Play 1. Sequence of Play. Sequence.
WWI Trench Warfare. Stalemate in the Trenches When war began most people assumed it would be over in a few months. The German army invaded Belgium with.
Fighting the War: BBC Resources WW!. Fighting the War  World War 1 represents a transitional time in warfare.  Previously wars were fought with single.
MASTER GUNNER COURSE TERMINAL LEARNING OBJECTIVE : TO IDENTIFY AND DEFINE ALL STEPS REQUIRED FOR ENGAGEMENT EXECUTION AS PART OF THE ENGAGEMENT PROCESS.
Spot number ; H1 Supporting Information Figure 3. MS spectra of the identified proteins.
3:00. 2:59 2:58 2:57 2:56 2:55 2:54 2:53 2:52.
War Consumes Europe World War I Day 4. War Consumes Europe January 10, 2013 Preview: Who is Archduke Franz Ferdinand and why is he important? Things you.
War Front Element: Describe conditions on the war front for soldiers; include the Battle of Verdun. Vocabulary: Battle of Verdun, eastern front, trench.
LONG-TERM CAUSES OF WORLD WAR I. NATIONALISM Loyalty and pride for one’s nation People usually share common language, history or culture In Germany, many.
Strategy before WWI (except U.S. Civil War) Armies lined up facing each other Attacked with hand-to-hand combat or with single-shot guns Technological.
网上报账系统包括以下业务: 日常报销 差旅费报销 借款业务 1. 填写报销内容 2. 选择支付方式 (或冲销借款) 3. 提交预约单 4. 打印预约单并同分类粘 贴好的发票一起送至财务 处 预约报销步骤: 网上报账系统 薪酬发放管理系统 财务查询系统 1.
War Front Element: Describe conditions on the war front for soldiers; include the Battle of Verdun. Vocabulary: Battle of Verdun, eastern front, trench.
The War.
War in the air.
Water Powerup Water Powerup Steam Demon Steam Demon Steam Demon
War Front Element: Describe conditions on the war front for soldiers; include the Battle of Verdun. Vocabulary: Battle of Verdun, eastern front, trench.
TECHNOLOGY OF WORLD WAR 1
The Mechanization of War
Top Fire Protection Services Ottawa available on Dubinskyconstruction
Canadians in the Air.
New Weapons 1915.
Chapter 1: Weaponry WWI witnessed the use of some traditional weapons, but was also the first modern war involving new technology and chemical warfare.
Nov 5th Coach Duke.
War Front Element: Describe conditions on the war front for soldiers; include the Battle of Verdun. Vocabulary: Battle of Verdun, eastern front, trench.
The One Where You Scratch
By: Kevin Jockenhoefer And Keifer LaRue
Introduction Dr. Alfred Lynam
War Front Element: Describe conditions on the war front for soldiers; include the Battle of Verdun. Vocabulary: Battle of Verdun, eastern front, trench.
Marshallow Catapult Connecticut Invention Convention
Deadly Weapons Part 5.
How technology and industry change the war
Technology and Warfare
Name: Player number Session 1 Session 2 Session 3 Session 4 Table Seat
Shipwrecked Gameplay Characters Networking Turrets Spawning
Aim: Summarize Military Events on the Western Front
World War I
Trench warfare.
War Front Element: Describe conditions on the war front for soldiers; include the Battle of Verdun. Vocabulary: Battle of Verdun, eastern front, trench.
Complete Vehicle Systems.
Presentation transcript:

ASL 201: AFVs/GUNS IN ADVANCED SQUAD LEADER Session 2: To Hit / To Kill – AFV/Guns with Russ Gifford

ASL 201: AFV Combat Goals for This Session This session, we will use what you learned in the previous session - how ‘To Hit’ and how ‘To Kill’ AFVs!

ASL 201: AFV Combat This session, we will learn: Motion status Goals for This Session This session, we will learn: Motion status Armored Facing Bounding Fire

ASL 201: AFV Combat Example of AFV Movement & Combat The SU in I2 has just Acquired hex K4 the previous player turn! But he will soon have a new threat to deal with.

ASL 201: AFV Combat Here is a close up of our players! Neither AFV has a turret. Neither has machine guns!

Example of AFV Movement & Combat ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: Marder 75 In D0 – 12 MP (out of LOS of SU-152 E) Why?

Example of AFV Movement & Combat ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: In D0 – 12 MP E1 – 1 MP The SU could attempt motion dr, but it is based on dr < MPs in their LOS.

Example of AFV Movement & Combat ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: In D0 – 12 MP E1 – 1 MP F0 – 1 MP Stop 1 MP

Example of AFV Movement & Combat ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: SU-152 Motion Attempt 3 MP in LOS

Example of AFV Movement & Combat ASL 201: AFV Combat Example of AFV Movement & Combat German Movement: SU-152 Motion Attempt 3 MP in LOS dr = 1 Motion!

ASL 201: AFV Combat Motion Attempt If a vehicle spots an enemy unit not previously in its LOS, it may attempt to gain Motion status. (ie, start the engine) Attempt made only once per player turn, and dr <= enemy points in LOS. AND if it does achieve motion, it can change its VCA.

ASL 201: AFV Combat Achieving Motion, the Su-152 Example of AFV Movement & Combat Achieving Motion, the Su-152 Spins its VCA two hex spines to face the trouble (this loses the K4 Acq marker!)

ASL 201: AFV Combat Achieving Motion, the Su-152 Example of AFV Movement & Combat Achieving Motion, the Su-152 Spins its VCA two hex spines to face the trouble (this loses the K4 Acq marker!)

ASL 201: AFV Combat Achieving Motion, the Su-152 Example of AFV Movement & Combat Achieving Motion, the Su-152 Spins its VCA two hex spines to face the trouble (this loses the K4 Acq marker!)

ASL 201: AFV Combat So, to recap thus far: The German Marder has positioned his vehicle in LOS of the Russian, and stopped his AFV to hope for a better shot. The Russian SU-152 has put his vehicle in motion to make it harder to hit, and to present a better Armor Facing.

ASL 201: AFV Combat Defensive First Fire The SU-152 will attempt a Defensive First Fire shot at the Marder: What is the Attack #, and the modifiers?

ASL 201: AFV Combat First, use chart C3: Modified To Hit: 10! Direct Fire First, use chart C3: Modified To Hit: 10!

ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire Chart C5 are Firer-Based DRMs: This is the Defensive First Fire Phase: A applies, as an NT, it is +3 for the first hex spine, +1 next. = +4 Not in woods/bldg/rubble, so no multiplier.

ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire Chart C5 are Firer-Based DRMs: In Motion, the SU will pay a +2 for Motion, AND his lower die is doubled!

ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire Chart C5 are Firer-Based DRMs: Finally, he is BU. +1

ASL 201: AFV Combat OK – 10 + 7 and lower die x2! Defensive First Fire OK – 10 + 7 and lower die x2! What is the Target’s DRMs?

ASL 201: AFV Combat Chart C6 is about the Target Direct Fire Chart C6 is about the Target J – our target is a Moving vehicle, so +2. Since J applies, we also check J1 and J2:

ASL 201: AFV Combat Chart C6 is about the Target Direct Fire Chart C6 is about the Target Case J1 applies = +1+2 =+3; The target size is normal (+0); and Wall TEM does NOT apply!

ASL 201: AFV Combat Why no TEM for the Wall? Walls and AFVs Why no TEM for the Wall? If an AFV could claim Wall Advantage(WA), the Wall will provide Hull Down (HD) status instead of the +2 TEM. What does that mean?

ASL 201: AFV Combat Walls and AFVs If an AFV could claim Wall Advantage(WA), the Wall will provide Hull Down (HD) status instead of the +2 TEM. What does that mean? It means any Direct Fire that would have hit the HD AFV hits the Wall instead! (a MISS!)

ASL 201: AFV Combat To Hit = 10 Firer based DRMs = +7 lower die x2 To Hit Notes To Hit = 10 Firer based DRMs = +7 lower die x2 Target based DRMs = +3 DR: 1,1 Is that a hit? Lower dr x 2 = 1,2 = 3 + 10 =13. Miss? Only one chance – Improbable Hits.

ASL 201: AFV Combat Improbable Hits If the lowest possible DR cannot hit, then a snake eyes still gives the player a CHANCE for an ‘Improbable Hit.’ C3.6 – If an original DR of 2 is not a hit, roll a dr: 1 is a CH, 2 is an upper turret hit, 3 a hull hit, 4-6 a miss. (EX: if the unit is HD, 3-6 is a miss.)

ASL 201: AFV Combat An original 2 on the To Hit is an Improbable Hit! Defensive First Fire An original 2 on the To Hit is an Improbable Hit! Roll an additional die: dr =

ASL 201: AFV Combat An original 2 on the To Hit is an Improbable Hit! Defensive First Fire An original 2 on the To Hit is an Improbable Hit! Roll an additional die: dr = Whew!! Thank goodness for that Wall!!

ASL 201: AFV Combat To Hit Notes The SU does not get an Acq marker, because he is still in Motion. The SU-152 has no possibility of Intensive Fire, so that’s it for him. Rest of the Movement?

The 9-2 leader, with the HS and demo will attempt to do in the SU! ASL 201: AFV Combat Yep – more movement! The 9-2 leader, with the HS and demo will attempt to do in the SU! K3 – 1 MF

The 9-2 leader, with the HS and demo will attempt to do in the SU! ASL 201: AFV Combat Yep – more movement! The 9-2 leader, with the HS and demo will attempt to do in the SU! K3 – 1 MF

The 9-2 leader, with the HS and demo will attempt to do in the SU! ASL 201: AFV Combat Yep – more movement! The 9-2 leader, with the HS and demo will attempt to do in the SU! K3 – 1 MF J2 – 1 MF

The 9-2 leader, with the HS and demo will attempt to do in the SU! ASL 201: AFV Combat Demo Charge The 9-2 leader, with the HS and demo will attempt to do in the SU! K3 – 1 MF J2 – 1 MF PAATC to Place: DR= 7 Pass Place in I2! 2 MF

The 9-2 leader, with the HS and demo will attempt to do in the SU! ASL 201: AFV Combat Demo Charge Placement The 9-2 leader, with the HS and demo will attempt to do in the SU! K3 – 1 MF J2 – 1 MF PAATC to Place: DR= 7 (-2) Pass Place in I2 – 1 MF Move to I3 – 2MF

ASL 201: AFV Combat End of Movement And end of Defensive Fire, since the SU already had a FF marker. Remove the FF marker, and on to Advance Fire Phase.

The Marder gets it’s chance! ASL 201: AFV Combat Advancing Fire The Marder gets it’s chance!

ASL 201: AFV Combat First, use chart C3: Modified To Hit: 10! Direct Fire First, use chart C3: Modified To Hit: 10!

ASL 201: AFV Combat Chart C5 are Firer-Based DRMs: Direct Fire Chart C5 are Firer-Based DRMs: This is the Advancing Fire Phase: C applies, which is Case B’s +2 DRM, and as an NT, it is +3 = +5 It is NOT in Motion, nor is it BU. (OT vehicle.)

ASL 201: AFV Combat OK – 10 Modified to Hit + 5 DRM Advancing Fire OK – 10 Modified to Hit + 5 DRM What is the Target’s DRMs?

ASL 201: AFV Combat Chart C6 is about the Target Direct Fire Chart C6 is about the Target J – our target is a Moving vehicle, so +2. Which is why the SU chose the Motion attempt.

ASL 201: AFV Combat Chart C6 is about the Target Direct Fire Chart C6 is about the Target And Case P: The target size is large (-1).

ASL 201: AFV Combat OK – 10 Modified to Hit Firer:+ 5 DRM Advancing Fire OK – 10 Modified to Hit Firer:+ 5 DRM Target: +2 motion, -1 size = +1 DRM = 10 To Hit +6 DRM (If he were not in motion, it would be an original 6 to hit – even a original 4 seems scary!)

ASL 201: AFV Combat OK – 10 Modified to Hit + 6 DRM DR = Advancing Fire OK – 10 Modified to Hit + 6 DRM DR =

ASL 201: AFV Combat OK – 10 Modified to Hit + 6 DRM DR = Advancing Fire OK – 10 Modified to Hit + 6 DRM DR = Yes, it missed – BUT the SU in motion made a critical difference! Also, pivoting to face was huge.

ASL 201: AFV Combat Seem long? It takes 30 seconds to do it in a game. To Hit - To Kill Notes Seem long? It takes 30 seconds to do it in a game. Once you get used to it, you don’t even think about the steps. Steps AFV To Kill Process 1 Determine Target’s Armor Factor (AF) 2 Determine basic To Kill # (TK# ) and modify 3 Final To Kill # = Modified TK# - AF 4 If DR <= Modified TK#, use C7.7 to decide results

ASL 201: AFV Combat ROF NA in the Adv Fire Phase AFV’s that enter new hexes cannot get ROF in the Advancing Fire Phase. But the Marder places a Direct Fire Acq. (-1)

ASL 201: AFV Combat Demo Charge! Because the placing unit survived, they can now trigger the demo! First, check for where it is placed!

ASL 201: AFV Combat Our DRMs: +2 -1 DR = 7 + 1 = 8 Demo Placement DR Our DRMs: +2 -1 DR = 7 + 1 = 8 8 = AF we crossed c dr < wdr, Turret

ASL 201: AFV Combat Armor Facing Here is a close up – What is the Rear armor for the Turret/superstructure? Flank / Rear is 6. Boxed means SUPERIOR superstructure, = increase AF to 8! But Rear targets: add +1 to the Basic To Kill #!

ASL 201: AFV Combat Triangle means Leadership DRM does NOT apply! To Kill Notes Triangle means Leadership DRM does NOT apply! DR = 7 There are no modifiers. But our Rear facing gives us +1. To Kill # = 16 +1 = 17

9 Final To Kill! (Leadership DRM does NOT apply) ASL 201: AFV Combat Demo Charge! To Kill = 16 + 1 = 17 – 8 = 9 Final To Kill! (Leadership DRM does NOT apply)

ASL 201: AFV Combat Our Final To Kill # = 9 DR = 6,4 = 10 To Kill Notes Our Final To Kill # = 9 DR = 6,4 = 10 As you can see, that was CLOSE to a miss!

ASL 201: AFV Combat Automatic Shock! Demo Charge! Automatic Shock! The vehicle is incapable of any action until the crew recovers! Remove the motion counter, place the Shock counter!

For Further Information ASL 201: AFV Combat For Further Information Much more to tell in this exciting battle! Tune in next week! For further information: Read Section C2.0 to C7.0 (all) , in the rule book for ADVANCED SQUAD LEADER.

ASL 201: AFV Combat Coming Next Session In the next module, we’ll get you fired up as we take target practice with Tanks and Guns of Tanks! See you at Session 2

ASL 201 was created by: Russell Gifford Learning the Great Battles of the American Civil War (CD Rom learning series, 2005) Iowa Soldiers in the American Civil War (Multi-media lecture series, 2010) Spectacular Voyage: Lewis and Clark in Iowa, Nebraska and South Dakota (2002)

Additional Information Advanced Squad Leader, ASL, and all artwork © MMP, 2011 This Presentation is © 2011 by Russell Gifford May be used with permission Write to rgifford@russgifford.net