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ASL 101: L EARNING A DVANCED S QUAD L EADER Session 1: The Sequence of Play with Russ Gifford
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ASL Sequence of Play You will become familiar with: The sequence of play for Adv. Squad Leader The sequence of play for Adv. Squad Leader The different phases that comprise this sequence The different phases that comprise this sequence Goals for this Session
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ASL Sequence of Play The Sequence of Play in a wargame provides the directions for the players. Think of it as a roadmap, telling players which way to go and “what happens when!”
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ASL Sequence of Play
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First Player turn: Rally Phase Prep Fire Phase Movement Phase Defensive First Fire Defensive Fire Phase Defensive Fire Phase Advancing Fire Phase Rout Phase Advance Phase Close Combat Phase Second Player turn: Rally Phase Prep Fire Phase Movement Phase Defensive First Fire Defensive Fire Phase Defensive Fire Phase Advancing Fire Phase Rout Phase Advance Phase Close Combat Phase Sequence of Play
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ASL Sequence of Play Sequence of Play – Rally Phase
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ASL Sequence of Play Rally Phase: Each Player-Turn begins with the Rally Phase. Both players check to see: Which of their units are in good order (GO) and which are broken.Which of their units are in good order (GO) and which are broken. Units in good order can try to deploy into half squads, repair squad weapons, or exchange weapons.Units in good order can try to deploy into half squads, repair squad weapons, or exchange weapons. Units that are broken can attempt to rally if stacked with a leader.Units that are broken can attempt to rally if stacked with a leader. Sequence of Play – Rally Phase
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ASL Sequence of Play Sequence of Play – Prep Fire Phase
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ASL Sequence of Play Prep Fire Phase: Next is the Prep Fire Phase. The Phasing player chooses which units fire. Only good order units may fire.Only good order units may fire. Weapons manned by good order units may fire until they exhaust their Rate of Fire. (ROF).Weapons manned by good order units may fire until they exhaust their Rate of Fire. (ROF). Units that fire may not move in this player turn. (Mark these units with a Prep Fire marker to show which units have fired and may not move.)Units that fire may not move in this player turn. (Mark these units with a Prep Fire marker to show which units have fired and may not move.) Sequence of Play Sequence of Play – Prep Fire Phase
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ASL Sequence of Play Special Note: During any fire phase, enemy units may be hit, resulting in Morale Checks. (MC) Depending on these results, broken units and casualties may occur. These are resolved as they happen. Sequence of Play Sequence of Play – Special Note!
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ASL Sequence of Play Sequence of Play – Movement Phase
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ASL Sequence of Play Sequence of Play – Movement Phase
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ASL Sequence of Play Sequence of Play – Movement Phase
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ASL Sequence of Play Movement Phase: Next is the Movement Phase. The Phasing player chooses which units move. Only good order units not marked with Prep Fire may move, by expending Movement Factors. (MF)Only good order units not marked with Prep Fire may move, by expending Movement Factors. (MF) Units do not have to move, and if they move they do not have to use all of their MFs.Units do not have to move, and if they move they do not have to use all of their MFs. Sequence of Play Sequence of Play – Movement Phase
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ASL Sequence of Play Sequence of Play – Movement Phase Defensive First Fire 6FP
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ASL Sequence of Play Sequence of Play – Movement Phase Defensive First Fire
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ASL Sequence of Play During the Movement Phase, enemy units may choose to Defensive First Fire on moving units. After an enemy unit fires, it is marked with a Defensive First Fire marker, which limits its fire options. (EXC: ROF) Sequence of Play Sequence of Play – Movement Phase Defensive First Fire
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ASL Sequence of Play Subsequent First Fire: Enemy units marked with a First Fire marker may fire again, depending on the results, range and the MF expended by the moving units. If so, their marker is flipped to a Final Fire marker, which further limits their fire options. Sequence of Play Sequence of Play – Movement Phase Defensive First Fire
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ASL Sequence of Play Sequence of Play – Def. Fire Phase 2FP
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ASL Sequence of Play Sequence of Play – Def. Fire Phase
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ASL Sequence of Play Defensive Fire Phase: After the phasing player declares his movement is finished, the non- phasing player may Final Fire all his units not already marked with a First or Final Fire marker. Units marked with a First Fire marker may fire at half strength at any adjacent enemy unit. (After all units have finished, remove all FF markers). Sequence of Play – Def. Fire Phase
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ASL Sequence of Play Sequence of Play – Adv. Fire Phase
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ASL Sequence of Play Advancing Fire Phase: After the non-phasing player finishes his fire, all unbroken phasing player units not marked with a Prep Fire marker may fire at half strength. (After all units have finished, remove all Prep Fire markers). Sequence of Play – Adv. Fire Phase
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ASL Sequence of Play Sequence of Play – Rout Phase
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ASL Sequence of Play Rout Phase: Both sides rout broken units that must rout, or may rout. (Phasing player first.) Sequence of Play – Rout Phase
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ASL Sequence of Play Sequence of Play – Advance Phase
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ASL Sequence of Play Advance Phase: The phasing player may advance his units into any ADJACENT location, including those occupied by enemy units. Sequence of Play – Advance Phase
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ASL Sequence of Play Sequence of Play – Close Combat Phase
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ASL Sequence of Play Close Combat Phase: If phasing and non- phasing enemy units occupy the same location, close combat may occur. 1 st : Check for Ambush if: Location is bldg, woods or rubbleLocation is bldg, woods or rubble Either player is concealed.Either player is concealed. 2 nd : Resolve CC (unless ambushing player chooses to leave the location.) Sequence of Play – Close Combat Phase
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ASL Sequence of Play Close Combat Phase: After both sides resolve Close Combat attacks, if opposing units still occupy the same location, mark them with a Melee marker. Any of the attackers units may now attempt to gain concealment, remove pin markers (and other red letter markers). Then flip the turn marker. That’s the end of first Player-turn! Sequence of Play – Close Combat Phase
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ASL Sequence of Play The second player now repeats the exact sequence of phases, which the same Defensive Fire interruptions. Second Player turn: Rally Phase Prep Fire Phase Movement Phase Defensive First Fire Defensive Final Fire Defensive Final Fire Advancing Fire Phase Melee Phase Close Combat Phase Sequence of Play
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ASL Sequence of Play After the second player completes his half of the turn, he flips the game turn marker, and moves it ahead 1 turn. Repeat the sequence of play, now back to the First player. Game Turn Advances Continue this routine to the end of the game!
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ASL Sequence of Play Game over? OK - Who won? Sequence of Play
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ASL Sequence of Play Victory Conditions are listed on each scenario card. Victory may hinge on causing casualtiescausing casualties capturing terraincapturing terrain exiting units off the board.exiting units off the board. Sequence of Play
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ASL Sequence of Play 1. When is the Rally Phase? 2. Which side can perform actions in attacker’s Rout phase? 3. Which phases are dual participation phases in ASL? 4. If you fire in the Prep Fire Phase, what can’t you do in the following phase? 5. Not counting ROF, how many times may a phasing player’s unit fire in ASL? Quiz
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ASL Sequence of Play Quiz What phase must this be? How do you know?
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Recognizing Info Counters Quiz: Information Counters
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ASL Sequence of Play For further details, Read Section 3.0 (all) in the A DVANCED S QUAD L EADER rule book. For Further Information
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ASL 101: L EARNING A DVANCED S QUAD L EADER
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ASL Sequence of Play Ready to learn more? In the next session, we’ll learn about the different squads, half squads, and leaders. See you at Session 2 – Personnel Units Coming Next Session
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ASL 101 was created by: Russell Gifford Learning the Great Battles of the American Civil War (CD Rom learning series, 2005) Mass Media and Big Government (Multi-media lecture series, 2006) Spectacular Voyage: Lewis and Clark in Iowa, Nebraska and South Dakota (2002)
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Additional Information Advanced Squad Leader, ASL, and all artwork © MMP, 2007 This Presentation is © 2007 by Russell Gifford May be used with permission Write to rgifford@russgifford.netrgifford@russgifford.net
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