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ASLSK2 Summary ▪ Crest Line Units gain a +1 Height Advantage

(HA) TEM against non-Mortar firing, lower-level


▪ Units with a FP exponent may attempt to place
½” Smoke (announce; expend 1 MF for same
By: Paul Cornelissen (BBG: Largo68), v2.1 Units if no greater TEM applies. hex; expend 2 MF for adjacent hex; dr ∆ ≤
DR 2 3 4 5 6 7 8 9 10 11 12 ▸ HA negates FFMO and Interdiction. exponent for success (6 ends Unit's MPh); one
≤% 3 8 17 28 42 58 72 83 92 97 ✔ ▪ High-level Units may trace LOS to other high- chance per Unit per MPh; D1F, S1F and FPF).
DEFINITIONS (2.0) level Units over low-level Obstructions (building ▪ Units may attempt to Recover Weapons in the
Conscript & Inexperienced (Green w/o GO Leader) or woods) or intervening Hindrances (grain). same hex (expend 1 MF; dr ∆ < 6 for success;
▪ 3 MF; B#/X# ‒1; use red TH#; +1 Ambush drm Fire Attacks (3.2.2) CX +1 drm; one chance; D1F, S1F and FPF).
Special DR ▪ Place PREP FIRE markers on firing Units. ▪ Any Off-Board Units may enter play during the
▪ ⚀⚀ MMC Lone Self-Rally ➔ Rally/Field Promotion; ▸ Fire Attack Modifiers (MMC/MG): Point Blank MPh, or they can be reserved for entry during
⚀⚀ MMC CC ➔ ELIM (all)/Field Promotion (5.3). Fire (PBF) ➔ x2 FP; Long Range ➔ ½ FP (FT). the APh (roads extend off-board for entry).
▪ Doubles on non-Leader directed IFT DR ➔ Cower ▸ IFT DRM: Leadership; +X Terrain Effects Defensive First Fire (3.3.1)
(shift one (E/1/2/G) or two (Con/Inx) columns). Modifier (TEM); +X Hindrance (intervening). ▪ Defensive First Fire (D1F): DEFENDING Units may
▪ Rolling exact Morale during MC ➔ Pin Unit. ▪ A lone Leader cannot link a Fire Group (FG). fire on Units expending MF (FFNAM and FFMO).
▪ MC > Morale + ELR ➔ replaced by Poorer-Quality Units in the same hex must form a Mandatory Place FIRST FIRE marker on firing Unit (Weapons
Unit (5.1, see Nationality Chart). Crews and MMC FG if they intend to fire at the same Enemy Unit. maintaining ROF during D1F are not marked).
with underlined Morale are not subject to ELR. ▸ Ordnance and FT cannot participate in a FG. Place RESIDUAL FP marker as needed (½ FP;
▪ ⚅⚅ Morale Check ➔ K if GO or KIA if Broken; ▪ Leaders may apply their Leadership to one Unit/ shifts: positive Leadership, CX and Hindrance).
⚅⚅ Rally ➔ K; ⚅⚅ Gun TH/IFT DR ➔ Breakdown. FG per Player Turn by directing fire attacks from ▸ Weapons that fire AP rounds, maintain ROF or
▪ IFT/TH DR (red die) ≤ ROF# ➔ maintain ROF. the same hex (treated as if they were attacking). breakdown leave no Residual FP.
▪ IFT/TH DR ≥ B#/X# ➔ Breakdown/Eliminate. Effects (3.2.3) ▸ Residual FP attacks are resolved before D1F
▪ ∆ ‒ symbol for “Leadership drm/DRM N/A” ▪ GO Units suffer a PTC if a Leader with a greater (IFT DR; apply non-HA TEM, FFNAM & FFMO).
RALLY PHASE (RPh, 3.1) Morale in their stack breaks (Leader Loss Task ▸ Units can be subjected to a second Residual
BOTH PLAYERS may have each of their Good Order Check (LLTC); reverse Leadership DRM). FP attack in the same location if they expend
(GO) Units (CX/PIN okay) undertake one action only ▪ Non-Close Combat (CC) Units suffer a NMC if a additional MF while lessening their defensive
per RPh (taken in order; GO Leaders may rally Leader with a greater Morale in their stack is posture (ex. recover a SW after assaulting).
other Broken Units in addition to the one action). eliminated (Leader Loss Morale Check Cowering during D1F places a FINAL FIRE marker.
Start Of Phase (3.1a) (LLMC); reverse Leadership DRM). ▪ Subsequent First Fire (S1F): DEFENDING FIRST
▪ The ATTACKER rolls for any provisional (SSR) Random Selection (Full ASL A.9; for KIA/K effects): FIRE Units may fire on Units expending MF
Reinforcements, and sets up off-board Units Assign each Unit in the hex a different colored die. (FFNAM and FFMO; no closer KEU; in normal
due to enter this Player Turn (MPh or APh). High die suffers the KIA/K effect, or all applicable range only; ½ FP; B# ‒2; original B# ➔ X#; no
Actions (3.1b-d; ATTACKER goes first) Units suffer KIA/K effects in the case of a tie. ROF). Flip marker on firing Unit/Weapon to FINAL
▪ GO Units may attempt to Recover unpossessed To Hit Process (TH; 3.2.4) FIRE. Place RESIDUAL FP marker as needed.
Weapons in same hex (dr ∆ < 6 for success; +1 Ordnance must first secure a hit on their intended ▸ FIRST FIRE Guns may INTENSIVE FIRE as S1F
CX drm). target before rolling for an effect on the IFT. without the closest KEU restriction.
▪ GO Units may attempt to Repair possessed ▪ Targeting Guns/Units by applying any TEM to the ▪ Final Protective Fire (FPF): DEFENDING FINAL
Broken Weapons (own nationality only; dr ∆ ≤ To Hit DR uses Infantry Target Type (ITT). FIRE Infantry Units may fire on adjacent Units
R# for success, 6 = eliminate). ▸ High Explosive (HE), HEAT and AP; full FP (IFT) expending MF (FFNAM and FFMO; ½ FP; PBF; B#
▪ GO Units in the same location may freely ▪ Targeting the hex itself by applying any TEM to ‒2; original B# ➔ X#). NMC penalty against
Transfer possessed Weapons. the IFT DR uses Area Target Type (ATT). firing and directing Units using the original IFT
Rallies (3.1e-f; ATTACKER goes first) ▸ High Explosive (HE) and Smoke; ½ FP (IFT) DR. Place RESIDUAL FP marker as needed.
▪ Broken Leaders and Crews with a boxed Morale ▸ Only Mortars may maintain ROF using ATT ▪ Each Unit may D1F, S1F or FPF on an Enemy
may attempt to Self-Rally (Self-Rally DRM ∆: +4 ▪ To Hit Procedure: Declare target and ammo. Unit for each MF expended in that location.
Desperation Morale (DM); ‒1 building or woods; Use type and range for To Hit number (TH#). ▪ Units that pin while expending MF become
+1 Self-Rally). Apply TH DRM. DR ≤ Modified TH# for success. immune to FFNAM or FFMO. Units that break
▸ One additional ATTACKING Broken MMC may ▸ Use red TH#: Russian, Italian, Polish, Slovak; while advancing become vulnerable to FFNAM.
attempt a Lone Self-Rally (Self-Rally DRM: pre-1944 American Gun; Non-Qualified, End Of Phase
+4 Desperation Morale (DM); ‒1 building or Captured or Inexperienced usage. ▪ Remove all RESIDUAL FP/½” SMOKE markers.
woods; +1 Self-Rally). ▸ ‒1 ROF DRM: Covered Arc (CA) change on DEFENSIVE FIRE PHASE (DFPh, 3.4)
▪ Broken Units stacked with GO Leaders may non-turreted Gun; Captured, Non-Qualified or DEFENDING Units and Weapons may fire.
attempt to Rally. Infantry Firepower Equivalence (IFE) usage. Start Of Phase (Smoke; 1.2.5)
▸ Rally DRM: +4 Desperation Morale (DM); ‒1 ▸ Guns must always face toward one of it's six ▪ Ordnance may place Dispersed (+2) ⅝” SMOKE
building or woods; Leadership. hexspines even while Manhandling. This or Dispersed (+1) WP by securing an ATT hit.
End Of Phase (3.1g) depicts the triangle-shaped Covered Arc (CA) Place FINAL FIRE markers on firing Units.
▪ Remove all DM markers (Units adjacent to KEU of the Unit. Final Fire (FF) and Final Defensive Fire (FDF)
or in hexes subject to Interdiction remain DMed). ▪ A Gun may Intensive Fire (IF) once after losing ▪ Non-FIRST FIRE/FINAL FIRE Units and Weapons
Broken Units may opt to keep their DM status ROF (TH +2 DRM; B# ‒2; X# ➔ 12). Place an may FF. FIRST FIRE Units may FDF on adjacent
unless in a building or woods. INTENSIVE FIRE marker on the Gun. Units only (½ FP; PBF; B# ‒2; original B# ➔ X#).
PREP FIRE PHASE (PFPh, 3.2) End Of Phase FIRST FIRE Guns may IF on adjacent Units only
ATTACKING Units and Weapons may fire. ▪ Any ATTACKING Gun may change its CA if 1) its (TH +2 DRM; B# ‒2; X# ➔ 12). Place FINAL FIRE
Start Of Phase (Smoke; 1.2.5) Manning Infantry did not use their IFP and 2) the markers on firing Units (flip).
▪ Reduce or Remove all ⅝” SMOKE and WP Gun is capable of firing without using IF. End Of Phase
markers placed by the ATTACKER. MOVEMENT PHASE (MPh, 3.3) ▪ Any DEFENDING Gun may change its CA if 1) its
▪ Ordnance may place Full (+3) ⅝” SMOKE or Full ATTACKING non-PREP FIRE GO Units not locked in Manning Infantry did not use their IFP and 2) the
(+2) WP by securing an ATT hit (first shot only). Melee may move. Remove CX markers as Units Gun is capable of firing without using IF.
Place PREP FIRE markers on firing Units. start their move (cannot Double Time this MPh). ▪ Remove all FIRST FIRE/FINAL FIRE markers.
Line Of Sight (LOS; 3.2.1) Players announce MF as they are spent, and when ADVANCING FIRE PHASE (AFPh, 3.5)
▪ A Unit thought to have an unobstructed LOS (no a Unit completes its movement. ATTACKING non-PREP FIRE Units and Weapons may
reasonable doubt of crossing a building, hill or ▪ Moving Units earn a +1 MF Road Bonus if they fire (Units/SW: ½ FP; Ordnance: TH +2 DRM, no IF;
woods depiction) to an Enemy Unit may fire. LOS traverse only road hexsides during a MPh. Both: no ROF). MMG, HMG, Mortars and Guns that
may only be checked after a fire attack has been ▪ Hexes have a total Stacking Limit of 3 MMC moved in the current MPh may not fire (LMG okay).
declared. LOS challenged and/or verified to be Squad equivalents and 4 SMC (Leaders) for each ▪ Eligible Squads may Assault Fire (underlined
Blocked yields a “N/E” result (check B#/X#). side. A Gun and its Manning Infantry (Crew or FP) at normal range only; +1 after all
▪ Any combination of intervening (grain) or HS) equals 1 Squad equivalent. modifications; fractions rounded up (FRU).
inherent (orchard, smoke) Hindrance ≥ 6 ▪ Units without CX markers may Double Time ▪ Place PREP FIRE markers on firing Units.
blocks LOS (including inherent hexsides). (announce; place CX marker; cannot Assault). End Of Phase
▸ +1 Hindrance DRM while firing out of smoke. Exhausted Units gain +1 to attack DR (IFT, TH ▪ Any ATTACKING Gun may change its CA if 1) its
▪ Units on different levels may trace (reciprocal) and CC)/any dr (recovery, ambush and smoke). Manning Infantry did not use their IFP and 2) the
LOS only if the LOS crosses just one Crest Line ▪ Units may Assault into an adjacent hex Gun is capable of firing without using IF.
(hillside depiction) in either Unit's hex. (announce; cannot use all MF; avoids FFNAM). ▪ Remove all PREP FIRE/INTENSIVE FIRE markers.
ROUT PHASE (RtPh, 3.6) ▸ CC Effect: DR < Kill# (ELIM, all); DR = Kill# (K, Critical Hits (CH; 6.1)
Eligible ATTACKING then DEFENDING Units rout. random selection); DR > Kill# (No effect). ▪ ⚀⚀ ATT or VTT TH DR (including LATW) or a final
Start Of Phase ▪ SMC have 1FP. SMC that attack alone defend ITT TH DR ≤ CH# scores a Critical Hit.
▪ Place DM markers on Broken Units adjacent to or alone (cannot self-apply Leadership for DRM). ▪ Infantry CH: negate ATT ½ FP penalty; x2 FP;
in the same location as a GO KEU and on non- ▪ Units locked in Melee cannot leave that location, reverse TH and IFT TEM; apply Air Bursts; normal
emplaced Broken Units subject to Interdiction. make fire attacks, interdict Routing Units, etc. FFNAM and FFMO.
Must/May ▪ Fire attacks against Melee stacks affect all Units. ▪ Gun CH: eliminate Gun and its Manning Infantry.
▪ Broken DM Units adjacent to/same location as a Remove MELEE marker if any Melee Unit breaks. Special Ammo (★) & Depletion Numbers (D#; 6.2)
GO KEU or subject to Interdiction must rout. End Of Phase ▪ TH DR < D#: Special Ammo fired and available
▪ Broken DM Units not forced to rout may rout (in ▪ Remove all PIN markers. next attempt; TH DR = D#: Special Ammo fired
building/woods okay). Non-PIN GO Leaders may ▪ Flip all CC markers to MELEE for continuation. and no more available; TH DR > D#: No Special
rout with Broken DM Units they're stacked with. TURN RECORD CHART (3.9) Ammo fired (announce; check for breakdown).
Rout The previous DEFENDER becomes the ATTACKER ▸ Notate current/changed ammo status.
▪ A Routing Unit must move to the nearest (in MF) and inverts the turn counter. If he was already the ▪ ⅝” Smoke is placed at the start of PFPh (as +3
building or woods. It may ignore that destination ATTACKER this game turn, he advances the turn Smoke) or DFPh (as +2 Dispersed Smoke) by
if the distance from all KEU would not increase. counter one box on the Turn Record Chart. securing a ATT hit (first shot only).
▸ Non-Wounded Units may use up to 6 MF to WEAPONS & SUPPORT WEAPONS (4.0) ▪ White Phosphorus (WP) is placed at the start
rout (can never be increased; Wounded ▪ MMC IPC = 3PP; SMC IPC = 1PP; Infantry lose 1 of PFPh (as +2 WP) or at the start of DFPh or as
Leaders use up to 3 MF). Units drop Weapons MF for each SW PP in excess of their IPC. D1F (as +1 Dispersed WP) by securing a ATT hit.
beyond their IPC before routing. ▪ Units may attempt to possess (via dr) and freely ▸ Units hit by WP are subjected to a NMC
▪ While routing, Units cannot move adjacent to or depossess Weapons while moving. (reverse TEM DRM, +1 DRM for Air Bursts; CH
decrease their distance to any KEU ‒ they must ▪ Weapons may be destroyed by possessing Units applies a positive TEM DRM instead).
maintain or increase the distance at all times. as an Action during the PFPh or DFPh. Emplacement (6.3)
▪ Check for stacking limits, new KEU and new ▪ Weapons possessed by KIA Units: dr ∆ on same ▪ Guns and their Manning Crews qualify for a +2
destinations as Units rout from hex to hex. IFT column (K/#: Breakdown; #KIA: Eliminate). Emplacement TEM until moved from their
▪ Upon reaching their destination, Routing Units ▪ Squads firing two SW or Half Squads firing one initial set up. This bonus is negated by set ups
may continue into adjacent buildings or woods. SW forfeit their IFP (S1F, FPF and FDF okay). on paved roads and Non-Qualified usage.
▪ Failure to rout at least one hex eliminates a Unit. ▪ Captured Weapons: ROF# ‒1; B#/X# ‒2; ▪ Emplacement cannot be combined with other
Interdiction Weapons cannot be set up unpossessed. TEM or a Gunshield DRM.
▪ Conduct one NMC each time Routing Units enter Machine Guns (MG, 4.1) Hidden Initial Placement (HIP; 6.4)
Open Ground in normal range and LOS of a non- ▪ A SMC fires one MG at ½ FP; 2 SMC at full FP; ▪ Emplaced Guns and their Manning Crews set up
CX, non-PIN GO KEU capable of at least 1 FP or Max range w/o Leader: 16 hexes (½ FP beyond). as HIP unless set up on paved roads.
striking via TH process from less than 17 hexes. Flamethrowers (FT, 4.2) ▸ Notate location and CA (ex. U5:T5/T6).
▪ No Interdiction: a Unit in Melee; a Unit/Weapon ▪ FT may not participate in FG; PIN Units cannot ▪ HIP is passively lost if a GO Enemy Unit within
docked by ½ FP or positive DRM; a lone Leader fire FT; FT are subject to cowering. 16 hexes and clear LOS observes a Gun on Open
with a MG; a Gun that must change its CA. ▪ FT ignore DRM for Leadership (∆) and TEM; apply Ground or an unpaved road. Guns in other
▪ Routing Units that fail their Interdiction NMC DRM for CX Units and Hindrance. terrain types do not passively trigger HIP loss.
suffers a Casualty Reduction (eliminate assisting ▪ FT FP isn't doubled for PBF or halved for AFPh; A ▪ HIP is actively lost if a Gun is manhandled or
Leader). Any remaining HS may continue to rout. full Squad may fire a FT plus its own IFP. fired, its CA is changed, or its Crew moves.
▪ Routing Units pinned by way of Interdiction NMC ▪ Attacks vs. Units possessing FT: IFT ‒1 DRM; ▪ Enemy Units may probe for HIP Guns using
immediately end their rout movement. Non-Elite MMC firing FT: X# ‒2. penalized fire attacks (½ FP for Infantry and SW;
Low Crawl Demolition Charges (DC, 4.3) TH +2 DRM for Ordnance). Other TEM and
▪ Routing Units may instead Low Crawl into an ▪ DC placed by non-PIN GO MMC during MPh Gunshield DRM may apply. HIP is lost on a hit.
adjacent Open Ground hex by using all of their (expend MF as if entering adjacent target hex; Gun Movement (6.5)
MF to avoid an Interdiction NMC. must survive D1F, S1F and FPF). Successfully ▪ Only Quick Set Up (QSU) Guns may be moved
ADVANCE PHASE (APh, 3.7) placed DC detonates at the start of the AFPh. during the MPh via the Manhandling process.
ATTACKING Units may advance and transfer SW. ▪ 30 FP IFT attack. DC IFT DRM: +1 for CX Units, ▪ While Manhandling, Units cannot Assault or take
Start Of Phase +X for any TEM; Leadership non-applicable (∆). advantage of Road Bonus (IPC = 0PP; DT okay).
▪ Non-PIN GO Infantry Units (CX okay) in the same ▪ DC FP isn't doubled for PBF nor halved for AFPh; ▸ Manhandling DRM: +X TEM; +X MF Cost; ‒1
location may freely Transfer possessed SW. Non-Elite MMC using DC: X# ‒2. per extra HS or Crew (‒4 max); ‒2 per extra
Advance Light Anti-Tank Weapons (LATW, 4.4) Squad (‒4 max); ‒2 for crossing road hexside.
▪ Non-PIN GO Infantry Units (CX okay) may ▪ LATW must secure a hit against Infantry (in ▪ Manhandle Task Check: DR < M#: Gun moves 1
advance into an adjacent hex, even if that hex is buildings only) or Guns before any IFT DR (apply hex, able to continue; DR = M#: Gun moves 1
enemy-occupied. TEM). Use the TH Process by referring to the TH hex, MPh ends; DR > M#: Gun stays, MPh ends.
▪ Units using all their MF (check IPC and PP) to Table on the back of the counter. ▪ Units expend x2 MF while Manhandling.
advance become exhausted (place CX markers). Bazooka (BAZ), Panzerschreck (PSK) (4.4.1) ▪ Manhandling is Hazardous Movement (IFT ‒2
CX Units cannot advance if it would require all ▪ A MMC may fire a LATW as a SW in addition to DRM against; FFNAM and FFMO do not apply).
their MF (check IPC and PP). its own IFP (check for Backblast), although a Guns As Targets (6.7)
▪ Place CC markers on stacks where Units LATW may not participate in a FG. ▪ The physical size of a Gun can impact an Enemy
advanced into enemy-occupied hexes. ▪ Two SMC may fire a LATW at full FP, but ignore Unit's TH DRM. A Gun with a white background
▪ Remaining Off-Board Units enter play or are DRM for Leadership (∆). A lone SMC may not fire M# is a small target; a red M# is a large target.
eliminated (roads extend off-board for entry). a LATW by himself. ▪ IFT KIA results (before any Gunshield DRM) are
CLOSE COMBAT PHASE (CCPh, 3.8) Backblast (4.4.2) considered Direct Hits, and produce CH effects
BOTH PLAYERS resolve Close Combat between ▪ LATW fired from a building either 1) apply a TH (see 6.1). IFT K/# results are also Direct Hits,
Enemy Units in the same hex (no Weapons/SW; the +2 DRM to avoid a Backblast or 2) subject all although the effects are Gun breakdowns and
ATTACKER chooses the order of CC hex resolution). building occupants to a 1 FP IFT DR (use only the Casualty Reductions for the Manning Crew.
Ambush red die of TH DR for resolution; ignore TEM). ▪ Other IFT results are Near Misses and apply to
▪ Check for Ambush if Infantry advance into CC in Light Mortars (½” counter SW; 4.5) the Crews only (apply any Gunshield DRM).
a building or woods. Ambush¹ = dr¹ ≤ dr² ‒ 3 ▪ Caliber ≤ 60mm, operate without a CA, use ATT Target Acquisition (½” markers; 6.10)
(Players ¹ and ²; Ambush drm: +1 for CX/Inx/PIN; only, may apply Leadership TH DRM, and gain ▪ Acquisition is lost when a Gun is manhandled, its
+/‒X for Leadership). and lose Target Acquisition just like a Gun. CA is changed without firing, fires Smoke or on a
▪ Ambushing Units resolve their attacks first. ▪ A MMC may fire a Light Mortar as a SW in new target, has a breakdown, or uses IFE.
Otherwise, CC attacks resolve simultaneously. addition to its own IFP (HS okay). ▪ Acquisition is lost if the Manning Infantry moves,
Close Combat ▪ A lone SMC may fire a Light Mortar, although he is eliminated, breaks, loses possession of a Gun,
▪ The ATTACKER designates all his attacks for a forfeits ROF in the process. fires its IFP, uses Interdiction or loses LOS to a
hex first, then the DEFENDER. Units may attack ORDNANCE (6.0) target (free LOS check). The last known target
and be attacked only once per CCPh. ▪ Units operating Captured Ordnance: Use red location retains acquisition (reacquire).
▪ All Units defend at full FP (+/‒X for Leadership). TH#s, TH +2 DRM, ROF# ‒1, B#/X# ‒2. Area Acquisition (⅝” markers; 6.11)
PIN Units attack at ½ FP. Broken Units cannot ▪ Non-Qualified Units operating Ordnance: TH +2 ▪ All principles of Area Acquisition resemble Target
attack (‒2 DRM during defense). DRM, B# ‒2, ROF# ‒1. Acquisition except there is no tracking.

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