SK and SASL Tutorial
SK and SASL Tutorial
Advanced Squad Leader (ASL) is the tactical game par excellence (according to the connoisseurs) set in
the Second World War. More than a game, it is a system made up of various modules that cover the
different nationalities and conflict scenarios.
One of these modules is the Solitaire Advanced Squad Leader (SASL), a system designed to play alone
against an Artificial Intelligence, either carrying out isolated missions or as part of a Campaign.
As learning the full ASL system is very cumbersome, the publisher Multiman Publishing (MMP) released
simplified versions of the game, known as Starter Kits, which progressively incorporate scenarios with
infantry, artillery and tanks, and with an affordable regulation for the uninitiated.
The idea of this tutorial is to combine the SASL solo game system with the more simplified rules that
ASLSK provides.
PHYSICAL GAME: We will need a copy of the (discontinued) SASL module, and at least one of the
ASLSK. For this tutorial we will use the "w" board, which comes in ASLSK1.
- SASL Regulation v2
- SASL_A9A10 Table
- "S?" black, "In CMD / Panic" counters and "Axis / Allied VPO" counters
Since SASL is intended to be used with ASL, we will skip or try to adapt anything that does not refer to
ASLSK. Therefore, we are not going to use Random Events (RE).
The first thing is to choose the Theater of Operations and the contending sides. We are going to place
ourselves in the surroundings of Stalingrad, on August 21, 1942. The FRIENDLY side (our side) will be the
Germans, while the ENEMY will be the Russians.
Let's take a look at the Mission 1 sheet. As the "Briefing" indicates, our mission is to take specific
objectives and hold them until the end of the mission. We then see that the Predominant Attitude of
the ENEMY is Maintain, so they will dedicate themselves to shooting at everything that moves, without
moving except in special cases. From the Mission Tables we are only concerned with the Activation
Number (AC #) of the Enemy. We roll a dr and the result is 5, which in the Table gives an AC # = 3. We
will see later what that means.
We are now going to select the map (Rule 13). The Mission sheet tells us to use Table A8a, found in the
Basic Tables.
We make a DR (2 dice) in column A8a, and we get a 2, so we will have to choose a City board in the A9
Board Random Selection Table. Since we are going to use boards from the Starter Kit (SK), we are going
to use the table adapted from the Table SASL_A9A10 sheet. In Table A9, in the City column, we see that
there are 3 possible results that give us SK boards, so we will do as many DRs as necessary until we get
a SK board. Finally we roll a 9, which means that our starting board will be the "w", which is in ASLSK1.
We now have to determine the orientation of the map (13.23). We make a dr, if it is ≤3 the yellow letter
"w" on the board will indicate North, otherwise the "w" will indicate South. We roll a 3, so the "w" will
indicate North. Why is this important? Because in SASL, the West edge of the map is considered the
FRIENDLY Map Edge (FBE), and the East edge is the ENEMY Map Edge (EBE). Therefore, our troops
will advance from West to East.
<= NORTH
We will finally determine how many Victory Point Objectives (VPO) will be on the map (Rule 14). As
indicated on the Mission sheet, we first determine the number of VPO by rolling a dr in Table A6c,
obtaining a 6, which means 1 VPO. We now go to Table A10a (in Table SASL_A9A10), and in the column
corresponding to the board "w" we roll a dr, getting a 3, which places the VPO in the hexagon (hex)
wO5.
The FRIENDLY and ENEMY forces have an Experience Level set by their ELR numbers (SK Rule 5). These
numbers depend on nationality and date, and are found in table H1.28 of the ASL manual:
- Movement Phase (MPh)
We observe that the 8-1 Leader in space in front of the wO10 hex (it would be a virtual wO11) can
extend his Command influence both to the units stacked with him and to the stacks he has next to him.
right (wQ11) and left (wM11), 2 hexes away (off map the terrain is considered Open Field, there are no
obstacles to LOS), and is a Rank Leader greater than two 8-0. So let's roll his Command check (his CMD
# is 9: his Morale is 8 +1):
DR = 3 <CMD #. The 8-1 Leader is In Command and incidentally causes all units stacked with him and
within 2 hexes to be. Stacking in wI11 is too far away for Command's influence. We mark the stacks in
wM11, wO11 and wQ11 with "In CMD" tabs.
Note that we do not now pass the Command Control check of the units in wI11, since the check is made
when a unit is going to perform an action for the first time.
Enemy units can appear on the map (or not) in locations where there are S counter? When a
FRIENDLY unit enters the Line of Sight (LOS) of an S? counter, depending on how far away and how
exposed to enemy fire it is, the S? counter can activate and transform it into ENEMY units. For this, the
Activation Table of Russian units (R1) found in the Russian Generation Tables is used. Let's see how it
works (SASL Rule 5).
CASE C) We put an S? in the location of VPO (wO5) (we ignore the adjacent concealment locations
because in ASLSK there is no concept of concealment).
We are now going to configure our forces. We will use a selection of predefined Friendly Forces
following Rule 18 of the SASL manual. Since the date is August 21, 1942, this reduces our selection to
three possible options. For the sake of simplicity, we will use only Units and Leaders in this mission;
therefore, no supporting weapons, artillery, or tank units.
We will choose Option A; Now that we have selected the Friendly force type, the last thing we need to
do now is determine 3 leaders for our force. And we will do it by consulting SASL Rule 17.81: we roll a
dr for each leader, applying a modifier (drm) of -1 for being German leaders in 1942.
Now that we have defined our Friendly Force, it is time to deploy it according to the SEQUENCE section
of Mission 1; the Friendly Force is deployed off the map and will move first. We have at least 10 turns
to capture the target building in wO5.
We deployed the Friendly Force in 4 stacks, respecting the stacking limit, which is 3 MMC (or
equivalent), plus 4 SMC.
Any FRIENDLY unit wishing to carry out an action must pass a Command Control (CMD) check (Rule 16
of SASL). If the check fails, the unit will Panic, and will not be able to do anything for the entire turn. Each
MMC unit (squads and HS) has a Command Control Number (CMD #) equal to its Morale; Leaders have
a CMD # equal to their Morale + 1. To pass the Command Control check, a unit must roll a DR ≤ its CMD
#. A Leader who passes his Command Control check extends his Command influence to all MMCs and all
Leaders of lower rank within 2 hexes of his position and in his LOS. We will see it later in a practical way.
TURN 1 GERMAN
We observe that the 8-1 Leader in space in front of the wO10 hex (it would be a virtual wO11) can
extend his Command influence both to the units stacked with him and to the stacks he has next to him.
right (wQ11) and left (wM11), 2 hexes away (off map the terrain is considered Open Field, there are no
obstacles to LOS), and is a Rank Leader greater than two 8-0. So let's roll his Command check (his CMD
# is 9: his Morale is 8 +1):
DR = 3 <CMD #. The 8-1 Leader is In Command and incidentally causes all units stacked with him and
within 2 hexes to be. Stacking in wI11 is too far away for Command's influence. We mark the stacks in
wM11, wO11 and wQ11 with "In CMD" tabs.
Note that we do not now pass the Command Control check of the units in wI11, since the check is made
when a unit is going to perform an action for the first time.
Enemy units can appear on the map (or not) in locations where there are S counter? When a
FRIENDLY unit enters the Line of Sight (LOS) of an S? counter, depending on how far away and how
exposed to enemy fire it is, the S? counter can activate and transform it into ENEMY units. For this, the
Activation Table of Russian units (R1) found in the Russian Generation Tables is used. Let's see how it
works (SASL Rule 5).
We will start by moving a 467 unit in wM11 to wL10 and to wL9:
467 from wM11 to wL10: 1, 2 (these are the Movement Factors it costs him to enter a forest hex, they
are counted one at a time for possible defensive fires). No S? has LOS to wL10. Keep going.
wL10 to wL9: 3, 4. Stop there. The S? in wK6 and wM5 they have LOS to wL9 (wK5 does not have it, it
intersects the building of wK6).
So we have
There are now 2 possible S? to activate. We first look at the roll modifiers on the Infantry Fire Table (IFT
DRM). Unit 467 has not declared Assault Movement (it cannot if it wants to move 2 hexes), so it is applied
an FFNAM of -1 (FFNAM: First Fire Non-Assault Movement; a –1 DRM against Infantry always moving
and when the target is not using Assault Movement (3.3.1 in SK)). The forest location provides a Terrain
Effects Modifier (TEM) of +1. Therefore, the DRM of IFT is: -1 + 1 = 0. That corresponds to Option C in
the R1 Russian Activation Check Table, which indicates that those S?'s will need to pass the check of
being within ≤4 hexes from the FRIENDLY unit. That leaves the only option S? in wK6, since the S? in
wM5 is 5 hexes away.
Now we are going to roll the Activation check. In the previous "Preparation" post we saw that the
Activation number (AC #) was 3, therefore the S? It needs a dr≤3 to be Activated successfully.
dr = 6 ; the S? in wK6 it turns out to be a false enemy, and the token is removed from the game.
467 from wM11 to wM10: 1, 2. The S? wK5 sees us but cannot be Activated because the IFT DRM is 0 and
is at distance 6 (see Table R1).
We rolled Smoke at wM9: 3, 4. Note that, although the unit has only moved 1 hex, it could not declare
Assault Movement if it wanted to launch the smoke grenade, since it consumes all its movement factors
(Rule 3.3.1 of SK). dr = 1 Bingo! We managed to get Smoke on wM9.
We take advantage of the smoke to move the 467 that remains together with the 8-0 leader, to benefit
from 6 movement factors (MF).
467, 8-0 from wM11 to wM10 (1, 2), wM9 (3, 4), wM8 (5, 6). In wM9 the IFT DRM is: -1 FFNAM, +1
Smoke, total 0. Note that the smoke makes wM9 not an Open Field, and the penalty of -1 is not applied
by FFMO (First Fire Movement Open ). In wM8 the IFT DRM is: -1 FFNAM, +3 stone building TEM, total
+2. To activate, the S? would have to be 2 hexes away or less. (Table R1).
Attacking S? Counters
Before proceeding, let's clarify Rule 3.31a of the SASL (derived from the concept of Concealment,
which appears in ASL):
It loses its concealment (and is therefore activated) if it is attacked with a result of at least PTC. In SK
there is no concealment, so a PTC would still activate the S? Counter.
Before continuing you have to make a couple of corrections / modifications when using SK.
1) Clarification of the "Placement of Enemy Forces" method. The correct way to proceed following Rule
4.1 and 4.12 is as follows. First is an S? in ALL building locations (Case A), in forest locations with the
determined odd / even coordinate (Case B), and in ALL VPO locations and in adjacent locations with
Concealment Terrain (Case C).
The Concealment Terrain is a concept that does not exist in SK (except in SK # 4), so we will define
the Concealment Grounds as the following: Orchard, Grain (in season), Woods, Brush and Buildings .
Therefore, we will put when setting up an S? in wO5, wO6 and wP4 according to Case A; and S?
counters in wO5 (as VPO), wO6 and wP4 (as locations adjacent to the VPO with Concealment Ground)
according to Case C). Now, when applying the correction of rule 4.12 on urbanized maps, we must
REMOVE the S? of locations that do not exist according to Table A9e. After the dice rolls, we find that
we have to remove the S? of wP4, and leave those of wO5 and wO6 where they are; but that means in
wO5 and wO6 there must be 2 S? counters at each location, not one.
Therefore, we will put an additional S? in wO5 and another S? in wO6. The rest of the counters on the
map are correctly placed.
2) Clarification to the method of "Activation Check of the S?". When we have thrown the dr Activation
of the S? in wK6 we have not applied the MODIFIERS to that roll that are indicated in the GC Record
sheet (page 1):
Therefore, in wK6 we would have to apply -1 per S? in stone building and +2 for "w" being a City map
(according to Table A9 modified for SK). However, the original result of the roll was dr = 6, which
means No Automatic Activation (same as dr = 1 means Automatic Activation).
Activation of S?
We go to the stack in wO11, under the command of the 8-1 leader. We'll start by moving a 467, but
we're going to run a bit, so we declare Double Time (3.3 in SK) to get a maximum of 6 MF, and mark it
with a CX counter.
467CX wO11 to wO10 (1), wN9 (2, 3). Nobody sees the counter in wO10. In wN9 it is in LOS with wO6.
The DR of IFT is -1 (FFNAM) +1 (Forest TEM) = 0, so at a distance of 4 hexes the 2 S's are activated in
wO6. Typically two S? that are eligible at the same distance from the FRIENDLY unit are not activated
at the same time, but consecutively. However, if they are in the same Location and can form a Fire
Group (FG), then both Activate before firing as FG (5.2 SASL).
Therefore, the global modifier is -1-1 + 2 = 0. We roll for both S?: dr = 1 , it is an automatic Activation;
dr = 3 , equals AC #, therefore it is Activation.
Let's see how those activations are resolved (SASL 5.6). For each S? activated, we make a DR on the
ENEMY A1 Activation Table (Basic Tables). But first, let's take a look at the Mission 1 sheet: in the
Special Mission Rules section, we see that there is a DRM +1 modifier for each DR in Table A1.
Considering this, we proceed to the rolls:
1st S?: DR = 7 , which becomes 8 by the DRM. That equates in Table A1 to a HS. To determine what
type, we go to Table R2 (Russian Generation Tables) and we roll a DR with a DRM +1 for being the year
1942. DR = 6 + 1 = 7 , is the platoon 4-4-7, whose HS is 2-3-7 .
Both units will automatically fire at wN9, forming an FG (5.3 from SASL). Since they both have to shoot
at long range, they both cut their FP in half, so their firepower will be: (5 + 2) / 2 = 3.5 which is the
FP2 column in IFT. The DRM modifier of IFT in wN9 we already saw that it was 0. DR = (1,2) (total 3;
the first number is the colored die), which in column FP2 is 1MC . We pass the Morale check with DRM +
1: DR = 7 + 1 = 8, as the German unit has moral 7, it "breaks" and is demoralized. We remove the CX
counter from the German unit, mark the Russian units with a First Fire counter, and place a Residual
Fire counter on wN9 of 1 FP (half of FP2's attack). As the Russian defensive fire managed to remove the
status of Good Order from the FRIENDLY unit, the Russian units do not fire Subsequent First Fire (SFF)
(also they could not have closer units in wM8).
After the appearance of the first Russian units, we continue to move the stack of wO11. We will move
them all together to take advantage of the leader's movement bonus.
8-1, 467, 467 from wO11 to wO10 (1), wO9 (2, 3, 4, 5; climbing a building on a hill costs twice as much
MF). At this point the Russian units are in LOS to the FRIENDLY stack, let's see if they fire with First
Subsequent Fire. Per 8.61, an already Activated unit will fire against a moving FRIENDLY unit if it meets
the same conditions to activate an S?; in our case, at a distance of 3 hexes and with an IFT DRM of +2,
in Table R1 we see that there would be no Activation, therefore they do not fire. We're finished in wO9.
467 from wQ11 to wQ10 (1), wR9 (2). The S? in wM5 7 hexes away is in LOS, and the reckless 467 is
moving in open field with no assault movement (IFT DRM -2). According to R1, the S? is Activated, with
drm 0. dr = 1, Automatic activation. We roll on A1 with DRM +1 according to the Special Mission Rules.
DR = 9 + 1 = 10 . Nothing less than 2 squads and a leader. We roll the squads on Table R2 with DRM +1
for the year 1942. DR = 11 + 1 = 12 , 4-2-6; DR = 6 + 1 = 7 , 4-4-7. Now the leader in Table R3, DR =
7 , 8-0. Now those units must fire at the German 467, the 426 is not in range, but the 447 can use long
range. FP2 -2. DR = (2,1) -2 = 1, 1KIA, the 467 is eliminated! We mark 447 with First Fire and put a
FP1 Residual Fire marker in wR9.
Given how the heat has been put on, the rest of the wQ11 stack decides to take a slower but safer
route ... Or so they think ...
After watching in dismay as their comrades were shot down, the units in wQ11 decided to find a safer
path ... apparently.
467 from wQ11 to wP10 (1). According to 5.32, if a non-vehicular unit with a DRM of IFT ≤-2 is at a
greater distance than indicated in Table R1 (8 hexes) but ≤16 hexes and in LOS of an S?, it is eligible for
Long Range Activation. And this is true for the S? in wU4: it is 9 hexes from wP10. We do a DR, and if we
get a 2, the S? transforms into a platoon with an HMG and a leader! DR = 3, oes not activate the S?!
However, a failed Long Range Activation does not imply the elimination of the S? Counter, so wP10 is
still a potentially dangerous hex. The 467 continues to move to wO10 (2), and stops.
8-0, 467 from wQ11 to wP10 (1). We shoot Long Range Activation from wU4. DR = 5 , no effect. They
continue to wP9 (2, 3, 4, 5) and stop there. Thanks to the IFT DRM of +2, no S? is activated.
We are left with the stack in wI11. As they have not yet passed the Command Check, we do it now, which
is when they are going to move. In order to pass the check they have to get ≤ their Morale, which for all is
7. We roll in order for the 2 squads and the 2 HS. DR = 8, 7, 11, 7 . Only one squad and one HS pass,
the rest Panic, and they will not be able to move this turn.
We safely move the squad and the HS from wI11 to wI10 (1), wJ9 (2) and wJ8 (1). Thanks to the grove
of wJ7 the S's are not activated in wJ3, wH3 and wG4.
This concludes the Movement Phase (MPh) (Residual Fires and Smoke disappear). In the Defensive Fire
Phase (DFPh) there is no Russian unit already Activated that can fire, so we move on to the Advance
Fire Phase (AFPh) (the First / Final Fire tokens are removed).
S? Attacks
We move on to the Advance Fire Phase (AFPh). We will attack with the existing Russian units first.
The 467 from wL9 fires at the Russians from wM5. As it is the AFPh, he shoots with his FP at half, FP2.
The Russians have a TEM of +3 for the stone building. We summarize all of this as follows:
467 wL9 @ wM5, FP2 +3. DR = (4,1) + 3 = 8, NE (No Effect, no effect). We mark 467 with the Adv Fired
counter. We are doing more attacks.
All units of wO9 and wP9 make a FG (Fire Group). wO9 / wP9 @ wO6, FP6 +3. DR = (5,2) + 3 = 10 , NE.
We mark wO9 and wP9 with Adv Fired.
[Note to VASL users. If you check the LOS between wP9 and wO6 the line touches the building of wP8
and marks them as hindered LOS. However, for a LOS to be considered obstructed, the obstacle must
be seen on both sides of the drawn line, which is not the case in this case. Therefore, we will consider
that there is LOS between wP9 and wO6].
wM8 @ wO6, FP2 +3. DR = (2,4) + 3 = 9 , NE. Adv Fired. In general, it is difficult to fir against a stone
building with little firepower. But there can always be a lucky shot ...
We don't have any more units that can fire at Active Russian units, let's see if we can do it against some
S?. We have said before that an S? is considered "hidden" and that to attack it you have to do it with
Area Fire (half FP). With this in mind, we see that from wJ8 we could shoot the S? in wJ3, but we
would do it with an FP1 +4, so it is impossible to give it the minimum PTC result necessary to Activate
it. We can also shoot from wM10 to wK5 with FP1 +3, but we would be in the same spot, since even if
we obtained a DR = (1,1) + 3 = 5, PTC, having shot doubles we incur "cowering", which reduces the FP
to a lower column, leaving us with FP0. We therefore conclude the AFPh. Removed Adv Fired counters.
Rph (Rout Phase, Withdrawal Phase). We only have the wN9 unit marked with a DM counter, and it
could retreat to wM10 or wN10, but we'll leave it where it is (we'll see why later).
APh (Advance Phase, Advance Phase). We are moving units (always one by one, even if we indicate
them together).
467, 247 from wJ8 to wK8; 467 from wM8 to wM7; 467 from wM10 to wN9; 8-1 from wO9 to wN9 (to put
a leader next to the "broken" unit and try to get it back in the RPh); 467 from wO9 to wP8; 467 from
wP9 to wP8; 467 from wO10 to wO9 (when making this move, the 467 uses up its entire batch of MF, 4,
so we have to mark it with a CX); 467 from wL9 to wK9 (CX too).
CCPh (Close Combat Phase). Nothing to do here. The German player's turn ends. Remove Panic marker
from units in wI11.
The other 4-6-7 in wP8 to wP7 (1), wP6 (2), wP5 (3, 4). It is adjacent to the Activated Russian units in
wO5, and away from the S? in wU5 and wV6. Units already Activated always act first. Also, keep in
mind that the 4-6-7 has used 2 MF to enter wP5, we now consider the first one. According to Rule
8.613, an ENEMY unit uses FPF (Final Protective Fire) if it passes a TC using the Target's defensive
modifiers, in this case -2 (FFMO and FFNAM). We roll for 4-4-7 and 4-2-6 separately. DR (447) = 5 -2 =
3 , shoot; DR (426) = 11 -2 = 9 , does not shoot. We shoot with the 4-4-7 (using the Leader), FP4 -2.
DR = (4,4) -2 = 6 , no cower thanks to leader 8-0, NMC; but the original DR of 8 breaks the 4-4-7 and
pinned the leader 8-0. We solve the NMC against the 4-6-7, DR = 4 , pass. FP2 residual.
We move on to the second MF spent by 4-6-7 in wP5. The 4-2-6 has to reroll a TC to see if it shoots with
FPF. DR = 7 -2 = 5 , shoot, FP4 -2. DR = (3,2) -2 = 3,2MC , and the original 5 of the DR makes the 4-2-6
pass the NMC for doing FPF. We roll the 2MC, DR = 10 + 2 = 12 , the 4-6-7 breaks and degrades to 4-4-
7.
We move the rest of the units: 8-0 in wP9 to wP8 (1, 2), wP7 (3) and wQ7 (4). The two 4-6-7s in wO9
(we removed CX) to wO8 (1), wP7 (2), wP6 (3).
Finally, the 2 units of wI11 remain, which have to pass the Command check. DR (467) = 3 , In
Command; DR (247) = 10 , Panic. We put CX and move the 4-6-7. wI10 (1), wJ9 (2, 3), wK9 (4, 5). We
conclude the MPh. We remove the Residual Fires and the smoke.
DFPh: No ENEMY unit can fire anymore. We went to the AFPh. Defensive Fire counters removed.
Activation of S? by Friendly Fire and in the Advancement Phase
AFPh: The two 4-6-7 in wP6 shoot at wO6, FP8 +3. DR (5,5) + 3 = 13 , cower, ne. wL6 @ wM5, FP2 +3.
DR = (6,3) + 3 = 12 , ne.
Stacking in wM7 would normally fire on the VPO wO5, but for didactic reasons it will direct its fire
towards the S? in wO3. Remember that the S? are attacked with Area Fire, and we are also in the
Advance Fire phase, with which the FP is divided in half twice. wM7 @ wO3, FP2 +2. DR = (1,1) + 2 = 4
(no cower for the leader), NMC. How to Activate the S? you have to get a result in the attack of at least
PTC, the S? can be activated. AC dr modifier: +0. dr = 2 , 9 turns on. We roll on A1 with +1, DR = 7 + 1
= 8 , an HS. We roll on R2 with +1, DR = 6 + 1 = 7 , a 2-3-7 . We solve the NMC against the newly
emerging HS, DR = (1,3) , ne.
RtPh:The FRIENDLY attacker routs first. The MD from wK7 to wK8, wK9. wP5 to wQ6, wQ7. Let's go with
the ENEMY DM units. wO6 can't go to wO5 because of the stacking limit, so we'll make room for it first.
The MD from wO5 to wP4. The MD from wO6 to wO5. Next phase.
APh: wK7 to wK6, wL6 to wL5 (putting DM to the broken Russian unit of wL4), both units from wP6 to
wO6 (putting DM to the broken Russian unit of wO5 that was not), putting CX because they deplete
their entire lot from MF, the 4-6-7CX from wK9 to wK8.
We save 4-6-7 from wQ6, which advances to wR5, for last. That puts it 2 hexes from the S? from wS4,
with an IFT DR of +2, so the S? is Activatable. dr = 1 , Automatic activation. We roll in the table A1, DR
= 6 + 1 = 7, result ... nothing, false unit.
CCPh: nothing. End of Turn FRIENDLY, we removed Pin and Panic counters.
ENEMY's Automatic Actions and Advance to CC
RPh: We are trying to recover broken units. In wL4, DR = 10 +4 (DM) -1 (building) = 13 , ne. In wO5,
the 5-2-7 and the 2-3-7, DR = 9 and DR = 6 , with each DM, ne. We do not remove DMs because they
are adjacent to FRIENDLY units. Since it is the ENEMY turn, the Russians have 2 unit auto-rallies with no
framed morale for free. We have one in wP4: DR = 4 +4 (DM) +1 (self-regrouping) -1 (building) = 8, ne.
We remove the DM counter.
The 4-4-7 rolls FRIENDLY IN wQ7: DR = 4 +4 (DM) -1 (forest) = 7 , it recovers. We remove the DM in
wK9.
PFPh:We roll on the Action Table A2b for all Activated units, sweeping the map from North to South and
from West to East, except for units that have Automatic Actions (6.3 SASL).
wL4: we have a leader next to a broken unit, he will stay to take care of it (Automatic Leader Action,
6,317 SASL).
wM5: Automatic Fire Order against an adjacent FRIENDLY unit (self-preservation, SASL 6,311). wM5 @
wL5, FP8 +3. DR = (4,5) + 3 = 12 , ne. We mark with Prep Fire.
wO5: the leader stays to take care of the 2 broken units. The 4-2-6 has Automatic Fire Order against
wO6. FP8 + 3. DR = (2,6) + 3 = 11 , ne. Prep Fire.
Finally, wO3 has no Automatic Action, so it rolls on Table A2b. DR = (2,4) = 6 , Shoot, but the only units
the 2-3-7 can shoot at are those of wM7, and it cannot do any damage to them, so it is considered to
have no Target . Nor can it Entrench itself (the Starter Kit does not allow it), so it does nothing.
MPh: No Active units have received a Movement Order. No S? in Attitude of Hold can move.
DFPh: Command Roll of 8-1 in wM7. DR = 7 -1 = 6, In Command. It extends to wK6, wL5, wK8, wO6, and
wM8.
wO6 @ wO5, FP16 +4. DR = (5,4) + 4 = 13 , ne. wM7 @ wM5, FP12 +2. DR = (5,6) + 2 = 13, ne. wL5 @
wM5, FP8 +3. DR = (4,6) + 3 = 13 , ne. wK6 @ wL4, FP2 +3. DR = (6,5) + 3 = 14 , ne. wK8 @ wM5, FP4
+4. DR = (4,3) + 4 = 11 , ne. wR5 @ wU4, FP2 +2. DR = (2,6) + 2 = 10 , ne. End of the Defensive Fire.
RtPh: wL4 to wM4 (with the leader). The 2 in wO5 with the leader to wP4.
wM5: SASL Rule 11.4 explains the conditions for a unit to advance to a Location occupied by the
FRIEND. The 4-2-6 unit must pass an NTC, with the modifiers indicated in 11.4; in our case none is
given. DR = 5 , the unit advances to wL5. We mark wL5 with a CC
wO5 counter: the 4-2-6, even though it is in a VPO Location, is eligible to advance to wO6 if it passes
the NTC. DR = 4 , the unit advances to wO6. We mark with CC.
wO3: The 2-3-7 has no Target, but it cannot advance to any Location that provides one or improves its
current TEM, so it stays where it is.
Close Combat
We enter the Close Combat (CC) phase. Let's see how ENEMY units behave, using Table A3e.
CCPh: we handle wL5. We roll first for ambush, the ENEMY attacker first, with a +1 modifier for being a
Conscript. dr (ENEMY) = 5 +1 (Conscript) = 6 , dr (FRIEND) = 2 . The FRIENDLY side ambushes the
ENEMY, it has a -1 DRM on its attack and a +1 DRM on the attack they make against it. The ratio of
forces is in both cases 4: 4, which means 1-1 in the CC Table. Roll the FRIENDLY first, as he has
ambushed his opponent. DR (AM) = 7 -1 = 6 , ne. Now roll the ENEMY, also at 1-1. DR (EN) = 2 + 1 = 3,
the FRIENDLY squad is eliminated.
Now let's go to wO6. We shoot for ambush. The ENEMY with +1 per Conscript unit, the FRIENDLY with +1
per CX units. dr (ENEMY) = 1 +1 (Conscript) = 2 , dr (FRIENDLY) = 3 +1 (CX) = 4 . There is no ambush.
Now to select the opponent of the 4-2-6 ENEMY we use Table A3e. dr = 5 , the 4-2-6 will attack both
FRIENDLY squads (1-2). FRIENDLY units combine their attack against the 4-2-6 (2-1). We solve: DR (EN)
= 7 -1 (vs CX) = 6 , ne. DR (AM) = 7 +1 (CX) = 8 , ne. Hex WO6 is marked with Melee. End of Turn 2
ENEMY.
And with this concludes the tutorial. I hope you have found it at least useful, and any comment is
welcome
When does the ENEMY use FPF
We continue with the FRIENDLY MPh. The 4-6-7 platoon from wM7 that has not yet moved declares
Assault Movement and throws a Smoke grenade at wL6 (1, 2). dr = 1 , it manages to put Smoke (yes, I
know that if I had put it before it would have prevented the attack on wO5; but ...; P). We move the 4-
6-7 CX from wK9. We remove the CX marker. wL8 (1), wL7 (2). Is it now 3 hexes from the S? in wK5,
with an IFT DR of +1, hence the S? is Activatable. Modifiers to the dr of AC: -1 (stone building), -1
(ENEMY unit Activated within 2 hexes), +2 (City map), total +0. dr = 4> 3 , the S? it is false and is
withdrawn. The 4-6-7 continues to move. wL6 (3, 4), three hexes from wO5 with DR of IFT +1, Russian
units from wO5 can fire First Secondary Fire. FP2 +1. DR = (4,4) + 1 = 9 , there is no cower by the
leader, but there is no effect (ne). Residual from FP1 and Final Fire.
A 4-6-7 in wP8 to wP7 (1), wP6 (2) (we put DM on the broken Russian unit in wO6 because it is
adjacent), wQ6 (3, 4). It is adjacent to the S? in wR5, therefore you can Activate it. Modifiers to AC dr,
+2 City map, automatic failure.
The other 4-6-7 in wP8 to wP7 (1), wP6 (2), wP5 (3, 4). It is adjacent to the Activated Russian units in
wO5, and away from the S? in wU5 and wV6. Units already Activated always act first. Also, keep in
mind that the 4-6-7 has used 2 MF to enter wP5, we now consider the first one. According to Rule
8.613, an ENEMY unit uses FPF (Final Protective Fire) if it passes a TC using the Target's defensive
modifiers, in this case -2 (FFMO and FFNAM). We roll for 4-4-7 and 4-2-6 separately. DR (447) = 5 -2 =
3 , shoot; DR (426) = 11 -2 = 9 , does not shoot. We shoot with the 4-4-7 (using the Leader), FP4 -2.
DR = (4,4) -2 = 6 , no cower thanks to leader 8-0, NMC; but the original DR of 8 breaks the 4-4-7 and
pinned the leader 8-0. We solve the NMC against the 4-6-7, DR = 4 , pass. FP2 residual.
We move on to the second MF spent by 4-6-7 in wP5. The 4-2-6 has to reroll a TC to see if it shoots with
FPF. DR = 7 -2 = 5 , shoot, FP4 -2. DR = (3,2) -2 = 3,2MC , and the original 5 of the DR makes the 4-2-6
pass the NMC for doing FPF. We roll the 2MC, DR = 10 + 2 = 12 , the 4-6-7 breaks and degrades to 4-4-
7.
We move the rest of the units: 8-0 in wP9 to wP8 (1, 2), wP7 (3) and wQ7 (4). The two 4-6-7s in wO9
(we removed CX) to wO8 (1), wP7 (2), wP6 (3).
Finally, the 2 units of wI11 remain, which have to pass the Command check. DR (467) = 3 , In
Command; DR (247) = 10 , Panic. We put CX and move the 4-6-7. wI10 (1), wJ9 (2, 3), wK9 (4, 5). We
conclude the MPh. We remove the Residual Fires and the smoke.
DFPh: No ENEMY unit can fire anymore. We went to the AFPh. Defensive Fire counters removed.
Activation of S? by Friendly Fire and in the Advancement Phase
AFPh: The two 4-6-7 in wP6 shoot at wO6, FP8 +3. DR (5,5) + 3 = 13 , cower, ne. wL6 @ wM5, FP2 +3.
DR = (6,3) + 3 = 12 , ne.
Stacking in wM7 would normally fire on the VPO wO5, but for didactic reasons it will direct its fire
towards the S? in wO3. Remember that the S? are attacked with Area Fire, and we are also in the
Advance Fire phase, with which the FP is divided in half twice. wM7 @ wO3, FP2 +2. DR = (1,1) + 2 = 4
(no cower for the leader), NMC. How to Activate the S? you have to get a result in the attack of at least
PTC, the S? can be activated. AC dr modifier: +0. dr = 2 , 9 turns on. We roll on A1 with +1, DR = 7 + 1
= 8 , an HS. We roll on R2 with +1, DR = 6 + 1 = 7 , a 2-3-7 . We solve the NMC against the newly
emerging HS, DR = (1,3) , ne.
RtPh:The FRIENDLY attacker routs first. The MD from wK7 to wK8, wK9. wP5 to wQ6, wQ7. Let's go with
the ENEMY DM units. wO6 can't go to wO5 because of the stacking limit, so we'll make room for it first.
The MD from wO5 to wP4. The MD from wO6 to wO5. Next phase.
APh: wK7 to wK6, wL6 to wL5 (putting DM to the broken Russian unit of wL4), both units from wP6 to
wO6 (putting DM to the broken Russian unit of wO5 that was not), putting CX because they deplete
their entire lot from MF, the 4-6-7CX from wK9 to wK8.
We save 4-6-7 from wQ6, which advances to wR5, for last. That puts it 2 hexes from the S? from wS4,
with an IFT DR of +2, so the S? is Activatable. dr = 1 , Automatic activation. We roll in the table A1, DR
= 6 + 1 = 7, result ... nothing, false unit.
CCPh: nothing. End of Turn FRIENDLY, we removed Pin and Panic counters.
ENEMY's Automatic Actions and Advance to CC
RPh: We are trying to recover broken units. In wL4, DR = 10 +4 (DM) -1 (building) = 13 , ne. In wO5,
the 5-2-7 and the 2-3-7, DR = 9 and DR = 6 , with each DM, ne. We do not remove DMs because they
are adjacent to FRIENDLY units. Since it is the ENEMY turn, the Russians have 2 unit auto-rallies with no
framed morale for free. We have one in wP4: DR = 4 +4 (DM) +1 (self-regrouping) -1 (building) = 8, ne.
We remove the DM counter.
The 4-4-7 rolls FRIENDLY IN wQ7: DR = 4 +4 (DM) -1 (forest) = 7 , it recovers. We remove the DM in
wK9.
PFPh:We roll on the Action Table A2b for all Activated units, sweeping the map from North to South and
from West to East, except for units that have Automatic Actions (6.3 SASL).
wL4: we have a leader next to a broken unit, he will stay to take care of it (Automatic Leader Action,
6,317 SASL).
wM5: Automatic Fire Order against an adjacent FRIENDLY unit (self-preservation, SASL 6,311). wM5 @
wL5, FP8 +3. DR = (4,5) + 3 = 12 , ne. We mark with Prep Fire.
wO5: the leader stays to take care of the 2 broken units. The 4-2-6 has Automatic Fire Order against
wO6. FP8 + 3. DR = (2,6) + 3 = 11 , ne. Prep Fire.
Finally, wO3 has no Automatic Action, so it rolls on Table A2b. DR = (2,4) = 6 , Shoot, but the only units
the 2-3-7 can shoot at are those of wM7, and it cannot do any damage to them, so it is considered to
have no Target . Nor can it Entrench itself (the Starter Kit does not allow it), so it does nothing.
MPh: No Active units have received a Movement Order. No S? in Attitude of Hold can move.
DFPh: Command Roll of 8-1 in wM7. DR = 7 -1 = 6, In Command. It extends to wK6, wL5, wK8, wO6, and
wM8.
wO6 @ wO5, FP16 +4. DR = (5,4) + 4 = 13 , ne. wM7 @ wM5, FP12 +2. DR = (5,6) + 2 = 13, ne. wL5 @
wM5, FP8 +3. DR = (4,6) + 3 = 13 , ne. wK6 @ wL4, FP2 +3. DR = (6,5) + 3 = 14 , ne. wK8 @ wM5, FP4
+4. DR = (4,3) + 4 = 11 , ne. wR5 @ wU4, FP2 +2. DR = (2,6) + 2 = 10 , ne. End of the Defensive Fire.
RtPh: wL4 to wM4 (with the leader). The 2 in wO5 with the leader to wP4.
wM5: SASL Rule 11.4 explains the conditions for a unit to advance to a Location occupied by the
FRIEND. The 4-2-6 unit must pass an NTC, with the modifiers indicated in 11.4; in our case none is
given. DR = 5 , the unit advances to wL5. We mark wL5 with a CC
wO5 counter: the 4-2-6, even though it is in a VPO Location, is eligible to advance to wO6 if it passes
the NTC. DR = 4 , the unit advances to wO6. We mark with CC.
wO3: The 2-3-7 has no Target, but it cannot advance to any Location that provides one or improves its
current TEM, so it stays where it is.
Close Combat
We enter the Close Combat (CC) phase. Let's see how ENEMY units behave, using Table A3e.
CCPh: we handle wL5. We roll first for ambush, the ENEMY attacker first, with a +1 modifier for being a
Conscript. dr (ENEMY) = 5 +1 (Conscript) = 6 , dr (FRIEND) = 2 . The FRIENDLY side ambushes the
ENEMY, it has a -1 DRM on its attack and a +1 DRM on the attack they make against it. The ratio of
forces is in both cases 4: 4, which means 1-1 in the CC Table. Roll the FRIENDLY first, as he has
ambushed his opponent. DR (AM) = 7 -1 = 6 , ne. Now roll the ENEMY, also at 1-1. DR (EN) = 2 + 1 = 3,
the FRIENDLY squad is eliminated.
Now let's go to wO6. We shoot for ambush. The ENEMY with +1 per Conscript unit, the FRIENDLY with +1
per CX units. dr (ENEMY) = 1 +1 (Conscript) = 2 , dr (FRIENDLY) = 3 +1 (CX) = 4 . There is no ambush.
Now to select the opponent of the 4-2-6 ENEMY we use Table A3e. dr = 5 , the 4-2-6 will attack both
FRIENDLY squads (1-2). FRIENDLY units combine their attack against the 4-2-6 (2-1). We solve: DR (EN)
= 7 -1 (vs CX) = 6 , ne. DR (AM) = 7 +1 (CX) = 8 , ne. Hex WO6 is marked with Melee. End of Turn 2
ENEMY.
And with this concludes the tutorial. I hope you have found it at least useful, and any comment is
welcome