Part 21 Rules Breakdown: Advanced Squad Leader Starter Kit Series

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Harsh Rules

Harsh Rules

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@firstfire7773
@firstfire7773 7 ай бұрын
Oh, vehicles can be tough, but your videos break it down in very understandable pieces. Thanks! Well done! 02:25 As you stated, a CE AFV that rolls an original 12 on a MC is recalled. When this happens, it is marked with a STUN counter, as opposed to Stun counter, and at the end of the Player Turn the STUN counter is flipped over to its Recall +1 side. STUN also occurs whenever a CE AFV suffers a K/KIA result on the IFT. 07:48 Defender B could also elect to attack both Attacker A and B. 08:17 Defender A (the AFV) could elect to attack both Attacker A and B, as well. 12:53 An original 2 on a CC roll is not always success. If the odds of eliminating a vehicle after the addition of all CCV DRMs is less than 2, and the attacker rolls a 2, then the attacker rolls a third die. On a 1-2 the vehicle is eliminated and on a 3, the vehicle is Immobilized. A 4-6 results in no effect. Also to clarify, in your example, Attacker A and B could elect to attack Defender B, the infantry, rather than the AFV. You may mention this in later episodes, but just in case...Beginning in July 1944, certain German AFV are equipped with a close defense weapon system, indicated by sN on the back of the counter. It can be used to make an HE attack on the IFT if the AFV is BU, but only in that CCPh. If fired, it attacks all infantry units (including friendly) in the hex with 16 FP on the IFT. It cannot be combined with any other attack and no TH roll is needed. If the original IFT roll is greater than the usage number (no +1 for BU) there is no effect. Also, it is critical to read the vehicle notes as some AFVs have Secondary Armament "M" which was a number of mine dischargers mounted around the tank and fired from within as an anti-personnel close-defense weapon. It is used (in CC/Melee only) just like sN, but with 12 FP and no smoke placement ability.
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