ASL counter "key" (Full Version)

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Rosseau -> ASL counter "key" (1/19/2017 2:10:34 AM)

Never played ASL but am using the excellent counters mod. However, I have no idea what all the numbers (and some symbols) mean.

Is there anywhere on the Internet, a "key" that describes some of the more esoteric symbols like on machine guns?

I'm guess 6-6-4 means attack, defense, move. Pretty pathetic, eh?




marcdhanna -> RE: ASL counter "key" (1/19/2017 3:17:06 AM)

Hello,

you might try an Internet Search for Advanced Squad Leader Rules binder cover because that had some layouts of counters on the inside panels. someone may have taken some pictures. Check BGG images under ASL.

Otherwise, hate to say it, you could do like the rest of us and buy the rulebook :) good luck




Big Ivan -> RE: ASL counter "key" (1/19/2017 9:53:08 AM)

Hi rosseau,

On the infantry counters reading left to right the numbers mean firepower-range-moral.

On the MG counters (Russian HMG for example)the numbers mean firepower-range. The 5pp is 5 portage points, the 3 in the box is rate of fire.

I think I'm pretty close, been so so long since I played ASL!

Cheers!

Big Ivan[:)]




Corto2London -> RE: ASL counter "key" (1/19/2017 9:57:08 AM)

Maybe you can have a look to that :

https://www.youtube.com/watch?v=4e_d46Q2dbc&t=674s

That's a small explanation of Starter Kits 1/2/3, and you'll find figures on different counters ....




UP844 -> RE: ASL counter "key" (1/19/2017 10:29:26 AM)

On the leader counters:
- the first number indicates the leader morale rating;
- the second one indicates its leadership ability.
- the dash between the two numbers is actually a "minus" sign (in SL/ASL, there were a few 6+1 leaders, to represent really incompetent leaders)

A 9-2 leader, then, has a morale level of 9 and applies a -2 to relevant dice rolls (fire, morale/task checks of units stacked with him, etc.). A good leader directing MMG/HMG fire can be deadly (of course, the MG might break the first time you attempt to use it [:D]).

The only advantages low morale leaders with "0" leadership level (8-0, 7-0) provide sre exempting your units from cowering (reduced fire effectiveness) and giving 2 extra MPs to the units they are stacked with. On the other hand, they add extra vulnerability to any units stacked with them, forcing them to take extra morale/task checks if the leader breaks, is wounded or killed. In my opinion, it's better to keep them a few hexes back from the front line, where they can rally broken units.




Hailstone -> RE: ASL counter "key" (1/20/2017 12:06:50 AM)

Hey there UP844, I believe you missed another advantage for the "0" guy and that's in close combat with an AFV. In ASL, a squad provides 5 CCV in the attack and you can add an additional 2 CCV if that squad was accompanied by a SMC. The thing is I don't know if Peter has incorporated that in TotH.[sm=00000289.gif]




UP844 -> RE: ASL counter "key" (1/20/2017 12:28:25 AM)

Yes, that's true, but I usually I either have better leaders to send in CC or I play with Russians, and even a "0" leader is too valuable to send him assaulting AFVs (see my - still unfinished [X(] - AAR of "With a little help from the StuGs"). Of course, if it is the last turn and the enemy AFV is sitting on a key VP Hex... banzai!! [:D]




Hailstone -> RE: ASL counter "key" (1/20/2017 1:36:27 AM)

Okay, I see where you are coming from. It is all about tactics with the hand you are dealt yet here I sit responding to your exultations of the "0" guy when you bring up "With a little help from the Stugs". Why are we left hanging with that AAR? [sm=sad-1361.gif]




rico21 -> RE: ASL counter "key" (1/20/2017 9:13:07 AM)

Hello guys, just to tell you that since the subject is not serious, I would not make jokes [:D]




Rosseau -> RE: ASL counter "key" (1/29/2017 1:25:28 AM)

Sorry for the delay in thanking you all for the info. This gets me a good start.




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