asl tutorial
DESCRIPTION
How to perform movement and tactics for Advanced Squad LeaderTRANSCRIPT
ASL 101: LASL 101: LEARNINGEARNING
AADVANCED DVANCED SSQUADQUAD LLEADEREADER
SessionSession 3: Movement3: Movement
with Russ Giffordwith Russ Gifford
ASL 101: Infantry MovementASL 101: Infantry Movement
Session 3: Movement
Key Items you will learn in this session:Key Items you will learn in this session:• Which units may move Which units may move • How to determine terrain typeHow to determine terrain type• How carrying weapons can affect movement.How carrying weapons can affect movement.• How rout affects movement.How rout affects movement.You will learn how to find and use the You will learn how to find and use the • Chapter B Terrain ChartChapter B Terrain Chart
Estimated Module Time: 15 minutesEstimated Module Time: 15 minutes
ASL 101: Infantry MovementASL 101: Infantry Movement
When we talk about When we talk about movement, remember movement, remember
we are ONLY speaking we are ONLY speaking of the MOVEMENT of the MOVEMENT
PHASE. PHASE.
Movement RulesPlayer turn:Player turn:
Rally PhaseRally Phase
Prep Fire PhasePrep Fire PhaseMovement PhaseMovement Phase
Defensive First Fire Defensive First Fire Defensive Fire Phase Defensive Fire Phase Advancing Fire PhaseAdvancing Fire PhaseRout PhaseRout PhaseAdvance PhaseAdvance PhaseClose Combat PhaseClose Combat Phase
ASL 101: Infantry MovementASL 101: Infantry Movement
MMCsMMCs: (Squads, HS, Crews): (Squads, HS, Crews)• 44 movement factors ( movement factors (MFMF) for normal movement.) for normal movement.
• They can They can double timedouble time ( (CXCX) for 1 or 2 additional ) for 1 or 2 additional MF.MF.
SMCs: SMCs: (Leaders, Heroes)(Leaders, Heroes)• Have 6 Have 6 MFMF for normal movement. for normal movement.
• They can They can CXCX for 1 or 2 additional MF. for 1 or 2 additional MF.
Review: Personnel UnitsReview: Personnel Units
ASL 101: Infantry MovementASL 101: Infantry Movement
Leader Bonus:Leader Bonus:
MMCs that begin and ends the MPh/APh stacked with a MMCs that begin and ends the MPh/APh stacked with a Leader is eligible for a 2 MF bonus. Leader is eligible for a 2 MF bonus.
Personnel UnitsPersonnel Units
This stack could expend 6 MF with the Ldr bonus.
ASL 101: Infantry MovementASL 101: Infantry Movement
Units carry weapons. Units carry weapons.
How much they carry affects movement. How much they carry affects movement.
Carrying more than a unit’s Carrying more than a unit’s inherentinherent portage portage capacity capacity (IPC),(IPC), which is 3PP, which is 3PP, reduces their reduces their movement by 1 for each pp over 3!movement by 1 for each pp over 3!
Also note: while double-timing (CX) Also note: while double-timing (CX) increasesincreases a a unit’s MF, it unit’s MF, it reducesreduces their their IPCIPC by 1! by 1!
But leaders stacked with squads help carry 1 PP!But leaders stacked with squads help carry 1 PP!
Movement Rules
ASL 101: Infantry MovementASL 101: Infantry Movement
Units are not forced to move. Units are not forced to move.
They may choose to move or not. They may use all of their They may choose to move or not. They may use all of their movement points, or some, or none.movement points, or some, or none.
MovementMovement
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects:Terrain Effects:
Whenever units move, they expend the MF necessary to Whenever units move, they expend the MF necessary to move into a hex.move into a hex.
Some terrain is IN the hex, Some terrain is IN the hex, (Bldgs, Woods, Gully, etc.) (Bldgs, Woods, Gully, etc.)
Other terrain is HEXSIDE terrain. (Hedges, walls)Other terrain is HEXSIDE terrain. (Hedges, walls)
Terrain EffectsTerrain Effects
ASL 101: Infantry MovementASL 101: Infantry Movement
Section of ASL board 3
HedgeHedge
WallWall
Building (Wood)Building (Wood)
Building (Stone)Building (Stone)
Hill (Level 1)Hill (Level 1)
Hill (Level 2)Hill (Level 2)
WoodsWoods
ASL 101: Infantry MovementASL 101: Infantry Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects:Terrain Effects:
Whenever units move, they expend the MF necessary to Whenever units move, they expend the MF necessary to move into a hex.move into a hex.
Terrain EffectsTerrain Effects
This unit would expend 2 MF to move into the bldg.
ASL 101: Infantry MovementASL 101: Infantry Movement
Hexside Costs:Hexside Costs:
Whenever units move, they expend the MF necessary to Whenever units move, they expend the MF necessary to move into a hex.move into a hex.
Terrain EffectsTerrain Effects
This unit would expend 1 MF to cross the hedge AND + 1MF to move into the clear hex.
ASL 101: Infantry MovementASL 101: Infantry Movement
Costs for each terrain Costs for each terrain type are listed on the type are listed on the
Chapter B Terrain Chapter B Terrain ChartChart
Movement Rules
ASL 101: Infantry MovementASL 101: Infantry Movement
The chart shows The chart shows how many how many movement movement
factorsfactors each hex each hex costs based on costs based on the the unit type unit type and and terrain. terrain.
MovementMovement
ASL 101: Infantry MovementASL 101: Infantry Movement
How many How many movement movement
factorsfactors does does each each woods woods
hex cost hex cost InfantryInfantry? ?
Movement QuizMovement Quiz
ASL 101: Infantry MovementASL 101: Infantry Movement
At 2 points per At 2 points per woods woods
hex, Infantryhex, Infantry could only could only
move 2 hexes move 2 hexes in woods. in woods.
(unless CXing (unless CXing or with a or with a Leader!)Leader!)
Movement QuizMovement Quiz
2MF2MF
2MF2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Each type of terrain, Each type of terrain, and each type of unit and each type of unit
in ASL is on this in ASL is on this chart!chart!
Movement Rules
ASL 101: Infantry MovementASL 101: Infantry Movement
Let’s take a closer Let’s take a closer look!look!
Movement Rules
ASL 101: Infantry MovementASL 101: Infantry Movement
What does this What does this mean?mean?
Movement Rules
ASL 101: Infantry MovementASL 101: Infantry MovementTerrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Wall: 1MF+COTWall: 1MF+COT
Starting in hex O2:Starting in hex O2:
What would it cost to What would it cost to move to each adjacent move to each adjacent hex?hex?
1+21+2MFMF
1+21+2MFMF
2 MF2 MF
2 MF2 MF
1 MF1 MF
2 MF2 MF
ASL 101: Infantry MovementASL 101: Infantry MovementTerrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Wall: 1MF+COTWall: 1MF+COT
Starting in hex P3:Starting in hex P3:
What would it cost to What would it cost to move to P2?move to P2?
To O4?To O4?
What about O3?What about O3?
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
2MF2MF
2MF2MF
1+11+1MFMF
1MF1MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF 1+11+1MFMF
Starting in hex P3:Starting in hex P3:
To O3 To O3
1 MF + COT (1MF)1 MF + COT (1MF)
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF2 MF2 MF
Starting in hex P3:Starting in hex P3:
To O3 : 1 MF (Wall) + To O3 : 1 MF (Wall) + COT (Open : 1MF) COT (Open : 1MF) 2MF total. 2MF total.
To continue to N2: To continue to N2:
2 MF (Bldg) = Done!2 MF (Bldg) = Done!
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
2MF2MF
2MF2MF
1+11+1MFMF
1MF1MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O4 – 1 MFTo O4 – 1 MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O4 – 1 MFTo O4 – 1 MF
To N4 – 1MFTo N4 – 1MF
To M5 ?To M5 ?
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O4 To O4 –– 1MF 1MF
To N4 – 1 MFTo N4 – 1 MF
To M5 – 2 MFTo M5 – 2 MF
Done. (Out of MF.)Done. (Out of MF.)
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O4 To O4 –– 1MF 1MF
To N4 – 1 MFTo N4 – 1 MF
To M5 – 2 MFTo M5 – 2 MF
OR – declare CX! OR – declare CX! Move Upstairs! - 1 MFMove Upstairs! - 1 MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O4 To O4 –– 1MF 1MF
To N4 – 1 MFTo N4 – 1 MF
To M5 – 2 MFTo M5 – 2 MF
OR – declare CX! OR – declare CX! Move Upstairs! - 1 MFMove Upstairs! - 1 MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
2MF2MF
2MF2MF
1+11+1MFMF
1MF1MFThis time, let’s CX This time, let’s CX BEFORE we move!BEFORE we move!
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Declare CX!Declare CX!
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O3 To O3
1 MF + COT (1MF)1 MF + COT (1MF)
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O3 To O3
1 MF + COT (1MF)1 MF + COT (1MF)
Bypass N2! 1 MFBypass N2! 1 MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O3: 1 MF + COT To O3: 1 MF + COT (1MF) = 2MF(1MF) = 2MF
Bypass N2! 1MF!Bypass N2! 1MF!
To M2: 2 MFTo M2: 2 MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Starting in hex P3:Starting in hex P3:
To O3: 1 MF + COT To O3: 1 MF + COT (1MF) = 2MF(1MF) = 2MF
Bypass N2! 1MF!Bypass N2! 1MF!
To M2: 2 MFTo M2: 2 MF
Upstairs for 1 MF!Upstairs for 1 MF!
ASL 101: Infantry MovementASL 101: Infantry Movement
Bypass:Bypass:
Units may bypass a Units may bypass a woodswoods or or buildingbuilding terrain by paying terrain by paying the cost of the other terrain in the hex. the cost of the other terrain in the hex.
• Unit may only bypass 2 hexsides (1 MF if other terrain Unit may only bypass 2 hexsides (1 MF if other terrain is clearis clear
• Units may continue bypass for another MF expenditureUnits may continue bypass for another MF expenditure• Or they may enter the terrain in the hex for full cost.Or they may enter the terrain in the hex for full cost.
Units may not voluntarily end their move in bypass!Units may not voluntarily end their move in bypass!
Bypass MovementBypass Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Let’s practice bypass!Let’s practice bypass!
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Now what? We’ve Now what? We’ve spent 3 MF, and have spent 3 MF, and have only 1 left! What can only 1 left! What can we do now?we do now?
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
We can’t end in We can’t end in bypass, so we’ll have bypass, so we’ll have to declare CX to get to declare CX to get an extra point and an extra point and then end in N1, N0, or then end in N1, N0, or O1. O1.
What about P0 or P1?What about P0 or P1?
ASL 101: Infantry MovementASL 101: Infantry Movement
Bypass rules:Bypass rules: Unit may only bypass 1 or 2 hexsides (1 MF if other Unit may only bypass 1 or 2 hexsides (1 MF if other
terrain is clear)terrain is clear)• They are considered at the vertex of the sides they are They are considered at the vertex of the sides they are
bypassing.bypassing.• Units in bypass receive only the benefit of the terrain Units in bypass receive only the benefit of the terrain
they are in – meaning, usually, clear terrain! they are in – meaning, usually, clear terrain!
Units may be pinned or broken in bypass!Units may be pinned or broken in bypass!
Bypass MovementBypass Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Roads in ASL:Roads in ASL:
If units start their turn on the road, and move along it If units start their turn on the road, and move along it for the entire turn, they can move an extra 1MF along for the entire turn, they can move an extra 1MF along the road.the road.
Road MovementRoad Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Spent 4 MF Total – Spent 4 MF Total – Done?Done?
ASL 101: Infantry MovementASL 101: Infantry Movement
Terrain Effects : cost of entering the terrain in the hex
Open hex: 1MFOpen hex: 1MF
Woods: 2MFWoods: 2MF
Bldg: 2MFBldg: 2MF
Doesn’t have to be – Doesn’t have to be – ROAD BONUS!ROAD BONUS!
ASL 101: Infantry MovementASL 101: Infantry Movement
Roads in ASL:Roads in ASL:
Whenever units move on Roads, (meaning they move Whenever units move on Roads, (meaning they move from a hex with a road to the next hex with the road) from a hex with a road to the next hex with the road) they may choose:they may choose:
• to expend either the road cost (1 MF) to expend either the road cost (1 MF) • or the terrain cost. (Depends on Terrain.)or the terrain cost. (Depends on Terrain.)
Road MovementRoad Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Road MovementRoad Movement
Roads allow a unit to Roads allow a unit to move through the move through the
other other terrainterrain in a hex in a hex at a lower cost. at a lower cost.
Let’s look at our Let’s look at our previous woods previous woods
example!example!
ASL 101: Infantry MovementASL 101: Infantry Movement
Road MovementRoad Movement
This time, we’ll This time, we’ll move to the road.move to the road.
It still costs 2 MF.It still costs 2 MF.
2MF2MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Road MovementRoad Movement
But now that we are But now that we are ON a road, moving ON a road, moving
through a road through a road hexside to a road hexside to a road hexside, it is only hexside, it is only
1MF!1MF!
1 MF1 MF
1 MF1 MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Road MovementRoad Movement
Danger!Danger!
Using the road Using the road movement rate movement rate
means if the enemy means if the enemy can fire at the unit, can fire at the unit, the terrain provides the terrain provides
no protection!no protection!
4 FP -1 NAM -1 MO4 FP -1 NAM -1 MO
ASL 101: Infantry MovementASL 101: Infantry Movement
Road MovementRoad Movement
That’s about TEM That’s about TEM which also comes which also comes from this table!from this table!
You’ll You’ll hear more hear more on this in on this in the Fire the Fire Combat Combat session.session.
ASL 101: Infantry MovementASL 101: Infantry Movement
Dash!Dash!
Sometimes, you have Sometimes, you have to cross the road – to cross the road –
but you want to but you want to minimize the pain. minimize the pain.
A unit can cross an A unit can cross an open road hex by open road hex by declaring a dash declaring a dash
move. move.
ASL 101: Infantry MovementASL 101: Infantry Movement
Dash!Dash!
The advantage of a The advantage of a dash is it will half the dash is it will half the
firepower of the firepower of the attack –attack –
But the -1 FFMO But the -1 FFMO and -1 FFNAM still and -1 FFNAM still
apply.apply.
So don’t it is still a So don’t it is still a desperate move!desperate move!
ASL 101: Infantry MovementASL 101: Infantry Movement
Elevation Change:Elevation Change:
In ASL, moving up hill costs additional points. In ASL, moving up hill costs additional points. We judge that by crossing We judge that by crossing Crest lines.Crest lines.
Infantry does Infantry does notnot pay additional MF to move pay additional MF to move downhill in ASL. downhill in ASL.
Elevation Changes
ASL 101: Infantry MovementASL 101: Infantry Movement
Crest line examplesCrest line examples: :
Moving up one level Moving up one level while entering a new hex while entering a new hex costs costs double the normal double the normal cost of moving into the cost of moving into the
terrain.terrain.
(2xCOT) (2xCOT)
Elevation Changes
Lvl 0Lvl 0
Lvl 1Lvl 1
Lvl 2Lvl 2
ASL 101: Infantry MovementASL 101: Infantry Movement
So what would this cost?So what would this cost?
(2xCOT) (2xCOT)
Elevation Changes Quiz
? MF? MF
ASL 101: Infantry MovementASL 101: Infantry Movement
2 MF2 MF
(2xCOT) = 2 x 1 (open ground)(2xCOT) = 2 x 1 (open ground)
Elevation Changes Quiz
2 MF2 MF
ASL 101: Infantry MovementASL 101: Infantry Movement
So what would this cost?So what would this cost?
(2xCOT) (2xCOT)
Elevation Changes Quiz
? MF? MF
ASL 101: Infantry MovementASL 101: Infantry Movement
Elevation Changes Quiz
4 MF4 MF
4 MF4 MF
(2xCOT) = 2 x 2 (woods)(2xCOT) = 2 x 2 (woods)
ASL 101: Infantry MovementASL 101: Infantry Movement
Assault Move:Assault Move:
We’ve established that moving in the open is very We’ve established that moving in the open is very dangerous in ASL. (You’ll see how dangerous dangerous in ASL. (You’ll see how dangerous next session!)next session!)
So units can avoid some danger by using So units can avoid some danger by using Assault Assault Movement. Movement.
Assault Move
ASL 101: Infantry MovementASL 101: Infantry Movement
Infantry units can avoid the -1 FFNAM modifier by Infantry units can avoid the -1 FFNAM modifier by using assault movement. using assault movement.
Assault movement is only possible if a unit changes Assault movement is only possible if a unit changes only 1 location, and does NOT use all of its MF.only 1 location, and does NOT use all of its MF.
Assault Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
So can this be an Assault So can this be an Assault Move? Move?
Yes! (One location, less Yes! (One location, less than 4 MF)than 4 MF)
Assault Movement Quiz
ASL 101: Infantry MovementASL 101: Infantry Movement
So can this be an So can this be an Assault Move? Assault Move?
No. Why?No. Why?
(One location, but all 4 (One location, but all 4 MF)MF)
Assault Movement Quiz
ASL 101: Infantry MovementASL 101: Infantry Movement
In ASL, Infantry units that have at least 1 MF at the start In ASL, Infantry units that have at least 1 MF at the start of the phase (due to carrying too many items!) may make of the phase (due to carrying too many items!) may make
a minimum move of 1 hex during its MPh.a minimum move of 1 hex during its MPh.
Minimum Move
ASL 101: Infantry MovementASL 101: Infantry Movement
Movement Quiz
4 MF4 MF
4 MF needed to move into the 4 MF needed to move into the woods up one level.woods up one level.
(2xCOT) = 2 x 2 (woods)(2xCOT) = 2 x 2 (woods)
But the squad only has 2 MF! But the squad only has 2 MF! Why?Why?
(5 PP – 3 = 2 over PP Capacity (5 PP – 3 = 2 over PP Capacity means 4MF – 2 = 2MF left.)means 4MF – 2 = 2MF left.)
Can the squad move into W4?Can the squad move into W4?
ASL 101: Infantry MovementASL 101: Infantry Movement
Movement Quiz
4 MF4 MF
Can the squad move into W4?Can the squad move into W4?
Yes! Using Minimum move, the Yes! Using Minimum move, the squad can move one hex as long squad can move one hex as long
as it has at least 1 MF and is as it has at least 1 MF and is eligible to move. (has not yet eligible to move. (has not yet moved, is not pinned, TI, prep moved, is not pinned, TI, prep
fired, etc.)fired, etc.)
ASL 101: Infantry MovementASL 101: Infantry Movement
Movement Quiz
4 MF4 MF
But – using minimum move But – using minimum move means the unit, after surviving means the unit, after surviving all First Fire, will become CX all First Fire, will become CX
AND pinned! AND pinned!
(Meaning, no advance phase (Meaning, no advance phase movement!)movement!)
ASL 101: Infantry MovementASL 101: Infantry Movement
Some units may NOT move.Some units may NOT move.
MovementMovement
ASL 101: Infantry MovementASL 101: Infantry Movement
• RoutedRouted units may units may notnot move. move.
• PinnedPinned units may units may notnot move. move.
• TITI units may units may notnot move.move.
Movement Rules
ASL 101: Infantry MovementASL 101: Infantry Movement
Some actions are considered movement, thus use MF to Some actions are considered movement, thus use MF to make them happen. make them happen.
Smoke Grenade attempts:Smoke Grenade attempts:
•1 MF to place in your own hex1 MF to place in your own hex
•2 MF to place in an adjacent hex2 MF to place in an adjacent hex
Other MovementOther Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Some actions are considered movement, thus use MF to Some actions are considered movement, thus use MF to make them happen. make them happen.
Attempting to pick up a weapon is a 1 MF expenditure.Attempting to pick up a weapon is a 1 MF expenditure.
Other MovementOther Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Some actions are considered movement, thus use MF to Some actions are considered movement, thus use MF to make them happen. make them happen.
Attempting to Attempting to recoverrecover a weapon is a 1 MF expenditure. a weapon is a 1 MF expenditure.
Other MovementOther Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Some actions are so dangerous they require a -2 drm no Some actions are so dangerous they require a -2 drm no matter what phase they occur. matter what phase they occur.
These include setting a DC, pushing a Gun, clearance These include setting a DC, pushing a Gun, clearance attempts, sewer movement, and others. attempts, sewer movement, and others. See rule A4.62 for a See rule A4.62 for a complete listcomplete list – – then avoid doing any of those things with an then avoid doing any of those things with an enemy unit in LOS!enemy unit in LOS!
Hazardous MovementHazardous Movement
ASL 101: Infantry MovementASL 101: Infantry Movement
Read Read Section 4.0 (all) to 5.0 (all)Section 4.0 (all) to 5.0 (all) in the rule book for in the rule book for
AADVANCED DVANCED SSQUAD QUAD LLEADEREADER..
For Further InformationFor Further Information
ASL 101: Infantry MovementASL 101: Infantry Movement
Now that you’ve seen how to move around, get out a Now that you’ve seen how to move around, get out a few units and move them on the map. Move up hill few units and move them on the map. Move up hill and down, into woods, buildings, up stairs and down. and down, into woods, buildings, up stairs and down. Cross a few walls, and duck behind a hedge!Cross a few walls, and duck behind a hedge!
Note in the different scenarios the special scenario rules Note in the different scenarios the special scenario rules may chance the a type of terrain!may chance the a type of terrain! Always check the special scenario rules for details on Always check the special scenario rules for details on terrain!terrain!
Coming Next SessionComing Next Session
ASL 101: Infantry MovementASL 101: Infantry Movement
Ready to learn more?Ready to learn more?
Once you’ve marched and drilled your troops, report to Once you’ve marched and drilled your troops, report to duty at the next class, where we’ll see if you can spot duty at the next class, where we’ll see if you can spot your target!your target!
Please read section 6.0 (all) in preparation for Please read section 6.0 (all) in preparation for
Session 4 – Line of Sight!Session 4 – Line of Sight!
Coming Next SessionComing Next Session
ASL 101ASL 101 was created by: 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)
Additional InformationAdditional Information
Advanced Squad Leader, ASL, and all artwork © MMP, 2007
This Presentation is
© 2007 by Russell Gifford
May be used with permission
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