Post by Whiterook on Oct 20, 2022 10:47:49 GMT -5
In ASL Starter Kit, the system has a pretty fluid Sequence of Play, in eight phases. I’ll present the whole, standard SoP here, but for artillery (called “Guns” in the system), it diverges slightly in Phase 4, which I’ll clarify after the 8 Phases being shown.
1. Rally Phase — where you attempt to heal you’re warriors and do some admin stuff
2. Prep Fire Phase — where you have your first opportunity to Fire in combat
3. Movement Phase — where you can move any units (game counters) that did no Fire (in the Prep Fire phase) at any enemy units. Your enemy foe can opportunity fire at your moving (only) units, by halting your movement temporarily and firing on your moving units (with restrictions), through three potential firing options, and this is where the system gets tricky!
This phase of where your enemy is reacting to your movement by taking pot shots is effectuated in three sub-phases:
4. Defensive Fire Phase (called, Final Fire) — where the enemy can now shoot back at any of your eligible units (not just ones that had moved previously). To better understand this overall game concept, each turn is fluid and somewhat simultaneous; so towards that latter element, as you do stuff, your enemy combatant is actually also reacting back, but that reaction waits a little later into the turns’ phases.
5. Rout Phase — where your Broken units (ones that have sustained combat hits and are a bloody mess) have to retreat towards cover of woods or buildings and then try to get healed) or be killed for failure to get there
6. Advance Phase — where you can advance any of your units that survived unscathed the previous phases, one hex in any direction; this also being how you get adjacent to an enemy unit so that you can move into the enemy hex in the next phase to Close Combat (you can’t just move into the enemies’ hex during the Movement Phase)
7. Close Combat — where you find yourself in an enemy hex (either as the Attacker, having advanced in in the previous phase; or the Defender, ‘cause an enemy unit(s) moved into your crib
8. Turn Record Chart — where you end your turn with administrative duties of game marker cleaning and reset
So what the issue at hand was, figuring out how Artillery may differ from Infantry and their inherent/support weapons:
There are, of course, other restrictions and requirements, but this is the main gist of things. Artillery cannot Subsequent First Fire, nor Final Protective Fire; but it has on Intensive Fire shot, which though suffers a +2 DRM on attack, gets to fire full FP rather than half, so you likely make out better.
1. Rally Phase — where you attempt to heal you’re warriors and do some admin stuff
2. Prep Fire Phase — where you have your first opportunity to Fire in combat
3. Movement Phase — where you can move any units (game counters) that did no Fire (in the Prep Fire phase) at any enemy units. Your enemy foe can opportunity fire at your moving (only) units, by halting your movement temporarily and firing on your moving units (with restrictions), through three potential firing options, and this is where the system gets tricky!
This phase of where your enemy is reacting to your movement by taking pot shots is effectuated in three sub-phases:
- Defensive First Fire (DFF) — where you can fire at full strength firepower (FP) at moving units (only) in line of sight and range
- Subsequent First Fire (SFF) —where you can fire once again with units that DFFd at 1/2 FP, as long as that target is still the closest of all enemy units and in normal (not extended) range item 2
- Final Protective Fire (FPF) — where you can fire at an enemy that snuggles up adjacent to your hex, the cheeky little bastards
4. Defensive Fire Phase (called, Final Fire) — where the enemy can now shoot back at any of your eligible units (not just ones that had moved previously). To better understand this overall game concept, each turn is fluid and somewhat simultaneous; so towards that latter element, as you do stuff, your enemy combatant is actually also reacting back, but that reaction waits a little later into the turns’ phases.
5. Rout Phase — where your Broken units (ones that have sustained combat hits and are a bloody mess) have to retreat towards cover of woods or buildings and then try to get healed) or be killed for failure to get there
6. Advance Phase — where you can advance any of your units that survived unscathed the previous phases, one hex in any direction; this also being how you get adjacent to an enemy unit so that you can move into the enemy hex in the next phase to Close Combat (you can’t just move into the enemies’ hex during the Movement Phase)
7. Close Combat — where you find yourself in an enemy hex (either as the Attacker, having advanced in in the previous phase; or the Defender, ‘cause an enemy unit(s) moved into your crib
8. Turn Record Chart — where you end your turn with administrative duties of game marker cleaning and reset
So what the issue at hand was, figuring out how Artillery may differ from Infantry and their inherent/support weapons:
- A Defender Artillery unit can DFF like any other Infantry unit, and marked with a First Fired marker
- A Defender Artillery already marked as First Fired (from DFF) can DFF fire again (instead of SFF) as Intensive Fire (IF) …a Gun (artillery) that has fired and lost its Rate of Fire (ROF), which is the ability to fire as many time as the colored die in an fire dice roll is equal or less that ROF number on the counter) can still fire again once in the same phase at full strength, but with a +2 TH (To Hit) DRM added to the dice roll.
- A Defender Artillery unit cannot Final Protective Fire.
There are, of course, other restrictions and requirements, but this is the main gist of things. Artillery cannot Subsequent First Fire, nor Final Protective Fire; but it has on Intensive Fire shot, which though suffers a +2 DRM on attack, gets to fire full FP rather than half, so you likely make out better.