COMMAND RULES
ORDER OF PRESENTATION
1. Orders 1
2. Order Writing 1
3. UNITS 2
4. Initiative 2
5. Order Acceptance Table 3
1. ORDERS
1. Introduction
1.1 ASL Command Rules have the purpose of adding more realism to ASL by defining the goals of each specific UNIT (3.) in play. [i]
1.2 Each player will therefore be obliged
to write secret orders to each of his UNITS with each having a Target Hex
(TAH)(2.5) around which these units may perform their ordered action.
1.3 The Command Rules are best used when playing (but not excluded to) a Campaign Game or a Historical ASL Module since scenario’s seldom have enough forces to include the necessary UNITS.
2. ORDER WRITING
2.1 ORDER EXCLUDED ACTIONS : All actions that are performed within the Target Hex Range (TAHR)(2.51) of the UNITS assigned to it do not have to be ordered.[ii]
2.2 UNITS WITHOUT ORDERS : UNITS which do not have orders get the status unassigned and cannot move out of the range of the latest TAH untill they get an accepted order [EXC. Initiative 4.].
2.21 The latest TAH of an unassigned unit may not be changed unless that UNIT would be assigned and then be unassigned again.
2.22 ACTIONS OF UNASSIGNED UNITS :
Units of an Unassigned UNIT may freely move and fire within (or fire out of) the 5 hex range of the latest TAH [EXC Berserk units may attack enemy units outside the TAHR if no enemy units are within the TAHR].
2.23 RETREAT : If any unit of the unassigned UNIT is attacked in CC the whole of the UNIT will have to retreat to a new alloted TAH which has to be at least 10 hexes away from the initial TAH towards the FBE (S1.) or Entry Area (e.g. P8.4 CG6) and free from enemy units in its TAHR. Units have to retreat in the next MPh (becoming CX if necessary) in order to (and untill they) reach the new TAHR.
2.3 ORDER WRITING : Before or during play of each scenario each UNIT will need a written order (EXC No Order UNITS). An order must contain : the Order type (2.31), the preadvice level (2.7) (EXC Orders written before play do not need a PL), the turn it was written down, the turn it was accepted (EXC Orders written before play are automatically accepted) and the TAH. The order may contain any combination of follow-up actions. Obviously the all units of the assigned UNIT have to follow that order in all its details.
Any order (written before or during play) can accrue turns in order to get accepted later on.
2.31 ORDER TYPES : There are 3 different order types : Attack, Defend and Move.
2.311 ATTACK : All hexes within the TAHR must be cleared of enemy units.
2.312 DEFEND : All hexes within the TAHR may (not must [EXC the TAH]) be defended. The UNIT has to be completely within the TAHR in order to have this order implemented.
2.313 MOVE : The assigned UNIT must move within the TAHR within the given time frame (e.g. 3 turns) without encountering enemy units of any kind.
2.32 COMBINATION ORDERS : Orders may contain any number or kind of order. Note however that a logical order of demanded actions is required [iii] and that the above order of Order types is imposed upon the Order type of the given Order.[iv]
2.4 UNASSIGNMENT : UNITS can become unassigned in the following ways :
2.41 ORDER COMPLETATION : If following an Attack Order the TAHR is devoid of enemy units.
If following a Defence Order a new Order is given. If following a Move Order all friendly units of the UNIT are within the TAHR.
2.42 FAILURE : If following an Attack order the TAHR is devoid of friendly units. If following a Defence Order the TAHR is devoid of friendly units (presuming there are surviving friendly units). If during a Move Order any unit of the UNIT would become adjacent to enemy units underway or in LOS within the TAHR or being fired upon in any case (additionally the UNIT directly ceases any movement for that player turn).
2.43 NO ORDER : UNITS which have no Orders at start of play (chosen ones or Reserve units) start the game unassigned.
2.5 TARGET HEX (TAH) : Each order must specify a hex which is the center of operations of that order.
2.51 TARGET HEX RANGE : 5 hexes range in all directions form the TAH in which the UNIT can perform its order.
2.6 ORDER ACCEPTANCE TABLE : Any UNIT can attempt to accept a new Order (of any type) by rolling on the Order Acceptance Table.
2.7 PREADVICE LEVEL (PL) : Each UNIT will have a preadvice level (noted in number of turns) assigned to it at the beginning of a scenario. This PL is the actual readiness of a given UNIT. This will modify the Acceptance Table for new Orders.
2.71 A UNIT can have a PL of 4 for 1 turn, a PL of 3 for 3 turns, a PL of 2 for 6 turns and a PL of 1 for 8 or more turns.[v]
2.82 With any new Order this PL can be changed. Note however that the total of the PL may not exceed the total of turns for the given scenario. When playing with variable scenario end use the shortest possible end time. For every turn added to the last one 1 PL may be added to the PL total. Orders written before start of a scenario do not need a PL and therefore do not count towards de PL total.
3. UNITS
3.1 UNIT : A higher echelon administrative composition of troops. The Basic UNIT in ASL is the Company while the Basic unit is the squad (or gun/vehicle)as the name indicates.
3.2 UNIT TYPES : Beyond the squad are the following higher echelon units :
3.21 PLATOON (BATTERY) : Consists of minimum 3 and maximum 5 squads/ vehicles/guns. Has a UNIT Seize of 1.
3.22 COMPANY : Consist of at least 3 and maximum 4 Platoons/Batteries . Has a UNIT Seize of 2 (Companies have a UNIT Seize of 2 regardless of UNIT composition)
3.23 BATTALION : Consists of at least 2 Companies. Has a UNIT Seize of at least 4.
(depending on the number of Companies)
3.24 BATTLE GROUPS : Consists of various UNITS which were originally not part of the same UNIT configuration but act within the same Order. Note that in order to get the 2 UNIT Seize for a Company the consisting units have to be originally of the same Company (not 3 different platoons forming an ad hoc company. That one would have a UNIT Seize of 3)
3.3 MARKING THE UNITS : Each UNIT should be marked with their Company’s name (e.g. 1 or A) in order to distinguish the units from each other. Optionally the identification letters can be used (A-Z, AA-ZZ, a-z or 1-26).
3.4 If playing CG of a Historical Module the original troop designations should be kept throughout that CG with only a mover order (and no Initiative) to change the units composition (see Company Leader rules).
4. INITIATIVE
4.1 INITIATIVE is used whenever units encounter situations in which they want to take actions contradictory to the original Order or whenever some unit wants to act independently to react to a changed situation before a new Order can be implemented.
4.2 In order to get Initiative S16. is in effect. This means that in order to get Initiative a Leader or unit (if Leader(s) present the highest ranked Leader must check first and can use his Command Influence Range and if possesing a radio without range restrictions. [EXC The Leader must be of the same Company in order to exert influence on a given unit])
must check and will pass by rolling £ CMD#. Failure results in Panic (S16.3). Passing will give the unit (or units within the Command Influence Range of the checking Leader) freedom of movement and fire for the upcoming turn.
4.21 ADDITIONAL DRM : The following cumulative DRM are in addition to S16.31
+6 if Assigned
+1 if Lax
+1 if Axis Minor
-1 if British
-1 if Stealthy
4.22 LOOSE CANNON : A Final CMD DR of 12 results in Loose Cannon which results in an automatic Straying (E1.53 [EXC E1.531-2 and E1.55 is not possible]) undergoing any Mine Attacks, Residual Firepower, TC, MC, Bog DR for entering those hexes and ending in Panic.
|
Type |
|
|
Turns |
|
|
|
|
|
|
Attack |
1-3 |
4-6 |
7-12 |
13-17 |
18-22 |
23-29 |
30+ |
|
|
Defence |
1-2 |
3-4 |
5-9 |
10-13 |
14-17 |
18-22 |
23+ |
|
|
Move |
1-2 |
3-4 |
5-6 |
7-9 |
10-13 |
14-17 |
18+ |
|
|
|
|
|
|
|
|
|
|
|
UNIT Size |
|
|
|
|
|
|
|
|
|
1 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
|
2 |
4 |
4 |
5 |
6 |
7 |
8 |
9 |
|
|
3 |
3 |
3 |
4 |
5 |
6 |
7 |
8 |
|
|
4 |
2 |
3 |
3 |
4 |
5 |
6 |
7 |
|
|
5 |
2 |
2 |
3 |
3 |
4 |
5 |
6 |
|
|
6 |
NP |
2 |
2 |
3 |
3 |
4 |
5 |
|
|
7+ |
NP |
NP |
2 |
2 |
3 |
3 |
4 |
|
Turn multipliers : Unassigned
: x 3
No actions or fires x 2
DRM PL 4 - 3
PL 3 - 1
PL 1 + 1
[i] Command Rules are
introduced to restrict the freedom of the units aboard and recuce the effect of
the omniscience of the players by restricting them to their orders. All too often did units on ASL boards
wander around at the will of the owning player with no regard to the units
cohesion and/or basic orders.
[ii] The purpose of
the Command Rules is to give orders to higher echelon units than the squad or
vehicle to a certain area where the squad or vehicle can take any action in
order to follow the order written.
[iii] E.g. An attack
Order with a TAH 10 hexes away in combination with a move Order in order to get
to the TAHR should be noted as Move to x than attack y. Note also that in case the Move would
encounter enemy units the Move Order and Attack Order are both cancelled.
[iv] E.g. If a an
Order contains a Move and Defence Order it is presumed to be a Defence
Order. If an Order contains a Defence
and Attack Order it is presumed to be an Attack Order.
[v] This means that a
Order with a PL of 4 has to have an implementation for the next turn, an Order
with a PL of 3 within 3 turns, an Order with a PL of 2 within 6 turns and an
Order with a PL of 1 within 8 turns.