ASL in TCS
The scope is to use ASL concepts in TCS games. It is not the purpose to downscale TCS to
ASL. To the contrary : we will be using
TCS scale to its core : the platoon level units in a regimental
simulation. Some TCS rules will still
apply and all changes to the 3.1 series rules are mentioned below. If no change
is mentioned than TCS rules are retained.
1.0 General Game Concepts
Delete 1.5 since no sequential dice rolls are made anymore.
2.0 Sequence of Play
The most important change to TCS rules is the sequence of play. Refer to the ASL QRDC A3.
2.2 Narrative Sequence of Play
Rally Phase
1) Accrue Weighted Turns only during the friendly player turn during the
- Use the Rally Phase to rally paralyzed units (DM) and suppressed units (broken) by rolling £ the morale.
- Use ASL rules for morale, use TCS Markers for indication.
- Remove Buttoned Up Markers and reduce Smoke Markers.
Prep Fire Phase
- There are no Aircraft Fire Phase or Action Phase. Use the ASL sequence.
- Fire Artillery Fires only in the friendly player turn.
- Use ASL Markers for indication.
Movement Phase
- Use TCS movement rules except that no unit can enter a location with an enemy unit (except for Overruns).
but ASL Markers for indication. Use ASL Defensive Fire rules.
Advancing Fire Phase
Is only used for units which did not fire (marked with a prep marker) nor moved (in movement mode).
Rout Phase
Use ASL rules.
Advance Phase
Only infantry units may advance. No weapon do so.
Close Combat Phase
Use ASL rules. Do not use the Prisoners rule.
SAN is never applicable.
3.0 Units
Use TCS rules but make sure all weapon units have 2 steps and all combat vehicles have 4 steps. Reduce counters if representing just one step. Make sure to multiply (by the number of steps) the firepower if firing HE or SA.
4.0 Modes
4.2 Mode Effects
Use ASL rules for Overrun Combat (as opposed to Assault-style combat).
9.0 Fire Combat
- Use ASL rules. Area Fire is HE or SA using the IIFT. Point Fire is HE or AP using the new To Kill Table.
- If a weapons unit rolls a 12 it loses 1 step.
- Use TCS artillery rules (except for the sequence).
9.1 General Restrictions
Use ASL rules.
9.2 Target Type Restrictions
Use TCS concepts within the ASL IIFT and sequence of play rules.
9.3 Terrain Effects on Fire Combat
Use ASL rules with following adaptions:
* Billiard Table : -1
* Open : 0
* Partly Protective : +1
* Protective : +2 (or +3)
10.0 Losses
Use TCS rules exept that all weapon units have 2 steps and vehicles 4 steps.
- Make sure that the FP of vehicles, mortar and gun units are reduced in accordance with the number of hits they have.
11.0 Area Fire Combat
- Use the ASL rules but delete the IIFT modifiers and retain TCS concepts.
- Use the crossfire TCS rule (within the ASL sequence).
12.0 Point Fire Combat
- Use this new rule without the To Hit Table and with the new To Kill Table
- Use TCS restrictions, range concepts and target type concepts.
13.0 Suppresive Fire Action
Delete and use ASL Prep Fire rules
14.0 Overwatch
Use ASL rules for Defensive fire
15.0 AT rolls
Use ASL CCT.
16.0 Morale
- Use ASL rules.
- Read the TCS morale as an addition to a MC. If a 12 is rolled the unit is paralyzed (broken with DM).
- The ELR equals 7 minus the prep rating in the game. If a unit fails its ELR it loses a step. If it fails by ³ 3 it loses an additional step and if it fails by ³ 5 it is eliminated.
- Use the TCS Suppression Markers to indicate broken status and use Paralyzed Markers to indicate Demoralized status.
16.7 Buttoning Up
Use TCS rules except that Markers are removed in the friendly Prep Phase
20.0 Movement
Use TCS rules but adapt to ASL sequence.
21.0 Minefields
Use TCS rules
22.0 Assault Combat
Use ASL rules for Close Combat and Melee.
23.0 Overrun Combat
Use TCS rules except within the ASL sequence and Overwatch is NA.
24.0 Consolidated Assaults
Use TCS rules but immediately place the units in CC.
25.0 Special Units
25.1 Carrier units
Use TCS rules except that they can only tow one gun unit anymore (because it contains two guns).
25.2 Mortars
Use TCS rules but within the ASL sequence.
25.3 AT Guns
-They have 2 steps. If firing HE on the IFFT multiply by the number of step. If firing AP use the To Kill Table.
25.4 Infantry Guns
- They have 2 steps. If firing HE on the IFFT multiply by the number of step. They cannot fire AP. Halve their FP if firing on the To Kill Table