Asistente ASL – Movimiento (MPh)

ATACANTE LOS DOS DEFENSOR

COMIENZO (de fase)
Designate new Mortar Spotter
COMIENZO (por movimiento de unidad/apilamiento)
Remove CX (no Double Time allowed)
Declare Double Time (CX), Assault Movement
Dash, Sewer Entry, Climbing, Human Wave
Banzai, Dare-Death berserk, Gallop
Radioless AFV Platoon Movement or NTC
Flail Tank Minefield Clearance
Enter/Abandon vehicle
DURANTE (por movimiento de unidad/apilamiento)
Move
Bog Removal
Recover SW/Gun, 1 MF [EXC: SMC from broken unit]
Declare Rubble, Wire, Minefield, Set DC, Roadblock, Path, Panji Clearance (TI)
Flame Clearance (TI)
Hook/unhook Gun (TI)
Place DC or Smoke Grenades
Set DC
Attempt Tank-Hunter Hero creation
Place or Remove CE
Resolve Residual FP, FFE, and Minefield attacks against moving units
First Fire, Subsequent First Fire, FPF
Attempt Motion and Smoke Dispenser Usage
FINAL (por movimiento de unidad/apilamiento)
Infantry/Cavalry Search
Sewer unit emergence
Unarmed unit Scrounge
Motion status or Stop MP
FINAL (de fase)
Eliminate Vehicle/Cavalry in Blaze
Remove berserk if without Known Enemy in LOS
Remove Residual FP, Fire Lane, 1/2” SMOKE
Defensive First Fire Principles
FIRST FIRE
Restriction: Target must be moving, defender must not have a First Fire or Final Fire marker.
Penalty: None.
Result: Place a First Fire marker on defender, but not on any weapon that retains its ROF.
SUBSEQUENT FIRST FIRE
Restriction: Target must be moving, there must not be any other known enemy units closer to the defender,and the defender must not have a Final Fire marker.
Penalty: Area Fire (½ FP), Sustained Fire (no ROF, B# –2, original B# becomes X#).
Result: Place Final Fire marker on defender and any SW/Guns defender possesses (even if those SW/Guns were not previously marked, and even if those SW/Guns did not fire with the squad).
FINAL PROTECTIVE FIRE
Restriction: Target must have moved ADJACENT to defender.
Penalty: MGs must fire, Area Fire, Sustained Fire, IFT DR is also a NMC roll for the defender.
Result: Final Fire marker remains on defender and any SW/Guns defender possesses, unless the defender fails he NMC and breaks.
DR
Possible Critical Hit
Possible Improbable Hit
Possible Unlikely Kill
MC Heat of Battle
Scrounger rearms
Field Phone Loss
DR
IFT Attack Cowers
Gun ≤40mm Multiple Hit
Sherman 75mm, M24 Chaffee Multiple Hit X
DR
Russian AFV with red MP stalls (Mechanical Reliability DR) O
DR
AFV with red MP Immobilized (Mechanical Reliability DR) O
MOVIMIENTO DE INFANTERÍA
FACTORES DE MOVIMIENTO
4 MF –> MMC
3 MF –> Inexperienced MMC
6 MF –> SMC
3 MF –> Wounded SMC
4 MF –> mount, ride, dismount (all)
6 MF –> Rout
8 MF –> Berserk
12 MF (20 MF Gallop) –> Cavalry
MOVIMIENTO ESPECIAL
Elevation Change: MF x 2 when entering a one level higher hex
Minimum Move: 1 MF required, become CX and pinned (NA if pushing Gun, loading/unloading)
Infantry OVR: only vs SMC, MF x 2 and NTC, target may retreat or immediate CC with possible continued movement
Bypass: one or two hexsides at cost of other terrain, three or more hexsides at double cost of other terrain
Double Time: MF + 2 at start of move, MF + 1 during move (NA if broken, wounded SMC, CX)
Assault Movement: move one location without using all MF (NA if PRC, Double Time, Hazardous Movement, Cavalry)
Hazardous Movement: –2 IFT DRM (FFMO, FFNAM NA) for pushing Gun, clearing Flame, roadblock, or rubble, descending paratroops, Fording preparing Set DC,Climbing, sewer movement
Dash: Area Fire or Case J To Hit DRM (CA change NA) when crossing road from non-Open Ground Location to non-Open Ground Location (NA if any other MF expenditure except SMOKE grenade placement attempt)
Advance: PAATC vs AFV, Difficult Terrain: CX if MF cost ≥ 4 MF or all non-Double Time MF (whichever is less) (NA if CX unless Climbing or Deep Stream Entry)
PORTAGE
3 –> MMC IPC
10 PP –> Squad
1 (2 maximum, 0 wounded) –> SMC IPC
5 PP –> HS/crew
0 PP –> 1–4 SMC
VEHICULAR MOVEMENT
MOVEMENT POINT EXPENDITURES
1 MP per hexspine –> Change VCA
1 MP –> Start if not in Motion
1 MP –> Stop
+1 MP each –> Enter hex with vehicle/wreck
+2 MP each –> Enter hex with vehicle/wreck using road movement rate
1 MP –> Road movement while BU
+1 MP –> Road movement while towing a Gun
MOVIMIENTO ESPECIAL
Elevation Change: +4 MP when entering a one level higher hex (+2 MP if moving along a road)
Intermediate Level of Abrupt Elevation Change: 4 MP to ascend, 2 MP to descend
Minimum Move: All MP, plus end MPh in Motion Status (VCA change/Reverse NA)
Reverse Move:
Tracked -> 4 x MP Entrance cost
Truck -> 3 x MP Entrance cost
AC -> 2 x MP Entrance cost
Bypass: 2 x COT per hexside
Bypass VCA Change: 1 MP, must move into a new hex/hexside
HD Maneuver Attempt: Two extra MP following VCA change or hex entry
Load/Unload Infantry: ¼ MP allotment, a loading vehicle cannot have spent any MP, ¼ MP allotment per each MF spent by loading/unloading Infantry, ESB NA if ≥ 3 MF already spent
OVR Attack: ¼ MP (FRU) allotment in addition to COT
Bog Removal: If freed, MP = colored dr x white dr or ALL (x2 if non-tracked vehicle)
Smoke Dispenser Firing: 1 MP during own MPh if successful
Hooking/Unhooking Guns: ½ or ¹ (M # ) MP (FRU) allotment
Fully-Tracked inside Factory: ¼ MP allotment plus Bog Check
Entry of enemy AFV hex: Must be out of LOS or able to destroy or shock that AFV with an Original TK or IFT DR of 5
VEHICULAR MOVEMENT STATUS
Moving: A vehicle that is currently executing its MPh
Motion: A vehicle that is not moving and not Stopped
Non-Stopped: A vehicle that is moving and not Stopped
Moving Target (or Moving Vehicle): A vehicle that is/has been in Motion and/or entered a new hex/used VBM this Player Turn