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Asl Play Both Sides (PBS) v29.1 Full Pack
Asl Play Both Sides (PBS) v29.1 Full Pack
ASL PBS is hosted on my Boardgame Mods Repository page on Facebook. The link to the page
is:
https://www.facebook.com/groups/358520268920548
Check this page for the latest version of the rules, as well as any Questions, Clarifications,
and Errata (consult the Guides section).
ASL PBS VERSION 29.0
ASL Play Both Sides (ASL PBS) is a set of rules designed for the solo HIDDEN INFORMATION: much of the fun (as well as Fog of War)
player who wishes to play regular ASL scenarios (or Campaign in ASL lies in hidden information. The PBS rules take care of this. The
Games) playing both sides. It may seem odd that a player would need concept I use here is that of “limited intelligence”. This means that you
rules when playing both sides. However, when not playing against a know that something can be in a certain area but you are not sure it is
fully automated AI (like in SASL, for example) much of the fun of there nor that it will react. Please note that I used the word “area” and
ASL is lost. This is due especially to some distinct traits of ASL that not “hex”. This is a key concept here.
are lacking when playing solo. These are, in my opinion: In many solo attempts I have seen, for example, a way to setup HIP
Difficulty in handling the MPh and Defensive First Fire attacks; units is to simply allocate two or three possible hexes and then
one of the most engaging aspects in ASL is the interactive nature randomly choose one when a fire opportunity arises. While this can
of this phase. The uncertainty about when (and if) the enemy will work, I find that it deprives the player of most of the uncertainty
react to enemy movement is one of the main features that often related to HIP units. With the PBS rules, the player defines an “area”
determines strategy in an ASL scenario. where HIP units can appear (and this area can be changed too, during
Difficulty in handling hidden information: HIP units, Concealed the course of the game). Since the area is pretty wide, you cannot be
units and Dummy stacks, hidden Minefields… These elements are sure where the HIP units will be. You have, therefore, a “limited”
totally lacking when playing both sides. Removing these would intelligence. You know that a Gun might be hiding around there but
deprive the defender of a big advantage and make actions like you do not know the exact position. This restores normal game
Searching or Mopping Up totally useless. mechanics, so common in FtF games: use baits, search and secure
ASL PBS rules are therefore meant to specifically address these two locations.
areas. While not creating an AI that handles the “opposing” side, they A new tactical dimension
can still help the player in such situations. When you lack opponents
(like in my case) but you want to play regular ASL scenarios, I think I discovered that the SASL PBS rules also add a new tactical
that these rules can bring back some of the original enjoyment. dimension that I find very intriguing. Since you do not control
Defensive First Fire, the way units will behave depends a lot on how
However, be warned, these rules can slow down the game. Sometimes you set up your defensive position in each turn. This is something that
they can slow it down a lot. As a general rule, the bigger the scenario, must be taken into account. It is very similar to assigning “orders” to
the slower it will become. Nevertheless I played a full Kampfgruppe your units and then “seeing” how they behave.
Peiper Campaign Game with these, and it worked out very well. My
advice is to try out ASL PBS with a small scenario (containing no Concealment becomes much more important, since a Concealed unit
more than one, maximum two, ordnance weapons per side). This will will hold fire much more often than an unconcealed one. Positioning a
give you an idea of how the rules work and see if they fit to your taste. weak AFV upfront may cause it to attempt a Motion Attempt to get
out of the way when faced by superior armor, leaving that position
It is also possible to use only part of the rules. If you have no problem undefended. I find all of this very thematic.
playing both sides, but wish more “thrill” with Minefields, you could
simply use the Minefield rules and skip all the rest. The same holds As a consequence, the MPh becomes very important and you have to
true for HIP and Dummy Concealment counters. Personally, I do like keep in mind that where your units will end their movement will, in
the “First Fire” rules, as they always keep me guessing on how the turn, determine how they will behave when it is time for their
“opponent” will reply to my moves. These rules, are at the same time, Defensive First Fire attacks.
the most complex rules. All of this does require some planning ahead. But the fact that you still
control Defensive Final Fire (i.e., the DFPh) leaves some room for
How the rules work corrective measures and keeps the game balanced.
As said before, you control both sides for most actions. These include:
New in this version
RPh: you will make decisions for both sides and make Rally attempts
(weapon repairs, etc.) as you think appropriate. Version 29 bring just a few changes and corrections. Most relevant
changes are in the HIP section, and regard Bombardment vs. HIP units
PFPh: you will make decisions for the ATTACKER and perform and Fortifications. Here is a comprehensive list:
your attacks as you see fit. Here you may also decide to reveal some of
your HIP units, but that is not guaranteed and is handled by the PBS Small changes in the usage of CMGs when an AFV has an
rules. acquired target which is impossible to hit (this to avoid some
sleazy infantry tactics).
MPh: at the very start of the MPh there are a couple of decisions that Small addition to the OFTC procedure (now a Bump will cause
you can make for the DEFENDER. These are about a “special” form an OFTC). This has been made to allow some extra First Fire
of Fire Lane (called “Voluntary Fire Lane”) and the possibility of shot when a unit is about to be OVR).
revealing HIP units before the ATTACKER moves. Again, this is not It has been clarified that a Light Mortar is subject to an OFT too
guaranteed. The rationale here is that, before the ATTACKER moves, (like any other Ordnance).
the DEFENDER has the possibility of “examining the battlefield” and Small change in 7.73 regarding Mines.
make small improvements of their defensive setup. Added a Clarification to Searching in 7.9.
After that, the ATTACKER moves and the DEFENDER’s actions are The range limit for Shifting Hidden Fortifications (8.3) has been
totally governed by the PBS rules. You, as the ATTACKER, will try removed, as it seemed to diminish the value of Hidden
to force the DEFENDER to fire as you would like him to (as in a Fortifications.
regular FtF match), zapping your Half-Squads around to draw fire, Rules for revealing HIP units or Fortifications via Bombardment
trying to fool your “opponent”. Here, the PBS First Fire rules will kick (C1.8) have been rewritten. Repeated play demonstrated that
in and hopefully keep you guessing. The DEFENDER’s “decision with the previous rule revealing a HIP did occur too often.
tree” can be pretty complex at times, and this is the area where the Additionally, Fortifications where not considered (an oversight!).
game can be slowed down. It has been clarified that a failed OFTC will not reveal a
DFPh: here, you take control of the DEFENDER attacks and perform Boresighted Location (12.2).
them as you see fit. Added some clarifications on Commands and Action Changes
(14.3-.4)
RtPh, APh, CCPh: you control both sides here. I was tempted to write Modified the OFTC die roll modifiers Table to reduce the drm
rules for the DEFENDER’s CC attacks, but in the end I thought it was for moving out of LOS from -2 to -1. I think that -2 caused too
not worth the effort. It is pretty reasonable to allocate CC attacks many early shots.
(depending on each side’s strategy). Yet, I am open to suggestions.
Added Optional (actually, Experimental) rule X3. This to avoid Is this for SK too?
big stacks activating too early. This rule will probably be moved The short answer is “Yes”. You can use these rules with SK. The long
to the main body of the rules if it proves effective as I think. answer is that you will probably find many rules references that make
Obviously the ASL PBS rules cannot substitute for a live opponent. no sense in SK (like the reference to Fire Lanes… there are no Fire
However, I do think they can be a useful tool to enjoy playing a lot of Lanes in SK…). The good news is that you can simply ignore them.
ASL stuff that could remain (at least in my case) unplayed. The main
purpose is to have fun, so if something does not fit to your taste, there Support the ASL PBS rules
is nothing wrong in doing it another way. If you are an experienced If you think I am doing a fine job, please support these rules. You can
ASL player, these rules will surely not show your level of experience do this in two ways:
when conducting Defensive First Fire but they still model quite a good Send me your feedback and suggestions. I will continue to
opponent. I am very curious to know your opinions, comments, and invest time into this project, and there will be further revisions
ideas for improvement! (and additions). Any ideas that you may come up with, that
Playtesters Wanted could enhance these rules, are really welcome.
Donate. If you think I am doing a good job, any donation is
If you want to volunteer for further testing of these rules, just let me welcome. My PayPal account is info@andreamassimo.it
know. I stress again, that the rules do work as they are. So, if you just
want to play, use them to your convenience. If you are also interested You are obviously free to share these rules, or even change them as
in making them grow, please consider offering yourself for you see fit.
playtesting. Just drop me a line on the BMR Facebook Page or A note on Concealment Rules
email me at info@andreamassimo.it. (or PM me on Messenger). I will The Concealment Rules contained here are an adaptation of the rules
be very glad to send you some playtesting instructions. made by Mike O’Leary and credit for these rules go to him. His idea
Counters & Aiders of Shifting units is brilliant!
I have crafted some informational counters that can be useful when Special Thanks
playing ASL PBS. Please note that these are not required. In most
cases you may use any substitute counter. Probably, the HIP counters
are the most useful counters (but you can also use any unused ASL PBS
nationality Concealment counters, and use two successive letter-coded Design & Development: Andrea Fantozzi
counters to represent the same HIP unit). Minefield counters are also Editing & Proofreading: Andy Waller
pretty useful (since they have an orientation arrow, which is needed
here) and you have counters to distinguish Road mines from “regular” © 2020-2023
mines). Please, note that Minefield counters come in two colors, use
one color for AP mines and the other color for AT mines. Special thanks go to Raffaele Di Ianni and Jonathan Townsend for
Place your HIP units on the Cloaking display given in ASL. their help and precious comments. I am sure I am forgetting to credit
There are also a couple of aiders. Again, these are not required, other people that did help through their playing and advice. I apologize
although they can be helpful (especially the OFTC aider, where you for this!
can “easily” keep track of the TH# required, TH DRMs, OFTC drms).
Where to start
The best way to have a taste of how these rules work is to start with a
small, infantry-only scenario. Next, try out the various sections
separately: play one scenario that adds a couple of minefields, then one
that uses Dummy stacks or HIP. Finally, add some ordnance, for
example, play a scenario that adds one tank to one side and a Gun (or
LATW to the other side). This is the best way to introduce the rules
gradually.
SUMMARY
DEFINITIONS ........................................................................................................................................................................................ 4
1. FIRST FIRE......................................................................................................................................................................................... 4
2. IFT FIRST FIRE PROCEDURE ......................................................................................................................................................... 4
2.1 FIRE DISCIPLINE ............................................................................................................................................................................ 4
2.2 IFE/MG FIRE DISCIPLINE.............................................................................................................................................................. 5
2.3 PRIORITY FOR MULTIPLE FIRERS ............................................................................................................................................. 5
2.4 CONDITIONAL FIRST FIRE .......................................................................................................................................................... 5
2.5 HOLD FIRE DOCTRINE ................................................................................................................................................................. 6
2.6 LEADER DIRECTION:.................................................................................................................................................................... 6
3. ORDNANCE FIRST FIRE PROCEDURE ......................................................................................................................................... 6
3.1 ORDNANCE FIRE TASK CHECK (OFTC).................................................................................................................................... 6
3.2. PRIORITY FOR MULTIPLE FIRERS ............................................................................................................................................ 7
3.3 OFTC RESOLUTION....................................................................................................................................................................... 7
3.4 MODIFIERS TO THE OFTC............................................................................................................................................................ 8
ASL PBS –Version 29.0 -2- © 2020-2023 – Andrea Fantozzi
ASL PBS VERSION 29 .0
NOTE: rules in red text denote important changes with respect to the previous version.
The BLUE TEXT identifies Tables that are contained in the Table’s file. When you find such an entry in the rules, you should then refer to the
appropriate Table.
is treated as an equivalent DRM of -1. This is important for Activation HEAT (including LATW and MG firing as
with no
PRC
Ranges and some types of attacks. The rules must specify when DRM Ordnance; 2.23)
Equivalent is applied. b) Ordnance capable of firing HE only (including
F. THREATENING A VICTORY LOCATION (TVL): a moving Mortars)
ATTACKER’s unit is said to be Threatening a Victory Location
(TVL) when: a) Ordnance capable of firing AP, APCR, APDS,
Vulnerable
Armoured
controlled Location, Building or Hex that the ATTACKER has to Ordnance; 2.23)
Control as per current VC (or from offboard if VC are based on b) units/weapon attacking on the IFT
Exit VP), and c) Ordnance capable of firing HE only (including
it could enter and Control such a Location/Building/Hex (or exit Mortars)
a) Ordnance with HE only (including IFE capable
Unarmoured
Conditions). In this case, Control also refers to the ability of Guns where IFE is most effective; 5.11)
engaging all enemy units in that Location/Building in CC. [EXC: b) other Ordnance (including IFE-capable Gun where
if the only Location being Threatened is occupied by unbroken the TH/TK process is more effective; 5.11)
DEFENDER’s units, a Scouting unit will still be considered as c) units/weapons attacking on the IFT
Scouting until the US# of all ATTACKER’s units ADJACENT to
a) Mortars benefiting from Air Bursts or benefiting
the Threatened Location is equal to or greater than the US# of the
from a negative TH DRM
vehicular
Minimum FP per DRM (E.) Sustained & Intensive Fire Table (4.6) – 1d6
DRM FP NOTES B# dr needed to use SF/IF Attacks by Other Firers Table (4.3) – 1d10
–1 1 FP columns in excess of the 12 <4
0 2 minimum required shift the 11 <2 A dr is required for each subsequent attack beyond the first
+1 4 Activation Range one < 10 <1 dr Result
+2 6 column to the left for each drm: <6 Next unit attacks
+3 8 excess FP column [EXC: MG -x for each final negative DRM applying to the attack (if any)
+4 12 Fire Discipline]. >7 No other attack is carried out
-1 Target is adjacent
+5 16 drm:
-1 Target is TVL
+6 20 +1 for each successive attack
-1 Stabilized/Stopped Target within Firer’s Side/Rear CA, if –x negative final DRM applying to the attack
+7 24 Sider/Rear facing is more vulnerable
+8 30 –1 If the Target is unbroken and ADJACENT to any
-1 by firer subject to a DC placement attempt
+9 36 DEFENDER’s unit, or is TVL
+2 vs. a Scouting unit
ASL PBS – IFT FIRST FIRE TABLES Version 29.0
IFT First Fire Discipline Table (2.1) – 1d10 Conditional First Fire Table (2.4) – 2d6 IFE/MG Fire Discipline Table (2.2) – 1d10
dr Result Perform TC with 7 ML. Final DR > ML unit fires DRM MG Activates
<3 Interdiction Activation Range TC is required whenever: < 0 Automatically (no dr required)
>4 Suppression Activation Range Target is Scouting (see Definitions; G.) +1 Interdiction < 6; Suppression < 4
drm: Target used AM [EXC: DC placement]
-3 if previous dr (in same MPh) yelded an Interdiction Firer is Concealed
Activation Range result Firer is adjacent to other ATTACKER’s unbroken units that
could be affected by the firer
Target is Cloaked
Activation Range Tables (2.1) DRM Cause Fire Lane Table (2.25) – 1d6
–2 The moving unit used AM [EXC: if placing a DC], dr Place FL depending on Fire Discipline
Firer’s Suppression Range* or is performing a Bump
Normal Final DRM applying to the attack <0 If Suppression Range is in effect
–2* The moving unit is Scouting. *Apply an
Range* < –2 < –1 <0 < +1 > +2 additional -1 for each TC beyond the first
<1 If Interdiction Range is in effect
1 2 1 1 1 1 –1 MG firing at Long Range drm:
2 4 3 2 2 2 +1† Final IFT DRM is 0 [EXC: 0 vs Scouting unit] –1 per each enemy MMC/SMC that still has to move
3 6 4 3 2 2 +2† Final IFT DRM is –1 [EXC: 0 vs Scouting unit] and is within 2 hexes from the Fire Lane
4 8 6 4 3 2 +4† Final IFT DRM is < –2 [EXC: +1 vs Scouting unit] –1 if the Fire Lane is placed along a Road or across a
5 10 7 5 4 2 Bridge
+1 Moving unit is ADJACENT to anyone –1 if Voluntary Fire Lane
6 12 8 6 4 2 DEFENDER’s units, is Unconcealed and is not +2 for a Short Fire Lane
Firer’s Interdiction Range * Scouting
Normal Final DRM applying to the attack +2 Moving unit is TVL not adjacent to the firer
See 8.334 for a Concealed/Cloacked unit
Range* < –2 < –1 <0 < +1 > +2 +1 Target contains > 1 MMC
1 2 2 1 1 1 † NA vs. a Cloaking-Dummy or Dummy Stack at Night
2 4 4 3 2 2 See 8.332 for a Concealed/Cloacked Target
3 6 6 4 3 2
4 8 8 6 4 3 Subsequent First Fire Table* (4.4) – 1d10
5 10 10 7 5 4 Hold Fire Doctrine Table (2.5) – 1d10 A dr is required if, disregarding adjacent ATTACKER’s
6 12 12 8 6 4 units, ATTACKER’s unmoved units are within Normal
IFE/MG IFE, Vehicular MG, HS/Crew/SMC manned MG dr Result Range (IFP or SW) +2, or the closest in LOS ATTACKER’s
Normal Suppression & Interdiction Range <4 Hold Fire Doctrine enforced unit +2 (whichever is less)
Range† Final DRM applying to the attack drm: dr Result
< –2 < –1 <0 < +1 > +2 –2 If there are enemy Infantry/Unarmoured units within the <6 Attack with Subsequent First Fire
8 16 12 8 6 4 firing unit’s IFP/SW Range (to a maximum of 6 hexes) that
have yet to move [EXC: target is placing a DC] drm:
12 24 18 12 8 4 –1 FFMO applies
16 32 24 16 10 4 –1 If the target unit is ADJACENT [EXC: target is placing a DC]
–3 If the target unit is an SMC with no SW, unless automatic –1 FFNAM applies (even if final DRM is positive)
* A MG activation is dependent on its manning unit Hold Fire Doctrine applies (2.53). Add to this drm the –1 Per each moving target unit > 1 MMC
Activation Range [EXC: HS/CREW/SMC with MG; 2.111. reversed Leadership Modifier (or Heroic DRM) of the SMC +1 Target is ADJACENT
IFE/MG Fire discipline; 2.2] –3 vs. a Scouting unit +2 vs. a Scouting unit
† MGs with a Normal Range > 8 use this table when * See also 4.41-.43 for automatic SFF and exceptions;
manned by a Crew/HS/SMC (2.111)
NA for a Concealed/Cloacked unit (8.333) see 4.6 for Sustained Fire eligibility
ASL PBS – ORDNANCE FIRST FIRE TABLES Version 29.0
OFTC die roll modifiers Table** (3.4) Motion Attempt TableA (3.5) – 2d6
OFTC Table (3.3) – 1d10
B
drm Cause Triggered by Class C or D Target . TC with 7 ML. Pass = Motion TH# DRM dr
–1V Target presents a side/rear/unarmoured facing* Attempt <2 -1
–1 Firer has a ROF of > 2 [EXC: NA for Intensive Fire or SW MG] DRM CAUSE 2 0
-1 V Target is within firer’s side/rear facing*. If the First Fire attack is +4* Case J2 applies, *0 if moving vehicle is currently 3 1
executed, the firer also changes VCA/TCA so as to bring the moving Stopped 4 2
vechicle within its front target facing [EXC: an Infantry Target with no +2* Case J1 applies, *0 if moving vehicle is currently 5 4
LATW does not force a CA change; if in Terrain requiring a Bog Check Stopped 6 5
VCA changes only if passing a TC (with a 7 ML), applying a DRM equal +3 If HD or in Bog Terrain with a TEM of +1 or greater 7 7
to th Bog DRM, otherwise only TCA changes] +1 For each friendly AFV/Gun that has the moving 8 8
+2 D HE fire vs a Class C/D vehicular Target or non-HE fire vs Class D target in LOS and is capable of harming it 9 9
vehicular Target –1 If moving vehicle is within 2 hexes 10 9
-2 Target is performing a Bump and fire from same-hex would be subject –1 If moving vehicle enters a side/rear facing† > 11 10
to case E –2 If moving vehicle expends a Stop MP
+1V Second PF check by Squad Notes:
–1V Next Action, would bring Target out of LOS (or out of LATW range), or A Moving Target must be able to Immobilize, Shock, or
into HD, or into a less vulnerable firer’s aspect [EXC: NA if hit possible Eliminate DEFENDER’s vehicle on a TK DR < 5
only on a 2 DR] B A Class C Target requires 1d10 dr < 6 to make Motion
+4 Motion firer with non-stabilized Gun Attempt. Otherwise perform OFTC. See also 3.51 & 3.54 for DI
+2 V Moving vehicle is treated as a Minor Threat (H.) possibility and Smoke Placement attempt
+x If the firer has Acquisition on a different unbroken Target (an empty † Applies only if facing is more vulnerable
hex is not considered a Target), x is double the DRM applying to the
already acquired target [EXC: if the moving target is a vehicle moving
within firers’s side/rear CA, or is closer than the acquired Target and TH < 2 TH 2 TH 3 TH 4
within 6 hexes, or if only an Improbable Hit is possible, this drm does OFTC AIDER
DR -1 DR 0 DR 1 DR 2
not apply]
–1 If Air Burst applies
–2 If Target could, with its next MF/MP expenditure, move below the TH 5 TH 6 TH 7 TH 8 TH 9 TH 10 TH > 11
firer’s minimum range
+4I The moving unit used AM [EXC: if placing a DC] DR 4 DR 5 DR 7 DR 8 DR 9 DR 9 DR 10
+4I The moving unit is Scouting
–1I Moving unit is ADJACENT to anyone DEFENDER’s units and is
Unconcealed and is not Scouting –6 –5 –4 –3 –2 –1 0
–2 Moving unit is TVL not adjacent to the firer
–1I Target contains > 1 MMC
+2I Vs. a Cloaking-Dummy or Dummy Stack at Nght
+1 +2 +3 +4 +5 +6 +7
Footnotes:
** All drm apply to both vehicular and non-vhicular Targets unless otherwise specified
* if the facing is more vulnerable
See 8.335 for a Concealed/Cloacked Target
+8 +9 + 10 + 11 + 12 OFTC/TH DRMs
D Does not apply to a DI attack
V Applies to a Vehicular Target only
I Applies to an Infantry Target only
ASL PBS – HIP & CONCEALMENT TABLES Version 29.0
Minimum FP per DRM (E.) Sustained & Intensive Fire Table (4.6) – 1d6
DRM FP NOTES B# dr needed to use SF/IF Attacks by Other Firers Table (4.3) – 1d10
–1 1 FP columns in excess of the 12 <4
0 2 minimum required shift the 11 <2 A dr is required for each subsequent attack beyond the first
+1 4 Activation Range one < 10 <1 dr Result
+2 6 column to the left for each drm: <6 Next unit attacks
+3 8 excess FP column [EXC: MG -x for each final negative DRM applying to the attack (if any)
+4 12 Fire Discipline]. >7 No other attack is carried out
-1 Target is adjacent
+5 16 drm:
-1 Target is TVL
+6 20 +1 for each successive attack
-1 Stabilized/Stopped Target within Firer’s Side/Rear CA, if –x negative final DRM applying to the attack
+7 24 Sider/Rear facing is more vulnerable
+8 30 –1 If the Target is unbroken and ADJACENT to any
-1 by firer subject to a DC placement attempt
+9 36 DEFENDER’s unit, or is TVL
+2 vs. a Scouting unit
ASL PBS – IFT FIRST FIRE TABLES Version 29.0
IFT First Fire Discipline Table (2.1) – 1d10 Conditional First Fire Table (2.4) – 2d6 IFE/MG Fire Discipline Table (2.2) – 1d10
dr Result Perform TC with 7 ML. Final DR > ML unit fires DRM MG Activates
<3 Interdiction Activation Range TC is required whenever: < 0 Automatically (no dr required)
>4 Suppression Activation Range Target is Scouting (see Definitions; G.) +1 Interdiction < 6; Suppression < 4
drm: Target used AM [EXC: DC placement]
-3 if previous dr (in same MPh) yelded an Interdiction Firer is Concealed
Activation Range result Firer is adjacent to other ATTACKER’s unbroken units that
could be affected by the firer
Target is Cloaked
Activation Range Tables (2.1) DRM Cause Fire Lane Table (2.25) – 1d6
–2 The moving unit used AM [EXC: if placing a DC], dr Place FL depending on Fire Discipline
Firer’s Suppression Range* or is performing a Bump
Normal Final DRM applying to the attack <0 If Suppression Range is in effect
–2* The moving unit is Scouting. *Apply an
Range* < –2 < –1 <0 < +1 > +2 additional -1 for each TC beyond the first
<1 If Interdiction Range is in effect
1 2 1 1 1 1 –1 MG firing at Long Range drm:
2 4 3 2 2 2 +1† Final IFT DRM is 0 [EXC: 0 vs Scouting unit] –1 per each enemy MMC/SMC that still has to move
3 6 4 3 2 2 +2† Final IFT DRM is –1 [EXC: 0 vs Scouting unit] and is within 2 hexes from the Fire Lane
4 8 6 4 3 2 +4† Final IFT DRM is < –2 [EXC: +1 vs Scouting unit] –1 if the Fire Lane is placed along a Road or across a
5 10 7 5 4 2 Bridge
+1 Moving unit is ADJACENT to anyone –1 if Voluntary Fire Lane
6 12 8 6 4 2 DEFENDER’s units, is Unconcealed and is not +2 for a Short Fire Lane
Firer’s Interdiction Range * Scouting
Normal Final DRM applying to the attack +2 Moving unit is TVL not adjacent to the firer
See 8.334 for a Concealed/Cloacked unit
Range* < –2 < –1 <0 < +1 > +2 +1 Target contains > 1 MMC
1 2 2 1 1 1 † NA vs. a Cloaking-Dummy or Dummy Stack at Night
2 4 4 3 2 2 See 8.332 for a Concealed/Cloacked Target
3 6 6 4 3 2
4 8 8 6 4 3 Subsequent First Fire Table* (4.4) – 1d10
5 10 10 7 5 4 Hold Fire Doctrine Table (2.5) – 1d10 A dr is required if, disregarding adjacent ATTACKER’s
6 12 12 8 6 4 units, ATTACKER’s unmoved units are within Normal
IFE/MG IFE, Vehicular MG, HS/Crew/SMC manned MG dr Result Range (IFP or SW) +2, or the closest in LOS ATTACKER’s
Normal Suppression & Interdiction Range <4 Hold Fire Doctrine enforced unit +2 (whichever is less)
Range† Final DRM applying to the attack drm: dr Result
< –2 < –1 <0 < +1 > +2 –2 If there are enemy Infantry/Unarmoured units within the <6 Attack with Subsequent First Fire
8 16 12 8 6 4 firing unit’s IFP/SW Range (to a maximum of 6 hexes) that
have yet to move [EXC: target is placing a DC] drm:
12 24 18 12 8 4 –1 FFMO applies
16 32 24 16 10 4 –1 If the target unit is ADJACENT [EXC: target is placing a DC]
–3 If the target unit is an SMC with no SW, unless automatic –1 FFNAM applies (even if final DRM is positive)
* A MG activation is dependent on its manning unit Hold Fire Doctrine applies (2.53). Add to this drm the –1 Per each moving target unit > 1 MMC
Activation Range [EXC: HS/CREW/SMC with MG; 2.111. reversed Leadership Modifier (or Heroic DRM) of the SMC +1 Target is ADJACENT
IFE/MG Fire discipline; 2.2] –3 vs. a Scouting unit +2 vs. a Scouting unit
† MGs with a Normal Range > 8 use this table when * See also 4.41-.43 for automatic SFF and exceptions;
manned by a Crew/HS/SMC (2.111)
NA for a Concealed/Cloacked unit (8.333) see 4.6 for Sustained Fire eligibility
ASL PBS – ORDNANCE FIRST FIRE TABLES Version 29.0
OFTC die roll modifiers Table** (3.4) Motion Attempt TableA (3.5) – 2d6
OFTC Table (3.3) – 1d10
B
drm Cause Triggered by Class C or D Target . TC with 7 ML. Pass = Motion TH# DRM dr
–1V Target presents a side/rear/unarmoured facing* Attempt <2 -1
–1 Firer has a ROF of > 2 [EXC: NA for Intensive Fire or SW MG] DRM CAUSE 2 0
-1 V Target is within firer’s side/rear facing*. If the First Fire attack is +4* Case J2 applies, *0 if moving vehicle is currently 3 1
executed, the firer also changes VCA/TCA so as to bring the moving Stopped 4 2
vechicle within its front target facing [EXC: an Infantry Target with no +2* Case J1 applies, *0 if moving vehicle is currently 5 4
LATW does not force a CA change; if in Terrain requiring a Bog Check Stopped 6 5
VCA changes only if passing a TC (with a 7 ML), applying a DRM equal +3 If HD or in Bog Terrain with a TEM of +1 or greater 7 7
to th Bog DRM, otherwise only TCA changes] +1 For each friendly AFV/Gun that has the moving 8 8
+2 D HE fire vs a Class C/D vehicular Target or non-HE fire vs Class D target in LOS and is capable of harming it 9 9
vehicular Target –1 If moving vehicle is within 2 hexes 10 9
-2 Target is performing a Bump and fire from same-hex would be subject –1 If moving vehicle enters a side/rear facing† > 11 10
to case E –2 If moving vehicle expends a Stop MP
+1V Second PF check by Squad Notes:
–1V Next Action, would bring Target out of LOS (or out of LATW range), or A Moving Target must be able to Immobilize, Shock, or
into HD, or into a less vulnerable firer’s aspect [EXC: NA if hit possible Eliminate DEFENDER’s vehicle on a TK DR < 5
only on a 2 DR] B A Class C Target requires 1d10 dr < 6 to make Motion
+4 Motion firer with non-stabilized Gun Attempt. Otherwise perform OFTC. See also 3.51 & 3.54 for DI
+2 V Moving vehicle is treated as a Minor Threat (H.) possibility and Smoke Placement attempt
+x If the firer has Acquisition on a different unbroken Target (an empty † Applies only if facing is more vulnerable
hex is not considered a Target), x is double the DRM applying to the
already acquired target [EXC: if the moving target is a vehicle moving
within firers’s side/rear CA, or is closer than the acquired Target and TH < 2 TH 2 TH 3 TH 4
within 6 hexes, or if only an Improbable Hit is possible, this drm does OFTC AIDER
DR -1 DR 0 DR 1 DR 2
not apply]
–1 If Air Burst applies
–2 If Target could, with its next MF/MP expenditure, move below the TH 5 TH 6 TH 7 TH 8 TH 9 TH 10 TH > 11
firer’s minimum range
+4I The moving unit used AM [EXC: if placing a DC] DR 4 DR 5 DR 7 DR 8 DR 9 DR 9 DR 10
+4I The moving unit is Scouting
–1I Moving unit is ADJACENT to anyone DEFENDER’s units and is
Unconcealed and is not Scouting –6 –5 –4 –3 –2 –1 0
–2 Moving unit is TVL not adjacent to the firer
–1I Target contains > 1 MMC
+2I Vs. a Cloaking-Dummy or Dummy Stack at Nght
+1 +2 +3 +4 +5 +6 +7
Footnotes:
** All drm apply to both vehicular and non-vhicular Targets unless otherwise specified
* if the facing is more vulnerable
See 8.335 for a Concealed/Cloacked Target
+8 +9 + 10 + 11 + 12 OFTC/TH DRMs
D Does not apply to a DI attack
V Applies to a Vehicular Target only
I Applies to an Infantry Target only
ASL PBS – HIP & CONCEALMENT TABLES Version 29.0
yu
Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion
Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt
DI or DI or DI or DI or DI or DI or DI or DI or DI or DI or DI or DI or DI or
Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion Motion
Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt Attempt
MOVE MOVE
Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action
MOVE MOVE MOVE VBM ↑ VBM ↑ VBM ↑ VBM ↑ VBM ↑ ↑ VBM ↑ VBM ↑ VBM ↑ VBM ↑ VBM
Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action Next Action
PIVOT R PIVOT R PIVOT R PIVOT L PIVOT L PIVOT L MOVE VBM ↑ VBM ↑ ↑ VBM ↑ VBM PIVOT R PIVOT L
A A B B C C D D E E
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH
A A B B C C D D E E
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe
long long long long long long long long long long
A A B B C C D D E E
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe
short short short short short short short short short short
F F G G H H i i j j
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH AMBUSH
F F G G H H i i j j
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe
long long long long long long long long long long
F F G G H H i i j j
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe
short short short short short short short short short short
k l m n o p q r s t
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe SurpriSe
control control control control control control control control control control
TH < 2 TH 2 TH 3 TH 4 TH 5 TH 6 TH 7 TH 8 TH 9 TH 10 TH > 11
OFTC AIDER (v24+)
DR -1 DR 0 DR 1 DR 2 DR 4 DR 5 DR 7 DR 8 DR 9 DR 9 DR 10
–4 –3 –2 –1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
k l m n o p q r s t
HIP HIP HIP HIP HIP HIP HIP HIP HIP HIP
Allied 1 2 3 4 5 6 7 8 9
&
AXIS
VP 10 20 30 40 50 60 70 80 90 100 200
NVR 0 1 2 3 4 5 6
+10 +20
PF
1 2 3 4 5 6 7 8 9
fired
TH
1 2 3 4 5 6 7 8 9
HERO
2 3 4 5 6 7 ATTACKS TO RESOLVE
allied
1 2 3 4 5
SAN
axis
1 2 3 4 5
SAN