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ASL PBS VERSION 29.

In this package you will find:


 Version 29 of ASL PBS rules with highlighted changes.
 Version 29 of ASL PBS Tables in full color.
 A “Printer Friendly” version of the same tables.
 ASL PBS counters. Note that ASL PBS can be played even without such counters.
 ASL PBS aider.

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.

ASL PBS –Version 29.0 -1- © 2020-2023 – Andrea Fantozzi


ASL PBS VERSION 29 .0

 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

3.5 MOTION ATTEMPT ........................................................................................................................................................................ 8


4. CONTINUING ATTACKS ................................................................................................................................................................. 8
5. SPECIAL FIRERS/TARGETS............................................................................................................................................................ 9
7. MINES............................................................................................................................................................................................... 11
8. CONCEALMENT ............................................................................................................................................................................. 12
9. HIDDEN INITIAL PLACEMENT (HIP) .......................................................................................................................................... 12
10. NIGHT RULES ............................................................................................................................................................................... 15
11. OBA PRE-REGISTERED FIRE...................................................................................................................................................... 16
12. BORE SIGHTING ........................................................................................................................................................................... 16
13. AIRCRAFT ATTACKS .................................................................................................................................................................. 17
14. COMMANDS.................................................................................................................................................................................. 17
X. OPTIONAL RULES......................................................................................................................................................................... 17
ASL PBS – SEQUENCE OF PLAY ...................................................................................................................................................... 19

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.

ASL PBS –Version 29.0 -3- © 2020-2023 – Andrea Fantozzi


ASL PBS VERSION 29 .0
DEFINITIONS there are, on the board, ATTACKER’s vehicles with a better TK
chance vs. that DEFENDER’s vehicle, that have still to move or are in
A. TARGET CLASS: the Target Class is based on characteristics of LOS [EXC: if VC are based on EVP/CVP, or it or its passenger could
the moving vehicular unit and the possibility of harming it (i.e. TVL, or the ATTACKER’s vehicle has Passengers, then such a vehicle
Eliminating, Immobilizing or Shocking it) on a specified highest TK is never considered a Minor Threat]. When referencing a LATW as
DR [EXC: a Possible Shock result is not taken into consideration]. being a Minor Threat, only its TK possibility is taken into account (i.e.
Class Can be harmed (see above) with a final TK DR of… neither the “current or next moved to Location”, nor the presence of
A >6 other DEFENDER’s vehicles are taken into account).
B 5
C 3 or 4 1. FIRST FIRE
D cannot be harmed (disregarding a CH) As each ATTACKER’s unit moves, the DEFENDER’s units are
A.1 SPECIAL AMMUNITION: For the purposes of Class checked for First Fire attacks. There are two types of First Fire attacks:
determination, any Special Ammo is taken into account only if its IFT First Fire Attacks and Ordnance First Fire Attacks. First Fire
Availability Number is > 5. A Gun will not use Special Ammunition if attacks are triggered after any Minefield attack, Voluntary Firelane,
the DR needed for a hit is less than the Depletion Number or is less and HIP (see Sequence of Play) activation (along with HIP automatic
than 8 (whichever is less). attack).
B. NON TARGET: an unarmed and unarmoured vehicle is not First Fire attacks include Subsequent First Fire attacks, although a unit
considered a Target unless one of the following applies: using SFF, FPF, or IF is subject to further restrictions as per
 it is towing a Gun or carrying PRC, or Continuing Attacks; 4.
 VC are based on EVP or CVP and such vehicle/its passengers 1.1 IFT FIRST FIRE ATTACKS: these comprise all attacks made on
count towards VC fulfillment. the IFT, either by Infantry (/SW) or by AFV/armed-vehicles/Guns that
C. BUMP: whenever the ATTACKER wishes to enter an enemy- do not require a TH DR. These include attacks by vehicular MG, FT
occupied Location during the MPh, he is said to be performing a and IFE-capable Guns that choose to attack on the IFT (5.11).
Bump. The intention of entering an enemy-occupied Location must be 1.2 ORDNANCE FIRST FIRE ATTACKS: this comprises of all
declared as soon as the moving unit is ADJACENT to the Location it attacks that require a TH DR, including LATW and Mortars, as well
wishes to enter (and, for a vehicle, the Location must be within and as IFE-capable Guns that choose to use the TH/TK process (5.11).
enterable from its current VCA or RVCA, depending on the direction 1.3 MULTIPLE MF/MP EXPENDITURE: movement or actions
of movement), and the unit must be able to actually enter the that cost more than one MF/MP can cause only one CFFTC or OFTC
DEFENDER’s Location (i.e. it cannot be bounced back). This check. In such a case, always base any CFFTC or OFTC check on the
requirement applies equally to both Infantry and vehicular movement. most favourable DRM for the DEFENDER (or on the 1st MF/MP
D. BASE FP & MINIMUM FP: a First Fire attack can occur only if expended if this makes no difference).
the firer is able to attack with the Minimum FP required. The 1.4 ORDER OF EXECUTION: the order of execution of First Fire
Minimum FP is calculated on a “base” of 2FP flat. Shift one column to attacks for the various weapon types depends on the type of target:
the right for each +1 DRM and one to the left for each -1 DRM. Only
attacks that can reach the “base” FP are resolved. Target Attack Priority
Unit
E. DRM EQUIVALENT: any IFT column in excess of the Base FP a) Ordnance capable of firing AP, APCR, APDS,
Vulnerable
Armoured

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

HEAT (including LATW and MG firing as


but with

 it is within 3 hexes (6 hexes if vehicular) of a DEFENDER


PRC

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

offboard) in its current MPh/APh (as required by Victory


& vehicular

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

DEFENDER’s units in that Location].


Non-

b) units/Weapons attacking on the IFT (see also 5.11


Late CX declaration is taken into account but ESB is not. for IFE usage), Ordnance with HE ammunition only
G. SCOUTING: this term is used to identify a HS/Crew that is c) other Ordnance (including ATR attacks on the IFT,
currently manning no SW/Gun. Inherent SW are disregarded unless Canister and HEAT if allowed)
the HS/Crew is carrying a PF and is within PF range of an enemy 1.41 SFF, FPF & IF: First Fire attacks include Subsequent First Fire
vehicle, or is carrying ATMM/MOL and is ADJACENT to an enemy attacks, although a unit using SFF, FPF, or IF is subject to further
vehicle [EXC to all: a HS/Crew manning no SW that can TVL (F.), restrictions as per 4.-.6.
Berserk units, or a unit making a Human Wave or Banzai charge are
never considerd as a Scouting unit but also see the EXC in F., second 2. IFT FIRST FIRE PROCEDURE
bullet]. A Concealed/Cloaked unit is never considered to be Scouting 2.1 FIRE DISCIPLINE
(8.331), regardless of its actual contents.
Fire Discipline determines the Activation Range of the DEFENDER’s
H. MINOR THREAT: this definition refers to an ATTACKER’s units. Each time a non-vehicular unit enters a new Location in LOS of
vehicle that can harm (A.) a DEFENDER’s vehicle from its present an enemy unit (or there is the possibility of a Snap Shot), make a 1d10
(or the next moved to) Location only with a Final TK DR < 4, and and consult the IFT FIRST FIRE DISCIPLINE TABLE. The
ASL PBS –Version 29.0 -4- © 2020-2023 – Andrea Fantozzi
ASL PBS VERSION 29 .0
Activation Range table used (either Interdiction or Suppression) is If the firer has no current acquisition, or if its acquired Target can only
determined by this dr. be hit with an Improbable Hit, the CMG fires as per normal activation.
2.11 MULTIPLE UNITS: when a Location contains more than one [EXC: even if the firer has a different Acquired Target, if it is triggered
unit, the Activation Range for the entire stack is determined by the unit for an OFTC to fire at the new Target, then the CMG attacks that
with the longest Normal Range. The same applies to units with target first].
weapons with different Normal Ranges (such as vehicular MGs, like 2.25 FIRE LANE: an MG will attempt to place a Fire Lane upon
BMG, CMG and AAMG). exhausting its ROF [EXC: 2.251] by making a 1d6 dr < 0 (< 1 if
2.111 HS/CREW/SMC WITH MG: a HS/Crew/SMC manning a MG Interdiction Range is in effect) as indicated on the FIRE LANE
uses the MG Activation Range. If the MG’s range is not listed on the TABLE.
Activation Table, use the Normal Range that is equal to or less than 2.251 VOLUNTARY FIRE LANE: The DEFENDER may, at the
the MG’s Normal Range. Note that, starting with the “8” Normal start of the MPh, declare that a MG will use a Voluntary Fire Lane by
Range, there is no difference between Suppression and Interdiction placing a Fire Lane counter on the MG. Such an MG will attack a
Range. moving Target even if its movement would not cause the MG to attack
Example: A HS manning a Russian 2-6 LMG uses the “6” Normal Range row. just to place the Fire Lane (see 2.252 if a CFFTC would be required).
That same HS, manning a Russian 4-10 MMG, uses the “8” Normal Range A dr is still required to actually place the Fire Lane. If the 2.25 dr is
row. failed, no attack is made and the MG is not marked for First Fire. Note
that Voluntary Fire Lanes are resolved before other IFT First Fire
2.12 MODIFIERS: the Activation Range may be modified by a DRM attacks (see Sequence of Play).
Equivalent (E.). It may also be modified by a Leader/Hero (due to its
DRM modifying the attack, within the limits of 2.121) this, however, 2.252 Whenever a CFFTC is required, a unit marked for Voluntary
does not mean that such a Leader/Hero will automatically participate Firelane but not triggered to Attack, will still make the 2.25 dr. If it
in the attack (see Hold Fire Doctrine; 2.52 and Leader Direction; 2.6). passes the dr, it will not make any required CFFTC and will attack
with the MG to place the Fire Lane.
Example: a Squad with 4FP normally activates at +1 DRM up to 3 hexes when
Suppression Range is in effect. However, if it is able to exert 6FP or more, it 2.253 SHORT FIRE LANE: a Short Fire Lane is a Fire Lane that
will activate at 4 hexes (since it is able to attack with more FP than the Base spans < two hexes. There is an adverse modifier when attempting to
FP). place a Short Fire Lane.
2.121 LEADERSHIP/HERO DRM LIMIT: for the purposes of 2.3 SNAPSHOT: the DEFENDER will attempt to use a Snapshot
Activation (only) a Leader/Heroic DRM may never reduce the DRM attack whenever Interdiction Range is in effect and the Snapshot
to below zero. attack is better than a regular attack (or the Location entered by the
moving unit is out of LOS).
Example: a moving stack in a Wooden Building is in LOS of an enemy unit
directed by a 9-2 Leader. Final DRM would be -1 (+2 TEM, -1FFNAM, -2 2.3 PRIORITY FOR MULTIPLE FIRERS
Leadership). However, for Activation purposes, the Final DRM is considered If more than one unit/stack has LOS to the target, resolve Activation
to be zero, since the application of a Leader’s DRM cannot reduce the DRM (and attacks) with the following priority:
below zero.
 Mortars benefiting from Air Bursts, or with a negative TH DRM,
2.13 MG ACTIVATION RANGE: the activation range of an SW MG  attacks with a Final DRM < -1 (best attacks first),
is that of its manning infantry, unless manned by a SMC or HS/Crew;  unconcealed firer,
2.111 [EXC: MG Fire Discipline; 2.2].  closest,
2.2 IFE/MG FIRE DISCIPLINE  stack with smallest US# (including Heroes and Vehicles that could
attack the target on the IFT, but disregarding other SMC),
All types of MGs that are outside Activation Range (including  lowest DRM,
vehicular MG and MG manned by a SMC or HS/Crew) and IFE  least number of MGs; with lowest FP MG; least number of SW,
capable Guns are triggered to attack whenever one of the following  random.
conditions apply:
It is possible that further attacks will be cancelled, depending on the
 The final DRM is < 0, or target status after the first attack or because of other events. If a
 The Final DRM is +1 and the owner is able to make a 1d10 dr Location contains units that cannot form a FG (e.g. Infantry and an
< 4 [EXC: < 6 if the Interdiction Activation Range Table has AFV) the unit capable of attacking with less FP attacks first.
been selected].
2.21 MODIFIERS: DRM Equivalent does not modify such 2.4 CONDITIONAL FIRST FIRE
Activation Range. To determine the final DRM applying to the attack, In some situations First Fire is not automatic, but requires a TC, called
Leadership or Heroic DRM is accounted for (unless the Leader/Hero Conditional First Fire Task Check (CFFTC). Only units that fail their
cannot direct or participate in the attack) within the limits of 2.121. TC will First Fire. All units make their TC with a ML of 7. Leadership
2.22 JOINING IN: the manning unit will add its IFP to the MG attack DRM does not apply. Units in the same Location make a single TC
whenever there are no enemy infantry units under a “Move” marker with the result applying to all. There is no other consequence for
(14.1) within the manning unit’s Normal Range (or within 6 hexes, failing a CFFTC and such a TC does not cause loss of Concealment. A
whichever is greater). The addition of the firer’s IFP may be TC is required when any one of the following conditions is satisfied:
mandatory if Minimum FP is not reached.  The target unit is Scouting (see Definitions; G.), or
2.23 MG vs AFV: Infantry-manned MGs will usually attack a target  the target units have used Assault Movement [EXC: if placing a
that can be affected on the IFT. However, an infantry-manned MG DC with AM, an adjacent DEFENDER will consider that
will make an OFTC to attack an enemy AFV if such is a Class B or movement as “normal” movement], or
better target.  the firer is Concealed, or
 the firer is adjacent to other unbroken ATTACKER’s units that
2.24 VEHICULAR CMG: a CMG of an armed-vehicle that currently could be affected by the firer, or
has an acquired target, will attack a different target only if one of the  the target is Cloaked
following conditions apply:
This TC is subject to the DRMs listed in the CONDITIONAL FIRST
 the target is subject to a negative DRM and is ADJACENT, or FIRE TABLE. Note: a CFFTC cannot cause a Sniper Check.
 the target unit is subject to a negative DRM and can TVL (F.), or
 the target is carrying a LATW that could affect the firer (barring
improbable hits/CH) in the following AFPh.

ASL PBS –Version 29.0 -5- © 2020-2023 – Andrea Fantozzi


ASL PBS VERSION 29 .0
2.5 HOLD FIRE DOCTRINE 3.111 INFANTRY TARGET: an OFTC is triggered whenever an
Determine, for the current unit/stack if Hold Fire Doctrine is enforced. Infantry Target expends one or more MF for any purpose.
Roll a 1d10 to and consult the HOLD FIRE DOCTRINE TABLE. 3.112 CHANGES TO VEHICULAR MOVEMENT: when using
If the result is Hold Fire Doctrine enforced, not all units in a stack (or PBS rules, the following changes apply to Vehicular movement.
IFE/MGs on a vehicle) will fire. The DEFENDER will attack with the 3.1121 ACTION DECLARATION: whenever a moving vehicle
units/weapons that are able to reach the Minimum FP required. If more performs an action that requires expenditure of MPs, it must declare if
than one unit/vehicular-MG/IFE is equally able to reach it, attack with its Next Action will be either:
the following priority: unconcealed, not manning a SW, not using a) pivot left or pivot right, or
Sustained Fire, unit/weapon with the lowest FP, unit manning the b) the entry of a new hex, or
lowest FP MG, manning other SW, random. If the selection process c) the entry of a new hex using VBM.
selects a unit manning a MG, and both the unit and its MG have the
same FP, then the unit is selected (and not the MG). Such action is declared by placing an Action counter (“Pivot L”,
“Pivot R”, “Next” or “Next VBM”; for VBM, use the appropriate
Example: a hex contains a stack of two Russian 4-4-7 Squads, with one of them counter so that correct hexside, that the vehicle wishes to Bypass, is
manning a 4FP MG. On an attack subject to a +1 IFT DRM, a minimum of also indicated) in the hex it wishes to enter on its next MP expenditure
4FP are needed. When subject to Hold Fire, the 4-4-7 is automatically selected (or in its hex for a “Pivot” Action).
(since it is not manning a SW). If there were only one squad with the MMG,
then the Squad would be selected, even if the MMG has the same FP as the
3.1122 ACTION CHANGE: once declared an action may be changed
Squad. only if:
2.51 ADDING MORE UNITS FOR MINIMUM FP: if a single a) the vehicle is attacked in its present Location/Facing, or
unit/weapon is not able to reach the Minimum FP required for that b) the vehicle fails a SD/SG placement attempt.
attack, other units/weapons must be added. Add units so as to attack In this case, the ATTACKER may remove any previously placed
with the smallest number of units/weapons and smallest FP, adding Action counter, and replace it with a different one (or place it in a
HS/Crews that are manning a SW last. Note that a HS/Crew manning different, eligible Location).
a LATW/Gun has further restrictions as per 5.13 and 5.14. 3.113 VEHICULAR TARGET: an OFTC is triggered whenever a
2.52 HOLD FIRE & LEADER DIRECTION: a Leader (see 2.6) Vehicular Target:
will always direct a MG if it participates in the attack. If more than one  will present a less favourable Target Facing in its next Planned
MG is present, the Leader will direct the attack only if it is the highest- Action (3.1121), or
FP MG he can direct. If no MG is present, a Leader will direct the  will be subject to a less favourable TH DRM or greater Final
attack only if the majority of units in FP (in the stack) participate in the TK# in its next Planned Action (3.1121), or
attack. Note that a Leader which, due to its DRM, modified the  will exit LOS, gain an HD status, or move below Minimum
Activation Range, may be excluded if the Minimum FP is reached Range in its next Planned Action (3.1121), or
without its assistance. Once a Leader is added (or excluded), the firers  expends a Start MP [EXC: if Case J already applies], or
are determined and the attack is carried over.  expends a Stop MP, or
2.53 AUTOMATIC HOLD FIRE DOCTRINE: if the ATTACKER  declares a Bump (C.), or
is Infantry performing a Bump, or is a lone unconcealed SMC as  immediately when another DEFENDER’s vehicle/AFV must
described in 5.23, the Hold Fire Doctrine is automatically enforced make a DI or Motion Attempt (3.5-.52). Such OFTC is made
(no dr is necessary). only by units not subject to a DI or Motion Attempt.
 is adjacent [EXC: if also executing an OVR; 5.26].
2.6 LEADER DIRECTION:
3.12 SAME-FIRER ATTACK LIMIT: if a vehicular target ends its
A Leader will direct fire of a MG and, therefore, any attack which the MPh with any MP remaining, an OFTC is made (and a Bounding First
MG participates in. If a Location contains more than one MG, a Fire may be declared) for each Case J DRM change in the TH [EXC:
Leader will attempt to direct them all. If this is not possible, he will if the moving vehicle keeps ROF, it can use the next MP(s) to fire
direct the MG with the highest FP. If a MG is not added to an attack, a again, also, the DEFENDER may use its ROF normally, depending on
Leader will direct that attack only if the majority of the units FP (in the how many MP are spent.]. After that, no OFTC can be made, nor can
stack) are attacking (see also Hold Fire Doctrine for Leader Direction; the vehicular target declare a BFF shot, unless it begins expending MP
2.52). A Leader may also direct fire from a LATW/Light-Mortar if again.
there is no MG that he can direct and a LATW/Light-Mortar is due to
EXAMPLE: The ATTACKER moves an AFV in LOS of a DEFENDER’s Gun
attack.
and the TH DRM is +4 (J2). The DEFENDER makes the OFTC but holds
2.61 ARTILLERY OBSERVER: A Leader manning a Radio or Field Fire. Now the AFV stops (expending another MP) and the DRM is +3 (J1).
Phone that currently has Radio Contact will never direct a fire attack if The DEFENDER makes another OFTC but holds fire again. Assume that the
this would prevent him from maintaining Radio Contact. This moving AFV has still 8 MP left. These 8 MP may trigger only one more OFTC,
restriction is lifted if a target is ADJACENT and the Leader has a and this will occur on the very next “delay” MP, where the TH DRM will be
negative Leadership DRM. A Leader with a zero (or positive) +2. If the Gun holds its fire again, no further OFTC is allowed, neither can the
Leadership modifier will never direct a fire attack if he can perform moving AFV declare a BFF shot after that point. However, if the AFV begins
OBA operations (even if currently without Radio Contact). expending MP again (including Delay MP), an OFTC (and eventual BFF)
3. ORDNANCE FIRST FIRE PROCEDURE may occur.
All Ordnance weapons with LOS to a target can theoretically be 3.13 DIFFERENT FIRER ATTACK LIMIT: After an attack is
eligible to fire at the same target. Ordnance weapons are checked one completed, additional Ordnance attacks by a different unit on the same
by one (and subject to an OFTC if eligible) for possible attacks. For MF/MP expenditure are performed only if:
the purposes of these rules, Ordnance comprises all weapons that  The firing unit has a greater TK# or IFT (for attacks on the IFT)
require a TH DR, and therefore include LATW and MG used as attack value, or
Ordnance (see also 2.23, MG vs AFV, for further restrictions when  The moving unit is TVL, or
firing MG as Ordnance).  The moving unit is performing a Bump.
3.1 ORDNANCE FIRE TASK CHECK (OFTC) If none of the above applies, a different firer will make an OFTC only
on a subsequent MP/MF expenditure (subject to the limits of 3.113).
3.11 TRIGGERING AN OFTC: an enemy moving target (either See also 4.3 for the required dr for successive attacks.
Infantry or Vehicular) triggers an OFTC depending on the nature of
the Target, as indicated below:
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3.14 INTENSIVE FIRE: To attempt Intensive Fire vs. a vehicular 3.2. PRIORITY FOR MULTIPLE FIRERS
Target, the Target must be a Class B or better Target. An OFTC must The order of execution of Ordnance attacks depends on the nature of
still be made to allow a shot. In addition, the firer must be able to pass the target.
the Sustained/Intensive Fire dr (4.6). Against an Infantry Target,
Intensive Fire may be used only if the Target possesses a LATW that Against unarmoured Targets, priority is:
is not considered a Minor Threat (H.), or is ADJACENT, or is TVL.  firer with acquisition on target,
3.15 APCR, APDS & HEAT AMMUNITION: a DEFENDER will  non-Intensive-firing,
use Special Ammunition (such as APCR, APDS, HEAT) only if their  Mortars and Guns that can only fire HE,
usage can make a lower-class Target, a Class A Target. If no Target, in  closest,
the enemy OB, can be treated as a Class A Target, then the usage of  within CA,
Special Ammunition is made:  best TH#,
 random.
 whenever Target Class increases (e.g. from Class C to Class B),
or Against armoured Targets, priority is:
 when using Special Ammunition, the enemy AFV would be  firer with acquisition on target,
harmed (A.) with a TK DR > 7, while the TK DR would be  firer with a flank/rear shot (if facing is more vulnerable),
lower than 7 if using regular AP ammunition.  non-Intensive-firing,
If all enemy Targets are already Class A, then Special Ammunitions is  closest,
used:  within CA,
 best TH#,
 against the Target with the greatest Armor Factor, or  best TK#,
 when using Special Ammunition, the Target would be harmed  Mortars and Guns that can only fire HE attack last.
(A.) with a TK DR > 7, while the TK DR would be lower than 7
if using regular AP ammunition. 3.3 OFTC RESOLUTION
3.16 CANISTER AMMUNITION: Canister Ammunition may be An OFTC is made for each armed Vehicle/Gun/LATW/Light-Mortar
used only if the target has a US# > 3 and is subject to a IFT DRM < 0 by rolling a 1d10 die and comparing the result with the OFTC
if the Depletion Number is < 7, or vs Berserk, Human Wave and TABLE. Note that, vs an Infantry Target, the 2.4 Conditional First
Banzai charges (at player’s discretion; 5.25). Increase the DRM Fire Task Check is not required. All modifiers are factored into the
needed to allow Canister fire for every increase of 1 in the Depletion OFTC TABLE.
Number (e.g. if the Depletion Number is 8, a DRM of +1 allows 3.31 OFTC DETERMINATION: calculate the Final TH# and
Canister Fire, +2 with a Depletion Number of 9, and so on.).Canister is subtract all DRMs that apply to the attack [EXC: for a vehicular Gun,
treated as any other IFT attack (and thus may be subject to a the DRM for case A is not included in the calculation if the moving
Conditional First Fire TC). unit is a stopped vehicle within 6 hexes or an armed vehicle within 2
3.17 ATT vs. ITT: Ordnance will use Area Target Type to attack an hexes of the firer and also in its side/rear CA (either stopped or non
unarmoured Target (instead of the Infantry Target Type) whenever an stopped)]. Compare the number obtained with the OFTC TABLE to
attack on the ATT has a greater chance of hitting the Target, and the see the highest number that must be rolled with a 1d10 to actually
DR required for a hit on the ITT is < 4, and an Original DR of 5 on the attack the Target, and consult the OFTC DIE ROLL MODIFIERS
IFT would cause a NMC or better result. All three conditions must TABLE for modifiers to the die roll.
apply. 3.32 OFTC GUIDELINES FOR INFANTRY & VEHICULAR
3.18 DI vs. TK ATTACK: Ordnance will attempt a DI attack (in lieu TARGETS: When attacking an Infantry Target, follow the procedure
of a “regular” TH/TK process) vs. a Class C or D Target whenever the outlined in 3.321. When attacking a Vehicular Target, follow the
final TK DR needed to harm the Target (i.e. Eliminate, Shock or procedure outlined in 3.322. Each target type has different
Immobilize it) is < the TH DR needed to obtain a hit with a DI attack. requirements and exceptions. See also 3.4 for die roll modifiers
However, if the DEFENDER has Special Ammunition with a D# < 4 applying to an OFTC dr.
that could treat that Target as a Class B or better Target, make a dr to 3.321 OFTC VS INFANTRY TARGET: Ordnance will attack an
see if that Special Ammunition will be used. On a dr < the Special Infantry Target if anyone of the following conditions apply:
Ammunition D#, the TK value will be based on that ammunition type.  The Infantry Target is ADJACENT, or
This is how to decide whether to use DI or a regular TK attack. This  The Infantry Target is carrying LATW that could affect (barring
type of attack must be determined before making the required OFTC improbable hits/CH) the DEFENDER’s vehicular firer in the
(since it determines the modifiers to the OFTC). AFPh, or
EXAMPLE: it is 1944. A Russian IS-2 tank expends a Start MP in LOS of a BU  The Infantry Target is TVL and there is no Class B or better target
German StuG IIIG at 4 hex range. The TK value for the StuG’s MA is 17 and that could TVL in that MPh.
the lowest frontal AF of the IS-2 is 14. This means that the StuG can harm the  The firing weapon is a Mortar or a Gun that can fire only HE and
IS-2 on a final TK DR < 3. there is no armed-unarmoured vehicular target (see also the
The IS-2 would be normally attacked with a DI attempt; this is because the TH definition of Target) that has yet to move and is at a range < 12
DR needed for a DI attempt would be a 4 (10 TH, +5 for the DI attempt, +1 for hexes, or has already moved/fired and could be attacked during
being BU), making the TK DR needed lower than the TH DR needed for a DI Final Fire.
shot (3.18). If none of these conditions apply, Ordnance may nevertheless attack
The StuG, however, also has APCR available with a Depletion Number of 4 an Infantry target if:
(A4 on the back of its counter for 1944). Such APCR ammunition was not taken  There is no vehicular target that is a Class B (or better) target that
into account when determining Target Class, because only ammunition with a has yet to move and is at a range < 12 hexes, nor that has already
D# > 5 is considered (A.5). The StuG must now make a dr now to see if it will moved/fired and could be attacked during Final Fire, or
eventually use APCR ammunition. If the dr is < 4 (i.e. < its D#), then APCR is  The Infantry Target is subject to a Final TH DRM of < -2 and has
to be used. At this point, the TK DR needed to harm the IS-2 increases to 7 a US# > 3 and there is no Class B (or better) target that has already
(75L APCR at 4 hex range has a TK# of 21). 7 is not < the TH DR needed for a moved/fired that could be attacked during Final Fire.
DI attack (which is 4) therefore the StuG will first attempt a regular attack
3.322 OFTC VS VEHICULAR TARGET: Ordnance will usually
using its APCR ammunition.
always make an OFTC to attack an enemy moving vehicular target,
with the following exceptions:

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 A vehicle that becomes immobilised/bogged by its MP 3.55 AMMO VEHICLES: an Ammo Vehicle that is adjacent to or in
expenditure does not trigger an OFTC. the same Location as the vehicle it is serving (E10.2) will
 If the Target is a Class C or D Target, a vehicular DEFENDER automatically go into Motion if the vehicle it is serving makes a
firer will make a Motion Attempt or DI attempt (depending on successful Motion Attempt. This is the only case that allows such an
range; see 3.5) if the Target itself is able to Immobilize, Shock or adjacent or same Location Ammo Vehicle to go into Motion (i.e. it
Eliminate it with a final TK DR > 5. will never make its own Motion Attempt).
3.323 MOTION FIRER: a Motion DEFENDER will behave as a non 4. CONTINUING ATTACKS
Motion vehicle. The “doubling” of the lower DR (where applicable) is
represented by a +4 TH DRM equivalent for OFTC purposes. If the The same target unit may be attacked more than once on an MF/MP
OFTC is failed the DEFENDER will make a Motion Attempt to expenditure, either by the same attacker and/or by other attackers,
change CA to less vulnerable facing and place Smoke via SD/SG. If depending on the status of the target unit after it has been attacked (and
the Motion attempt fails, the DEFENDER will still make an SD/SG the current Victory Conditions).
placement attempt. 4.1 ENDING ATTACKS: First Fire attacks end when all of the Target
units are either Pinned, Broken, Stunned, Shocked, Immobilised or
3.4 MODIFIERS TO THE OFTC eliminated. [EXC: In a scenario where Victory Conditions are based
The die roll modifiers listed in the OFTC DIE ROLL MODIFIERS on CVP, the DEFENDER will continue to attack a Broken unit in an
TABLE apply to an OFTC die roll. Check the footnotes since some attempt to eliminate it].
modifiers apply exclusively to Vehicular targets, while others to 4.11 VS. JAPANESE: a Full Strength Japanese unit that is Step
Infantry targets. If not otherwised specified, a drm applies to both Reduced by a First Fire attack, is treated as being Broken for the
Vehicular and Infantry target. purposes of ending First Fire attacks against it, as indicated in 4.1
3.5 MOTION ATTEMPT [EXC: if the just Step Reduced unit is TVL, or is ADJACENT, or is
placing a DC it may/must be attacked again]. This restriction is lifted
A vehicle that faces a Class C or D Target that can Eliminate, if the unit begins moving again.
Immobilize or Shock it with a TK DR < 5, will attempt to immobilise
it with a DI attack (if within allowed range; but see also 3.18) and/or 4.2 MANDATORY ATTACK BY SAME FIRER: if the requirements
make a Motion Attempt [EXC: Ammo Vehicles; 3.55]. Such a DI of 4.1 are not met, the same firer will automatically attack the same
attack or Motion Attempt is made only after other eligible units have target with either FF/SFF/FPF, multiple ROF, Intensive/Sustained Fire
performed their OFTC. (including attacks by MA and SA). This mandatory attack is made
prior to checking for attacks by other units. It does not requires
3.51 DI vs MOTION ATTEMPT: a DI attack is always attempted additional Activation checks (e.g. Conditional First Fire TC, OFTC,
before a Motion Attempt. A Motion attempt is made only if the etc.), but is subject to all of the restrictions applying to Subsequent
required OFTC for the DI attack is failed (or the firer cannot perform a First Fire, Final Protective Fire, Intensive/Sustained Fire.
DI attack, or the DI attempt would be successful on a TH DR < 2).
4.2.1 A unit due to attack as per 4.2 that is already marked with First
3.52 MOTION ATTEMPT REQUIREMENTS: The Motion Fire, but manning a SW that is still unmarked, will attack with the SW
Attempt is required when one of the following conditions is met first (and vice-versa). SFF/FPF will be used only after all First Fire
[EXC: if the moving vehicle is a Class C Target, it must first make a possibilities are expended (or if Minimum FP requirements are not
1d10 dr < 6 to make a Motion Attempt; on a dr > 7 it will instead met).
make an OFTC in an attempt to attack it as per 3.18; also, if the
DEFENDER is Concealed no Motion attempt is made; if the 4.3 ATTACKS BY OTHER FIRERS: if the Target is still eligible to
DEFENDER does not fire, nothing happens].: be attacked (4.1), the next unit/stack is checked. To actually attack, a
1d10 dr < 6 must be made. Consult the ATTACKS BY OTHER
 The ATTACKER’s AFV stops (regardless of range), or FIRERS TABLE for results and modifiers.
 The ATTACKER’s AFV has a Gyrostabiliser and enters within 6
hexes of the DEFENDER’s vehicle for the first time (i.e only one If the dr is passed, then the normal procedure for either IFT or
attempt is allowed), or Ordnance attacks is followed. If the dr is failed, this ends the attacks
 The ATTACKER’s AFV has a Gyrostabiliser and is within 2 caused by that MF/MP expenditure.
hexes of the DEFENDER’s vehicle (an attempt is allowed on each 4.4 SUBSEQUENT FIRST FIRE: Subsequent First Fire attacks are
MP expenditure). treated as normal First Fire attacks and thus follow the same
To make a Motion Attempt, the firer must pass a TC (7ML), and, in Activation procedure [EXC: Mandatory attack by same firer; 4.2].
some cases, such a TC is made for each Location entered or MP However, disregarding any ATTACKER’s adjacent unit (but see also
expended for other activities (i.e. a CA change, Stopping, etc.). If the 4.423), if there are other ATTACKER’s units that still have to move,
moving vehicle expends more than one MP for moving into a and are at distance that is (choose the lower value that applies)
Location (i.e. due to Terrain Cost), only one dr is made and this must  < that of the closest in-LOS ATTACKER’s unit +2, or
be made on the MP that maximizes the chance of success. Once it is  < DEFENDER’s unit Normal Range +2 (of either IFP or
determined that the DEFENDER will make a Motion Attempt, the SW),
Motion Attempt is actually made only after any attack caused by that SFF is dependent on a 1d10 dr [EXC: automatic Subsequent First Fire
MP expenditure (including attacks by other firers; 3.5); if the 4.422 & 4.423; see also 4.41-.43 for special cases and additional
ATTACKER is eliminated/Shocked/Broken or its Crew abandons the exceptions]. Ordnance attacking with the TH/TK process is never
vehicle, the Motion Attempt is cancelled. The dr is subject to the subject to this restriction, since it does not use Subsequent First Fire; it
modifiers listed in the MOTION ATTEMPT TABLE. is however bound to the Intensive Fire limitations (4.6). On a 1d10 die
3.53 DIRECTION: when performing its Motion Attempt, the roll < 6 the DEFENDER will SFF. Consult the SUBSEQUENT
DEFENDER will use either Forward or Reverse Motion. Determine FIRST FIRE TABLE for results and drm.
the direction considering the following priorities (for its upcoming The Minimum FP must be reached and, if using SW, the actual usage
MPh): out of LOS, increasing TH DRMs, Hull Down, random. of SW, subject to Sustained Fire, must be checked before calculating
3.54 SMOKE: a vehicle performing a Motion Attempt will also the FP used in the SFF attack. If a unit eligible for SFF has MGs that
attempt placement of Smoke via its Smoke Dischargers (or with have not fired yet, it will attack with that MG first (as normal First
Smoke Grenades if Smoke Dischargers are not available). Such an Fire) unless Minimum FP cannot be reached (in this case both the unit
attempt is allowed on the same DEFENDER’s MP expenditure and is and its MG attack as SFF). For the same reason, if a unit possesses a
made even if the Motion dr is failed. This attempt must coincide with SW that is marked with First Fire, but the unit is not, that unit will first
the Motion Attempt (thus it is not made if the TC allowing the Motion attack with its IFP (assuming that minimum FP can be reached).
Attempt is not passed).
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4.41 SFF BY LATW/MORTAR-ARMED SQUAD FIRER: a squad TK TABLE). Depending on the type of attack chosen, the Gun will
possessing an unmarked LATW/Mortar that is due to attack with SFF attack in the appropriate segment (1.4).
will instead use its LATW/Mortar (if otherwise allowed) and retain its 5.12 MG/LATW vs AVF BUMP: a MG/LATW will attack an AFV if
SFF capability. An OFTC is still required. If failed, the unit will use subject to a Bump and the vehicle is a Class C or better target and the
SFF normally. TK DR needed is greater than the DR needed to harm the AFV in CC;
4.42 SFF EXCEPTIONS: the following situations override 4.4 for otherwise the unit will wait to attack the AFV as CC Reaction Fire.
Subsequent First Fire determination: The OFTC will be made as soon as the vehicle becomes adjacent and
4.421 BUMPED UNIT: a unit/stack subject to a Bump will not use declares the Bump. If Street Fighting in the ADJACENT Location can
Subsequent First Fire until the enemy unit enters his Location, unless apply, consult the relevant section to see if the AFV is attacked by CC
able to obtain at least a K result on a DR of 5 (this to possibly avoid Reaction Fire instead.
FPF). For a unit subject to a Berserk/HW/Banzai charge see 5.25. 5.13 HS/CREW WITH LATW FIRER: a HS/Crew manning a
4.422 DC ATTACK: a unit/stack subject to a DC placement attempt LATW (not Gun) should generally use its LATW to attack an enemy
vs. its Location will automatically use Subsequent First Fire if this vehicle; therefore such an HS/Crew will fire its IFP only if the target is
may prevent the placing unit to complete its placement. within 2 hexes and is subject to a drm of < -1, or is ADJACENT.
Minimum FP requirements still apply. If required to attack with its
4.423 SFF vs. ADJACENT UNITS: when the ATTACKER moves IFP, such HS/CREW will instead attack with its LATW (instead of
his unit(s) adjacent to a DEFENDER’s unit, that DEFENDER’s using its IFP) if a DR of 7 would result in a hit (no OFTC is
unit/stack will automatically use Subsequent First Fire vs. the adjacent necessary). Additionally, if no enemy vehicle, that is a valid Target,
moving unit as soon as the IFP of all adjacent, GO and unpinned can be attacked this turn, the HS/CREW will use its IFP normally (e.g.
ATTACKER’s units is > the IFP of the DEFENDER’s (counting each all enemy AFV have already moved and are out of LATW range, or
ATTACKER’s SMC and each negative Leadership/Heroic DRM as 1 there are no enemy AFV on board, etc.)
FP).
5.131 ATR: an ATR is triggered to fire at a moving Infantry Target as
Example: a German 467 Squad stacked with an 8-1 Leader moves adjacent to
if it were an MG. However, it must also abide to the restrictions of
a Russian 447 stacked with an 8-0 Leader. For the purposes of 4.423, the
Ordnance attacks vs. Infantry targets, even if it is not required to make
German is assumed to have a total “IFP” of 6 (4 IFP for the squad, 1 IFP for
an OFTC (i.e. it is attacking on the IFT).
the Leader, 1 IFP for a Leadership of -1), and the Russian of 5 (4IFP for the
Squad and 1 IFP for the Leader). 5.14 GUN CREW & (LIGHT) MORTAR HS/CREW FIRER: a
Gun Crew manning a Gun as well as an HS/Crew manning a (light)
4.43 MANDATORY SFF ATTACK: if there are no other units left to Mortar that fails it OFTC vs Infantry (or one that can fire AP ammo
move that can be attacked by that unit, the unit automatically uses only, or that cannot make an OFTC due to restricted CA or Range
Subsequent First Fire (i.e. no 4.4 dr is needed). restrictions, or cannot use IF) will attack an Infantry unit with its IFP if
4.5 FINAL PROTECTIVE FIRE: the DEFENDER will use FPF the target is within 2 hexes and subject to a drm of < -1, or is
only if it passes a TC (1TC for units with a Morale < 6), applying a ADJACENT. Minimum FP requirements still apply.
DRM equal to the Final DRM of the Attack. A unit will not use FPF 5.15 FIRST FIRE BY MOLOTOV-ARMED FIRER: usage of
if: Molotov Cocktails requires a 1d10 die roll. Only a unit that rolls < 7
 his breaking would cause his elimination for FTR, make it will actually use Molotov (i.e. make a MOL Check) [EXC:
subject to Interdiction, or Surrender, or Mandatory MOL attack; 5.153]. In a FG, the unit making the MOL
 his breaking would leave a Victory Location devoid of Check is the unit that has the greatest chance of obtaining MOL (not
DEFENDER GO units in the Victory Location, or manning a SW, lowest quality, random). Consult the MOLOTOV
 there are no GO DEFENDER units at a distance (from a Victory COCKTAILS TABLE.
Location) < that of the unit using FPF. 5.151 vs. UNARMOURED TARGETS: the 5.15 die roll is modified
Ony one FPF attack (and TC) is made even if the target unit expended by a drm equal to the (reversed) drm applying to the MOL Check dr
> 1 MF to enter the Location. (A22.611). Additionally, Apply a -1 drm per each unit > 1 MMC in
ADDITIONAL FPF RESTRICTIONS: even when the requirements the Target Location, and a -1 drm per each final negative DRM
of 4.5 are met, PFP is conducted only if: applying to the attack.
 The FPF attack is able to affect a number of ATTACKER’s 5.152 vs ARMOURED TARGET: the 5.15 die roll is modified by a
units with a FP total of at least 2:1 greater than the firing unit(s) drm equal to the (reversed) drm that apply to the MOL Check, as well
(counting each SMC and each Leadership/Heroic DRM as 1 as by any (reversed) DRM on the TK Table (including Rear Armour
FP), or and Elevation Advantage TK Modifications (Cases A and B: C7.21-
 The FPF attack is able to affect at least one ATTACKER’s units, .22). Apply a -2 drm if the firing side has currently no Ordnance
provided it is subject to a final negative DRM and the FP total of (including LATW) that can treat the enemy AFV as a Class A Target
all ADJACENT ATTACKER’s units is at least 2:1 greater than (based on the AVF’s front Target Facing).
that of the firing units. 5.153 MANDATORY MOL ATTACK: a unit/stack unable to reach
4.6 SUSTAINED/INTENSIVE FIRE: when an MG/IFE/Ordnance the Minimum FP will automatically make a Molotov Check if such
is instructed to use Sustained/Intensive Fire, it will actually attack only would grant enough FP for satisfying the Minimum FP requirement; a
if it passes a usage dr that depends on its current B# (thus taking into Target that is TVL will be automatically attacked by MOL if it is an
account Ammunition Shortage). See the SUSTAINED & AFV or the MOL FP would increase the total FP for the attack.
INTENSIVE FIRE TABLE. 5.2 SPECIAL TARGETS: always check if the Target of an attack
5. SPECIAL FIRERS/TARGETS falls in one of the following categories. The procedures indicated here
takes precedence over the normal First Fire procedure.
5.1 SPECIAL FIRERS: always check if a unit triggered to attack falls
in one of the following categories. The procedures indicated here takes 5.21 BELOW MORTAR MINIMUM RANGE: a target that is below
precedence over the normal First Fire procedure. a Mortar minimum range will be attacked normally by the Mortar
owner (i.e. as if they were not manning a Mortar).
5.11 IFE-CAPABLE GUNS: an IFE-capable Gun (either vehicular
mounted or not) will always attack a non-vehicular Target on the IFT 5.22 PRC TARGET: If the moving unit has vulnerable PRC, a unit
if able to reach Minimum FP (D.), or attempt an OFTC otherwise will attack it on the IFT whenever it can attack it with the Minimum
(subject to all the limitations of Ordnance fire vs. Infantry Targets; FP required, provided the target is within normal range of the firer
3.321). When firing at an unarmoured vehicular Target, it will use the IFP/SW (even if the Target is beyond activation range). Note that a TC
TH process when such is more effective vs that Target (as per IFE VS for Conditional First Fire (as well as for Hold Fire Doctrine) might

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also be required [EXC: a unit with a LATW will not forfeit its Ordnance and Reaction Fire attacks (6.1 and 6.4) apply normally.
Ordnance attack vs. an enemy AFV within LATW range in order to When conducting an Overrun, the player takes control of how the
attack its PRC on the IFT, in such a case the unit will attack the PRC DEFENDER conducts First Fire (5.26).
only when its LATW attack is not (or no longer) possible].
Example: an AFV with Riders moves within range of a Squad armed with a
Bazooka. The Squad attacks the Riders of the IFT with no effect. The AFV
continues to move. If the AFV is within Range of the Bazooka, the Squad will
not use Subsequent First Fire to attack the Riders, since it would then be
unable to use the Bazooka against the AFV. It will wait until the AFV makes an
action that allows an OFTC in order to attack it with the Bazooka.
5.23 LONE SMC TARGET: when attacking a lone SMC, always
attack with Hold Fire Doctrine, unless he is carrying a SW, has a
“minus” modifier, or it is a Leader that could end its MPh in a
Location with Broken units or ADJACENT to them. In this case,
determine Hold Fire Doctrine normally.
5.24 SMOKE PLACING INFANTRY TARGET: an Infantry unit
that uses AM and fails its Smoke Placement dr by rolling a 6 (thus
ending its MPh) does not trigger Defensive First Fire, unless it is
subject to FFMO.
5.25 BERSERK/HW/BANZAI INFANTRY CHARGE: the First Fire
rules presented here do not apply when attacking an enemy unit who is
making a Berserk/Human-Wave/Banzai charge (including a T-H Hero
Banzai Charge). In such a case the DEFENDER will fire as he sees fit
with either IFT or Ordnance attacks.
5.26 OVERRUN: once an OVR is declared, First Fire is executed by
the Player without using PBS rules. The Player will conduct First
Fire/Reaction Fire as he sees appropriate (as in an HW/Banzai
Charges situation). Note that an OVR must be declared as soon as the
OVRing vehicle is in position to overrun (see C. in the Definitions).
6. STREET FIGHTING REACTION FIRE
6.1 An Infantry unit capable of attacking a Moving vehicular Target in
an ADJACENT Location (D7.21 & A11.8) will use Street Fighting.
Street Fighting is attempted after any IFT or Ordnance attacks by that
unit have been made [EXC: if the CC DR required to affect the
moving vehicle is equal to or greater than the TK DR needed to affect
it, Reaction Fire is attempted first. See 6.4]. To use Street Fighting a
unit must make a 1d10 dr < 6 [EXC: no attempt is made if the
vehicular target could be affected on a 2 CC DR only]. If multiple
units are eligible to attack, use the following priority: not in a Victory
Location, best chance of success. Consult the STREET FIGHTING
TABLE for results and modifiers.
6.2 EXCEPTIONS: a unit that must leave a Victory Location/Building
and is subject to any type of attack in the Vehicle’s Location (e.g.
Residual Fire, Mines, OBA), or that would enter Wire/Panji will not
use Street Fighting unless at least one unit remains in the Victory
Location/Building.
6.3 SMC: an SMC (Leader/Hero) will automatically participate in the
attack unless he must leave a Victory Location/Building and be subject
to attacks or movement restrictions as per 6.2. In this case the SMC
must make its own dr to actually attack.
6.31 T-H HERO: an eligible unit/stack (G1.431 & G1.423) that uses
Reaction Fire as per 6.1 or 6.5 may generate a T-H Hero if it makes a
dr of 1. Such dr is modified by -1 if, due to the presence of the T-H
Hero, the enemy vehicle could be affected by a final DR of 7, or by -2
if it could be affected by a final DR of 8. For the purposes of this
calculation, it is assumed that the T-H hero will pass his ATMM check
(G1.4231); therefore, assume that the –3 DRM to the CC attack due to
ATMM always applies.
6.4 PROCEDURE: when the Target would be subject to both
Ordnance and Street Fighting attacks, first determine the unit(s) using
Reaction Fire. Next, carry out the Ordnance/Reaction Fire attack
depending on the best TK chances as outlined above.
6.5 ENTRY OF ENEMY LOCATION: a vehicle entering an enemy
Location without performing an Overrun is automatically subject to
CC Reaction Fire attacks up to the normal First/Final Fire capabilities
(no dr is needed). The principles of order of resolution between

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7. MINES Note: counters for all types of Minefields are provided with these
The following rules are used whenever one side receives hidden AP or rules. Their usage is not mandatory but they can make the placement
AT Mines. Known minefields are placed as per standard rules. of Minefields much simpler. The counters also have a specific counter
for the “Road” Minefield type, so that it cannot be confused with a
7.1 MINEFIELD STRENGTH: when allotting mines, a side will “normal” Minefield.
determine the total number and strength of minefields normally,
receiving minefield counters as usual. He will also receive one EXAMPLE: the minefield area is represented here by red dots that are placed
Dummy counter for each 24 Factors received (FRD but minimum of within three hexes of the minefield counter and along the road. The blue dots
one). For this purpose, an AT mine is equivalent to 3 AP minefield are placed on non-Road hexes adjacent to the “mined” road. Note that F5, K4,
factors. M4 and M7 are not included in the minefield area.
7.2 AP/AT MINEFIELDS SETUP: a player sets up on the map each 7.6 OVERLAPPING AREAS: two or more overlapping minefield
minefield counter received (including Dummy minefields). It is not areas of the same type have no particular effect. If the overlapping
important what the strength of each counter is as this will be areas contain different types of mines (AT and AP), the hexes that the
determined when each minefield is revealed. For this purpose, use two areas overlap may activate both AT and AP mines. AT mines are
only unknown minefield counters (or the special Minefield counters always checked before AP mines. If mines are activated in a hex that is
provided here). common to two or more same-type minefield areas, determine
randomly to which minefield area the activated mines belong (this is
7.3 MINEFIELD AREA: each counter represents an area where important for minefield area removal).
mines may be
activated. It is 7.7 TRIGGERING MINES: whenever an ATTACKER’s unit of the
movement of enemy appropriate type enters a Location in a minefield area, there is the
units within this area possibility that mines are triggered and the Minefield is revealed (and
that may trigger mines. attacks). Note that the possibility of the existence of mines is
The side owning a independent on how many times a Location is entered.
minefield does not 7.71 ENTERING A MINEFIELD AREA: when a unit enters an
trigger mines and may AP/AT minefield area, make a DR. On a DR of 11 the unit has entered
freely move in a a Mine. Randomly select one of the minefield counters in the owning
minefield area. Once side OB and place it face up in the Location. The unit is then attacked
revealed, mines attack normally and the minefield area belonging to the just-revealed
friendly and enemy forces equally. unknown Minefield counter ceases to exist [EXC: if the terrain has an
7.4 MINEFIELD PLACEMENT: when placing a counter on the inherent or hexside TEM > 1 and is within LOS & Normal Range of a
map, it is important to position an unknown Minefield counter DEFENDER’s unit, or is in/adjacent to a VC Location (including
properly since this determines the offboard), or is a Road hex in an Road Minefield, mines are triggered
minefield area. The “bottom” of a on a DR of 10].
minefield counter must be placed 7.72 CG STRATEGIC LOCATIONS: in many CG there are
pointing either to a hexspine or to a Locations that are not Victory Locations but are nevertheless
hexside and determines an area three important for Perimeter or Setup Area determination. Such Locations
hexes deep and seven hexes wide. See are often defined as Strategic Locations, although the terminology
the two illustrations to the right to see may vary from CG to CG (they may be Locations with a certain TEM,
the minefield area for each particular or road intersections, Foxholes, etc.). In a CG, these Locations are
placement; the minefield area treated as Victory Locations for increased Minefield activation (7.71).
comprises all hexes containing a blue 7.73 PROHIBITED LOCATIONS: a Location containing any non-
dot, as well as the hexes containing the vehicular unit (either friendly or enemy, including an abandoned
Minefield counter itself [EXC: the area enemy SW/Gun/Vehicle/Entrenchment/Pillbox in the same OB as the
of a Road AT Minefield is different]. Minefield) cannot trigger mines unless that Location could be exited
7.5 ROAD MINEFIELD: this is a without triggering Mines (e.g. via a Tunnel, connecting Trench,
special form of Minefield. To set up a interior Building hexside).
Road Minefield, place the unknown Minefield counter on a Road hex. 7.8 DUMMY MINEFIELDS: dummy minefields have no special
In this case the facing of the Minefield counter is not important, it is its purpose other than allowing a side to declare more minefield areas and
placement on a Road hex that defines it as a Road Minefield. The so cover a wider front. No area may ever generate a Dummy
minefield area of a Road AT Minefield comprises all Road hexes that Minefield. Therefore there will usually be more areas than the
are within three hexes of the unknown Minefield counter along the available Minefield counters. When all available Minefield counters
same road as well as all eligible non-Road hexes that are adjacent to have been placed on map, other still existing minefield areas, cease to
the Road. See the next illustration below. have any effect and are removed.
7.9 REVEALING MINES: all Locations in a minefield area may
contain mines, even if some unit already moved through it. The only
way to mark a Location as free of mines is by Searching (A12.152 &
A12.33) [EXC: each searched hex counts as two hexes, even in
Terrain features that aready treat each searched hex as two, such as
Bamboo; therefore a unit must be able to Search at least to hexes to
reveal Mines], Clearance (B24.74; every hex of a minefield area is
treated as a “Known” minefield for this purpose), Flail Tanks (B28.7).
OBA/Bombs can reduce the strength of a minefield even if not yet
revealed (mark the hex accordingly in case mines are later revealed in
that hex). When searching, make a DR (7.71) exactly as if entering
mines [EXC: in this case mines are reveled on an 11 DR only]; make
one DR for every two hexes searched (minimum of one DR). If mines
are revealed, determine the exact placement Location randomly.
7.91 BOMBARDMENT: Bombardment may reveal mines if the
required MC is failed. Make a DR for each hex where the MC was
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failed. On a DR of 11 mines are revealed (and removed). On any other 8.32 AUTOMATIC REMOVAL: all Potential Dummy Stacks are
DR that hex cannot contain mines and is marked accordingly. immediately removed when there is no unit that can Shift (i.e. all units
7.92 TRAIL BREAK: when a fully tracked AFV enters a Minefield have been revealed or a covered by “normal” Concealment counters).
Area, each hex crossed may be marked by the appropriate TB counter Additionally, the ability to Shift is immediately lost when a unit/stack
(as per B28.61) whether the hex already contains revealed mines or performs any action that a Concealed unit could could not perform (i.e.
not. If the hex does not contain revealed Mines, units entering the hex make a Clearance attempt, dismantle an SW, etc.).
without the benefit of a TB may still trigger Mines. 8.33 CONCEALED/CLOAKED UNITS & FIRST FIRE: to
simulate the fact that a DEFENDER cannot know the exact content of
8. CONCEALMENT a Concealed/Cloaked stack, the following rules apply:
The following rules are an adaptation of Mike O’Leary’s Solo rules. 8.331 SCOUTING: a Concealed/Cloaked unit is never considered as
8.1 POTENTIAL DUMMY STACKS: whenever a side receives Scouting (G.).
Concealment counters in his OB, these Concealment counters are used 8.332 CFFTC MODIFIERS: a Concealed Target is assumed to
to represent Potential Dummy Stacks. Such stacks are different from contain more than one MMC only if there are > three counters beneath
other Concealed units in that they have the ability to Shift. Use the top Concealment counter. A Cloaked Target is never assumed to
different-colour Concealment counters (e.g. Black or Grey Suspect contain more than one MMC. See the  footnote on the CFFTC
counters from SASL) to represent these Concealment counters. Table.
8.2 Provided no enemy unit sets up onboard, the side receiving 8.333 HOLD FIRE MODIFIERS: a Concealed Target is never
Concealment Counters in his OB may conceal any/all of his units with considered to contain a “SMC with no SW”. See the  footnote on the
that different-color Concealment counters (instead of using his Hold Fire Table. Such a footnote indicates that the listed drm is NA.
nationality Concealment counters). Real units concealed by such
Concealment counters gain the ability to Shift too. The Concealment 8.334 FIRE LANE MODIFIERS: for the purposes of Fire Lane
counters in the OB are used exclusively to create Dummy Stacks. placement, a Concealed Stack is counted as one unit for every two
counters present beneath the top Concealment Counter (FRD). A
8.21 If a side receives Concealment counters in his OB, and the other Cloacked stack is always assumed to contain one unit. See the 
side sets up on board, the Concealment counters received are used footnote on the Fire Lane Table.
both to create Potential Dummy Stacks and to Conceal real units. Only
these stacks/units will have the ability to Shift (i.e. no “free” different- 8.335 OFTC MODIFIER: the number of assumed units of a
color Concealment counters are received). Concealed or Cloaked stack is calculated as per 8.332. See the 
footnote on the OFTC die roll modifiers Table.
8.22 NIGHT: Cloaking counters (E1.4) received by a Scenario
Attacker are used the same way, even if such a Scenario Attacker is 9. HIDDEN INITIAL PLACEMENT (HIP)
allowed to setup on board [EXC: a Cloaking counter may represent 9.1 HIP STACK: The side receiving HIP divides the forces he desires
any number of units (as per normal rules) and may Shift independently to set up HIP in stacks. Units that will setup in the same Location must
on how many real unit it contains, the number of real units be combined into one stack [EXC: a HIP Gun/Vehicle must form its
represented by a Cloaking counter does not affect Shift]. Placing a own stack and is not combined with other units]. Place each stack on a
Starshell does not cause the placing unit to lose its ability to Shift. letter-coded box of the Cloaking Display.
8.3 SHIFTING: Potential Dummy Stacks may Shift (either in part or 9.11 FORTIFICATION: a HIP stack may also contain a Fortification
totally) with any other Potential Dummy Stacks within the following and such a Fortification is revealed when the HIP stack is revealed.
limitations: The presence of a Fortification in the HIP stack limits the Locations
 The number of counters that Shift must be the same in the two where the HIP stack may be revealed, as these Locations must be
stacks [EXC: this limitation does not apply to the content of a eligible Locations for that Fortification type (e.g. a HIP stack
Cloaking counters; a Fortification which is part of a Potential containing a Foxhole may not activate in a Building Location). Note
Dummy Stack may shift with the stack and does not count towards that HIP status for such a Fortification is free and need not be specified
the number of counters present in the Stack; 8.312]. by SSR or Setup Instructions of the Scenario in play.
 Two stacks may Shift only if within 8 hexes of each other (16 9.12 TUNNELS: contrary to B8.6, the owning player need not
hexes if both stacks are vehicular or one stack is vehicular and the predesignate both Tunnel Entrance Locations at setup. Only one
other one is represented by Concealment counters only). On Location must be predesignated. The other Entrance Location is
Deluxe mapboards ranges are 4 and 8 respectively. A Fortification determined upon usage of the Tunnel. Once both Entrance Locations
Shifting alone has no range limitation; it may shift to a new hex have been used, they cannot be changed. If a Tunnel is used to
regardless of its distance. enter/exit a hidden Fortification, then the Fortification loses its ability
8.31 Shifting is the attempt to exchange locations with any Potential to Shift, and is revealed.
Dummy Stack and can be made at the start of the MPh/APh, provided 9.13 CAVES: Caves may always setup HIP along with their contents,
no friendly unit has yet moved/advanced. To be able to Shift each and can setup HIP even if they contain no units [EXC: if otherwise
unit/stack must make a Shift DR on the SHIFTING TABLE. specified by the Scenario in play]. Caves may be revealed in any
8.311 SHIFTING AT NIGHT: eligible units under a No Move allowed terrain type, even if it is not Concealment terrain (also in Open
counter may Shift, if otherwise allowed. Real (i.e non Dummy) Ground hexes). Moving through a hex does not automatically secure
units/stacks may Shift only with real units sharing the same “No the hex for Cave placement purposes; a hex may be secured only by a
Move” Status, or with Dummy Stacks (regardless of the Dummy successful Search (9.9). A Cave may also be revealed in a hex already
Stack “No Move” status). In this case, the “No Move” counter remains containing enemy units.
in its original position (it does not Shift). When Night rules are in 9.14 CAVE COMPLEX: if allowed by the Scenario in play, a Cave is
effect, a Hidden Fortification (9.16) may Shift adjacent to an enemy automatically part of a Cave Complex that comprises all eligible hexes
unit (8.312). within two hexes of a Cave counter. If two or more Cave Complexes
8.312 SHIFTING FORTIFICATIONS: some Fortifications (9.16) are adjacent, they are considered as a single Cave Complex. A Pillbox
may Shift, either alone or as part of a Potential Dummy Stack. Only Tunnel may open into a Cave Complex, if otherwise eligible (9.12).
Fortifications that are still considered HIP as per 9.16 have the ability 9.15 HIP MOVEMENT: HIP units in a HIP Cave (i.e. in the
to Shift; Fortifications that have been Revealed may not Shift, but a Cloaking Box) may freely move/advance into any accessible Cave
Potential Dummy Stack in a Revealed Fortification may still Shift. A Complex or into any HIP/Known Cave that is part of the same
Fortification that used HIP as per 9.1 may not Shift (i.e. it follows and Complex, provided the Complex/Cave is within the allowed radius of
is revealed along with the associated HIP units). Refer to 9.16-.1681
for details.
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the HIP counter representing those units. If moving/advancing into a 9.166 FORTIFIED BUILDING LOCATION: a Fortified Building
Known Cave, such units lose their HIP status (but remain Concealed). Location is only Revealed if an enemy unit attempts to enter it or if its
9.16 OTHER HIDDEN FORTIFICATIONS: any Fortification protective TEM would modify the result of an attack. A Fortified
otherwise capable of being setup Hidden and not already covered in Bulding Location is the only Fortification that can Shift to a Location
these rules, utilises the following rules to simulate its initial hidden adjacent to an enemy unit in a daytime scenario. If an upper-level
initial placement. When in their hidden form, these Fortifications are Fortified Location is revealed, then all lower-level Fortified Building
considered as Potential Fortifications until Revealed (9.167). Locations are revealed too. Be careful when Shifting an upper level
Fortified Location, since the rules require that the lower levels are
9.161 WIRE: the side receiving Wire is allotted one extra Wire fortified too. This may require multiple Fortified Locations to Shift
counter for every three (or fraction) Wire counters in its OB [EXC: together, as if they were a single Fortified Location.
any such Wire that is already known at Setup is not counted for this
purpose]. Wire counters are setup in full view (i.e. not hidden), and are 9.167 REVEALING: barring specific exceptions, all such
must face a specific direction (9.1611). Wire may not Shift. Fortifications are automatically revealed as per the following:
9.1611 ORIENTATION: The status of a Wire counter depends on its  An enemy unit (even a Broken unit) is adjacent [EXC. Night.
orientiation (facing). There are three possible orientations (facings): Fortified Buildings].
 Use of its protective TEM would modify an attack.
 Facing towards the hex coordinate: this represent Wire that has  A Location containing a Potential Fortification is successfully
been Revealed (9.1612). Searched; in this case the Fortification is Revealed in its present
 Facing one hexside clockwise from the hex coordinate: this Location. Wire and Panjis require subsequent die rolls to
represent Potential Wire (9.1613). determine their status (9.1612-.1614, 9.165).
 Facing opposite to the hex coordinate: this represents Loose Wire
(9.1614). 9.1671 REVEALING AT NIGHT: when Night rules are in effect, a
hidden Fortification can be revealed by enemy proximity only if the
9.1612 REVEALED: revealed Wire is treated as a Known enemy unit is in the same Location as the hidden Fortification.
Fortification and is handled as per normal Wire rules.
9.168 SHIFTING: All Fortifications listed above [EXC: Wire, Panji]
9.1613 POTENTIAL: such Wire can become either Revealed or have the ability to Shift alone (the player may attempt to change the
Loose Wire. As soon as Revealing requirements are met, roll one die; Location of an occupied or unoccupied Fortification, and may attempt
on a dr of 1 or 2 that Wire counter is treated is Loose Wire (9.1614). to Shift it to an empty hex). They may also Shift, along with their
Otherwise it is treated as Revealed (9.1612). Face the counter contents, assuming such units are represented by a Potential Dummy
accordingly. Stack. When Shifting with their contents, the Fortification counter
9.1614 LOOSE WIRE: such Wire is Revealed (i.e. it becomes a does not count toward the number of counters needed in a stack to
Known Fortification) but has a reduced MF penalty to move beneath. allow Shifting. Note that the Shifting Table contains specific DRMs
The Wire Exit dr is divided by half (FRD), and its Bog DRM is +1. that apply to Fortifications. These DRM are cumulative with other
Moreover, if the modified Wire Exit dr is a zero, the Wire counter is DRMs when the Fortification is Shifting along with its contents. A
removed. An AFV removes Loose Wire if its coloured dr in its Bog Fortification may not Shift adjacent to an enemy unit, unless at Night
DR is a 1 or 2. Face the counter accordingly. [EXC: Fortified Building; 9.166].
9.162 ENTRENCHMENTS: these include Foxholes, Trenches, AT 9.1681 FORTIFICATION CONTENTS: when a Fortification Shifts to
Trenches, and Sangars, and must be setup facing a specific direction a hex that already contains friendly units, the player is free to put under
(9.6121). Entry/Exit of a Potential Entrenchment does not cost any the Fortification any/all of the units already present in the hex.
MF. Example: a still HIP 1S Foxhole Shifts to a Woods hex that contains
9.1621 ORIENTATION: The status of an Entrenchment counter two Squads. If the Shift is successful, the player is free to put one of the
depends on its orientation (facing) and can assume two different two Squads under the Foxhole counter.
orientations (facings): 9.2 BEHAVIOUR: For each HIP stack the player receives two same-
 Facing towards the hex coordinate: this represent an type HIP counters [EXC: a side that can setup only on < half-map
Entrenchment that has been Revealed. A Revealed Entrenchment receives one HIP counter per HIP stack, not two] that determine the
is treated as a normal Known Entrenchment. behaviour of that stack (either Ambush, or Surprise Attack) and places
 Facing one hexside clockwise from the hex coordinate: this them anywhere on the map [EXC: there is only one counter for
represent a Potential Entrenchment. It may Shift independently Control Behaviour. This counter can be placed anywhere on the map,
from other units or Potential Dummy Stacks present in the hex. and cannot move]. Note that Surprise Attack comes in two types: Long
9.613 PILLBOX: a hidden Pillbox is marked with an unused or Short. Each HIP counter has a radius of 6 hexes (3 hexes on Deluxe
Concealment counter (the player may also use the top Concealment mapboards) and represents the area where a HIP unit may appear
Counter of a Shifting-capable stack if the Pillbox contains such). (whtin any limitation for the allowed setup area).
When Shifting, a Pillbox Shifted to a new Location may freely 9.3 REVEALING DURING THE MPh: when the ATTACKER
determine a new Covered Arc. Entry/exit of a Potential Pillbox does moves, a DR is made to see if any HIP units appear. This DR is made:
not cost any MF.  For every odd MF expended by on-foot units (i.e. on the first,
9.164 ROADBLOCK: a hidden Roadblock is marked with an unused third, fifth MF (and so on).
Concealment counter. A Roadblock Shifting to a new Location may  For every 4 MP/MF (or fraction) expended by non on-foot units
freely determine the new hexside it is pointing to. Crossing a Potential (such as vehicles but also including Cavalry, Wagons, Cycles,
Roablock does not cost any additional MF. However, units not etc.).
allowed to cross a Roadblock still cannot cross it (i.e. they treat it as if Only one DR is made per Location entered, regardless of the number
it were Revealed). of MF/MP spent.
9.165 PANJI: Panji is treated as Wire. Therefore the player receives 9.31 REVEALING DURING THE APh: when the ATTACKER
an additional Panji hexside for each three (or fraction) covered advances, A DR is made but it can only reveal HIP units with Ambush
hexsides received in his OB [EXC: any such Panji that is already or Control behavior in the Location moved into.
known at Setup is not counted for this purpose]. Panji, like Wire,
cannot Shift. Moreover, since Panji must be pointed to specific 9.32 The effect of this DR (for both 9.3 and 9.31) depends on the type
hexsides, mark its hidden status with a Concealment counter. As with of HIP counters on map, as per following table:
Wire, make a dr when required, but roll for each coverd Panji hexside.
On a dr of 1 or 2 a covered hexside is removed.

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DR Result (this is important since it forces the other side to eventually secure
2 Reveal a HIP stack with Ambush behaviour buildings with Mop Up).
3 Reveal a HIP stack with Surprise Attack behaviour 9.36 REVEALING SURPRISE ATTACK: a stack with Surprise
5 Reveal a HIP stack with Control behaviour Attack behavior is revealed at a distance that is dependent on its Short
9.322 EXCEPTIONS: An enemy unit that is considered a Non Target or Long attitude:
(B.), or that is not eligible for a Mandatory Attack (4.2) or Attack by  Long: the stack is revealed a > 6 hexes from the moving unit and
Other Firer (4.3) due to a previous Minefield attack, does not trigger within Normal Range (of either IFP/SW if Infantry).
HIP and thus no DR is made (neither in the MPh, nor in the APh).  Short: the stack is revealed at < 5 hexes from the moving unit
9.321 ACTIVATION DR INCREASE: the DR needed for activating and within Normal Range (of either IFP/SW if Infantry).
an Ambush or Surprise Attack behaviour HIP counter (only) is 9.361 If there is more than one Location where a Surprise attitude
increased by one starting on the Game Turn after the first half of the stack may be activated, use the following priority:
scenario (FRU) has been played (i.e. a stack in Ambush behavior is
revealed on a 3, and a stack in Surprise behavior is revealed on a 4).  Location where Case A is not doubled (this priority is taken into
account for an NT Vehicle or NT Emplaced Gun only):
Example: in an 8 Turn Scenario a HIP stack with Surprise (either Long or  Highest Inherent TEM
Short) behavior will activate with a DR of 3 up to (and including) Turn 4; from  Highest Hexside TEM
Turn 5 to the end of the Scenario that same stack will activate on a DR of 4. In  Closest
a 9 Turn Scenario that same stack would activate on a DR of 3 up to (and  Lowest Hindrance to the Target
including) Turn 5. From Turn 6 to the end of the Scenario it will activate on a
DR of 4.
A Location that is at a two hex range is preferable to an adjacent one.
If no Location is eligible (either due to Terrain or Range) the stack is
9.33 PRIORITY: if more than one stack is eligible for activation, the not revealed and remains HIP. A Gun/Vehicle cannot be activated in
following priorities apply: an interior Building/Woods hex [EXC: in a Factory or Woods-Road,
 Vs unarmoured target: infantry, INF/MTR or a Gun that can fire or with LOS to an adjacent Woods-Road hex].
only HE, random. 9.4 AUTOMATIC WALL ADVANTAGE: If able to declare WA, a
 Vs armoured target: Ordnance capable of firing HIP unit activated adjacent to an enemy unit will claim WA (it is
AP/APCR/APDS/HEAT, random. assumed to have recorded its WA status).
If more than one moving target type is present (e.g. infantry using 9.41 UPPER LEVEL LOCATIONS: a HIP unit with Control or
Armoured Assault), base activation on the target type with greater US, Ambush behaviour can activate in upper level Locations (and these
greater VP value, random. Locations are selected as per 9.361 priorities). A HIP unit with
9.331 If more than one HIP counter is present, the one (among the Ambush behaviour will activate in an upper level Location only if this
two) actually activating is determined as per following priority: closest is necessary to have LOS to its target. If possible, no HIP unit will
eligible, random. Upon activating, the unit(s) in the stack must attack activate in a Location that would cause Upper Level Encirclement.
the moving unit (see Automatic Attack; 9.5-.52). If the attack cannot Also, a Gun may never activate in an upper level Location.
be carried out, or if there is no eligible Location to activate the stack, 9.42 PTO AND DETECTION: whenever G.4 applies, it is possible
then the HIP stack is not revealed and remains HIP. that a DEFENDER (as per G.4 definition) HIP unit/stack might be
9.34 REVEALING AMBUSH: for a stack with Ambush behavior revealed in the DFPh/CCPh. Make a DR at the start of both the DFPh
make a 1d6 dr and cross-index the result with the unit type in the stack and CCPh. On a DR of 2, one eligible HIP unit/stack is revealed in the
(either Infantry or Gun/Vehicle) to determine the exact Location where same Location as an ATTACKER’s unit. This type of activation is not
the stack is activated with respect to the moving unit: dependent on the HIP counter’s Behaviour (9.2).
dr Infantry Gun/Vehicle 9.421 CHOOSING THE ACTIVATED HIP UNIT: HIP stacks are
<4 adjacent Location at 1-hex range checked in the following order (depending on their behaviour):
>5 same Location at 2-hex range Control, Ambush, Surprise. If more than one stack is eligible, the one
Note that during the APh the HIP stack is automatically activated in closest to an ATTACKER’s unit activates (note that a HIP Stack with
the same Location as the moving unit (8.31). Control behaviour may only activate in specific Locations; 9.35).
Resolve any ties randomly. The activated Stack is immediately placed
If more than one Location is eligible, use the following priority: (Concealed) in the same hex of the closest ATTACKER’s unit
 Location where Case A is not doubled (this priority is taken into (resolve any ties randomly).
account for an NT Vehicle or NT Emplaced Gun only): 9.422 DELAYED ACTIVATION: a HIP Stack activating in the
 Highest Inherent TEM DFPh in a Location that does not contain a valid Target (e.g. an
 Highest Hexside TEM infantry unit with no LATW in a Location with a BU AFV), is instead
 Closest activated in the CCPh (and thus cannot be fired upon in the AFPh).
 Lowest Hindrance to the Target Assume the stack not to exist in the Location until the CCPh. If, for
9.35 REVEALING CONTROL: a HIP stack with Control behaviour any reason, the ATTACKER’s unit is eliminated or leaves the hex,
may only be revealed in a Location that has to be occupied for VC then no activation occurs.
purposes. Otherwise, it is treated exactly as a stack with Ambush 9.5 AUTOMATIC ATTACK: when a HIP stack is revealed during the
behaviour (8.34). [EXC: a Gun/Vehicle activates like Infantry]. Such MPh (or in the DFPh; 9.42), it automatically attacks the moving unit if
HIP counter can activate in any “Victory Location” anywhere on the this is a valid target. During the MPh, this mandatory First Fire attack
map, regardless of the position of the actual counter. is resolved prior to checking other units for First Fire triggered by the
9.351 NO VALID ADJACENT LOCATION: if there is no valid moving unit. If a CA must be specified, the CA must include the
adjacent Location, a HIP stack with Control behaviour is activated in moving unit, but the final CA is determined with a random dr (9.63).
the same Location as the moving enemy unit. Any VCA must initially coincide with the TCA [EXC: vehicles that
9.352 AUTOMATIC REVEALING: whenever there is only one cannot fire through their VCA].
Location where a HIP stack with Control behaviour could activate, it 9.51 ORDNANCE vs VEHICULAR TARGET: to activate the HIP
is immediately placed on the map under a Concealment counter. stack, the vehicular target must be a Class B or better target and the
9.353 END GAME: a HIP stack with Control behaviour that is still required OFTC must be passed.
unrevealed at Game End, is automatically revealed after the Scenario 9.512 ORDNANCE vs INFANTRY TARGET: to activate the HIP
is completed. Randomly select the Location if more than one exists stack, the required OFTC must be passed. The restrictions indicated in
3.321 for Ordnance attacks vs Infantry still apply [EXC: Ordnance
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activates and attacks Infantry even if there is a Class B or better  On a DR of 2 one (randomly determined) HIP stack is subject to
vehicular target that has already moved/fired and could be attacked the Bombardment MC, with the result of this MC applying
during Final Fire]. normally. For a HIP stack to be subject to the Bombardment
9.52 INFANTRY vs INFANTRY/PRC TARGET: IFT attacks are MC, it must be able to activate in the hex where the 2 DR is
still bound by the Minimum FP requirements. If such a Minimum FP obtained (thus, the hex must be within range of the HIP counter,
cannot be reached, the stack remains HIP and is not activated. An IFT or must be an appropriate hex for HIP stacks with Control
attack that would require a Conditional First Fire Task Check (e.g. Behaviour).
Scouting units, units using AM) still requires the TC [EXC: Concealed On-map Hidden Fortifications are assumed to be in the hex currently
Firer does not require such TC, since HIP units are Concealed by occupied for Bombardment resolution purposes.
definition]. 9.10 HIP OBSERVER: when a side is allotted a HIP observer (e.g.
9.6 VOLUNTARY REVEAL: the DEFENDER may voluntarily for a Field Phone) such an Observer is setup as per the normal rules
reveal a HIP stack at the very start of the ATTACKER’s MPh, and the (i.e. record his HIP Location normally). The other side may attack
ATTACKER my do so at the very start of in his own PFPh. with OBA/Bombardment/WP (only), Search (or move/advance into)
9.61 VOLUNTARY REVEAL IN THE MPh: to do so, a DR < 4 the Location containing the HIP Observer normally. If any result that
must be made (modified by the current Labour DRM). The actual would reveal the Observer is obtained, make a 1d10 dr. On a dr of 1
Location is still determined as per normal rules but the player is free to the Observer has been discovered and the effects of the attack (or
choose which of the two HIP counters activates. The actual HIP Search, move, advance) is carried out. On a dr > 1 that Location did
counter is used as a reference for placement of the revealed unit/stack, not contain the Observer and the player is free to place the Observer in
and the closest enemy unit as a reference for Location determination any other eligible Location but the Location attacked (moved into,
(even if this unit is out of LOS). If the DR is not passed, place a etc.) is considered “secured” and cannot contain the Observer. [EXC:
Labour –1 on the Stack. Such a Labour DRM may go up to –4 (use if there is no other eligible Location the Observer cannot be moved
two Labour counters when needed). and is revealed; also, if his OBA Module has currently a SR/FFE on
the map, the Observer must be placed in a new Location from where
9.62 VOLUNTARY REVEAL IN THE PFPh: to do so, a DR of he has LOS to the base level of this SR/FFE, or to any unit within the
exactly 3 is needed (no DRM apply) and if it fails the HIP counter Blast Area of the FFE and its Blast Height].
cannot move in the MPh (mark it with a Prep Fire counter). No Labour
DRM is gained for a failed attempt. If revealed, the stack is placed on 9.11 JAPANESE HIP T-H HERO: in a 1944-45 scenario, the
the map as per 8.61. Japanese are assumed to have set up a number of HIP T-H Heroes as
per G1.422 (provided the conditions of G1.422 are met). The number
9.63 COVERED ARC: The player is free to choose the CA (or of available HIP T-H Heroes is equal to ½ (FRU) of available T-H
combination of VCA/TCA) but a dr must be made to confirm this. On Heroes (G1.421). In any case, the total number of T-H Heroes
a dr of 5 rotate the CA (or TCA for turreted units) one hexspine generated may not exceed the G1.421 limitations.
clockwise, and on a 6 one hexspine counter-clockwise. Any case A
TH DRM that would apply to the mandatory First Fire Automatic 9.11.1 ACTIVATION: activation may occur during the enemy MPh,
Attack (8.5) does not modify an OFTC. as well as during the Japanese MPh and APh.
9.7 MOVEMENT OF HIP COUNTERS: During the MPh, the 9.11.11 DURING THE ENEMY MPh: a T-H Hero may be activated
owner may either move any HIP counters up to two hexes [EXC: a any time a Reaction Fire opportunity vs. an AFV arises. Such
Control Behaviour HIP counter does not move] or attempt to change activation occurs on a DR of 12, and is made for every hex entered by
the HIP behaviour (or Short/Long range) for each HIP stack. There is the moving AFV (one DR per hex, regardless of MP spent), as soon as
no cost to move on the map, and the HIP marker can be moved into the vehicle enters the hex.
any terrain feature (even a Water obstacle). If changing status, it can 9.11.12 DURING THE JAPANESE MPh: make a DR at the start of
move from AMBUSH to SURPRISE SHORT, or from SURPRISE the Japanese MPh. On a DR of 10 a T-H Hero is activated. Such a
SHORT to SURPRISE LONG (and vice versa). A HIP stack in Hero is activated taking as a reference one enemy AFV, with the
CONTROL cannot move, but a stack in AMBUSH may move to following priorities:
CONTROL. To perform this movement, the player must be able to  AFV with functioning MA: most VP-valued AFV (including
make a DR < 4. If the DR is failed, the HIP stack cannot change status, PRC), random.
but it receives a –1 Labour (or flips a –1 Labour to its –2 side) that can
be used for further actions in the following MPh. The Labour DRM The T-H hero is created in an eligible Location at a distance from the
may range from –1 to –4 (use two Labour counters when needed). just determined enemy AFV. To find the exact Location, perform a
DR as if placing a SR (i.e. determine direction and distance). If the
9.8 INTERROGATION: Interrogation may reveal HIP stacks. A Location is not valid, or if it is at more than 8 MF from any enemy
Stack that is revealed is placed in the hex containing the HIP counter AFV, move the T-H closer to the AFV used as a reference until a valid
(or in the closest eligible Location). Interrogation may be used to Location is found (or repeat the entire process if necessary). At this
“confirm” the current Location of a still Hidden Fortification. When a point the T-H Hero will charge the closest enemy AFV. In case of ties,
Hidden Fortification is confirmed, it loses its ability to Shift and is apply the same priorities that were used to determine the reference
Revealed. vehicle.
9.9 SECURING: A Location moved through or successfully Searched 9.11.13 DURING THE JAPANESE APh: make a DR at the start of
(as well as a Building Mopped up) can no longer activate HIP stacks. the Japanese APh. On a DR of 11 a T-H Hero is activated. Determine
Make a DR to see if Searched Locations reveal a HIP stack (make one the reference vehicle as per 9.11.12 and place the Hero in an
DR regardless of the number of Locations searched). Note that this is ADJACENT eligible Location (choose randomly). Such a Hero will
different from Mines where simply moving through a Location is not use its APh to attack the enemy AFV in CC.
enough to secure it. OBA/WP may reveal HIP stacks: make one DR
(exactly as in the MPh) whenever a MC or better is obtained in an 10. NIGHT RULES
eligible HIP Location. If no HIP stack activates there, that Location is 10.1 STARSHELLS: Starshell placement that occurs at the start of the
secured. Bombardment may reveal a HIP stack as per 9.91. Other ATTACKER’s MPh (i.e. before units begin moving) is made by the
types of attacks cannot reveal a HIP stack. player, as well as Starshell/IR placement in the DFPh. The following
9.91 BOMBARDMENT: the effects of Bombardment (C1.8) om HIP rules for Starshell placement are used only during the ATTACKER’s
stacks depend on the effects DR (C1.82-.823) as per the following: MPh, and therefore apply in the following cases:
 On a DR > 8 the hex is “secured” and it cannot contain HIP units  Starshell placement by a Leader during the ATTACKER’s MPh
 Initial Starshell placement (E1.921) during the ATTACKER’s
MPh by all eligible unis.
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Placement depends on the position and status of enemy unit. Follow change behaviour normally). HIP counters may not attempt Starshell
the procedure indicated below for each unit eligible to attempt placement.
Starshell placement. 10.6 SHIFTING AT NIGHT & FORTIFICATIONS: see 8.311 for
10.2 A DEFENDER’s unit that is eligible for Starshell Placement specific rules for units under a “No Move” counter. There are also
during the ATTACKER’s MPh (e.g. any unit during Initial Placement, specific rules dealing with Fortifications; consult 9.1671 and 9.168.
and Leaders or CE Armour Leaders) will attempt to fire a Starshell 10.7 MANDATORY ASSAULT MOVEMENT: A Dummy Stack
whenever the moving unit: (either Cloaked or not) which only moves one hex while also moving
 Is not currently Illuminated, and adjacent to an ATTACKER’s unit, is assumed to have used Assault
 is or could enter (in its next action) the Normal/Long range of the Movement.
DEFENDER’s unit with the longest range present in the hex (a
Leader alone in a hex is assumed to have a 6 hexes range) 11. OBA PRE-REGISTERED FIRE
If both of these conditions are true, then the DEFENDER’s unit will 11.1 Whenever one side receives an OBA Pre-Registered hex, that
make a Starshell Placement attempt if the moving ATTACKER’s unit: side may instead choose up to three hexes for each Pre-Registered hex.
Each additional hex chosen will lessen the accuracy of that OBA
 if Illuminated, it would be within LOS of the DEFENDER’s module in those hexes. So, the player must decide whether to trade off
unit, or accuracy for a wider coverage.
 if in its next action it could enter an Illuminated Location within
LOS of the DEFENDER’s unit. 11.2 CHOOSING ADDITIONAL HEXES: any additional Pre-
Registered hex must be at a distance > 4 hexes from all other Pre-
If more than one DEFENDER’s unit is eligibile for Starshell Registered hexes by the same OBA module.
Placement, select the unit as if it were intervening with First Fire
11.3 ACCURACY CHANGE: the Accuracy of an OBA Pre-
10.3 PLACEMENT METHOD: the placing unit will use one of the Registered hex depends on the number of additional Pre-Registered
Methods described in E1.922 (choose the first that applies): hexes assigned to that OBA module, as per OBA ADDITIONAL
 If the moving unit is within 2 hexes, then use Method 1. PRE-REGISTERED HEXES ACCURACY TABLE.
 If the moving unit is at a range greater than 2 hexes, then attempt Example: an OBA module receives one Pre-Registered hex. The player decides
to use Method 2, initially placing the Starshell on the moving to supplement that OBA module with one additional Pre-Registered hex (so
unit (or along the LOS to it if this is not possible, as close to the that the module will have a total of two Pre-Registered hexes). The Accuracy
moving unit as possible). If the moving unit does not allow dr needed for both hexes will be 3 (instead of 4, as per C1.732). If the player
placement with Method 2 (e.g. it is not Known), the placing unit decides to supplement his OBA module with two additional Pre-Registered
will still attempt to use Method 2, taking as a reference any hexes, than accuracy for all three hexes will be of 2.
ATTACKER’s unit within two hexes of the moving unit that
would allow placement with this Method. If more than one such 11.31 EXTENT OF ERROR: the Extent of Error for the original and
ATTACKER’s unit exists, use this priority: closest to the all additional Pre-Registered hexes is still halved as per C1.732).
moving unit; closest to the placing unit; random. 11.4 REMOVING ADDITIONAL HEXES: after placing an AR in
 If neither Method 1 nor Method 2 could be used, use Method 3, one of the allowed Pre-Registered hexes (and resolving any Accuracy
placing the Starshell along the LOS to the moving unit. dr), the player may decide to consider that Pre-Registered hex as the
10.31 CLOAKED STACKS: a DEFENDER’s Cloaked stack “definitive” Pre-Registered hex, instantly removing any additional
(containing real units) making Placement as per 10.3 is assumed to Pre-Registered hexes. From that moment, any additional Fire Mission
have a usage number of 1 (i.e. Cloaked units will very rarely attempt on that Pre-Registered hex will be treated normally (i.e. accuracy is
Starshell placement) and make their placement attempt after non obtained on a dr < 4) and all additional hexes become unusable.
Cloaked units. 11.5 MULTIPLE PRE-REGISTERED HEXES: if an OBA module
10.32 SHIFT CAPABLE STACKS AT NIGHT: A stack with the is assigned more than one Pre-Registered hex by Scenario instructions
ability to Shift does not lose its Shifting ability when firing a Starshell. or SSR, each Pre-Registered hex is treated individually for the
purposes of these rules. In this case it is important to keep track of the
10.4 TRIP FLARES: Trip Flares can be placed using two different additional Pre-Registered hexes associated to each originally received
methods (either 10.41 or 10.42). One method (10.41) is more apt for Pre-Registered hex, especially for Accuracy (11.3) and Removal
open areas, while the other method is better in dense terrain (10.42). (11.4) purposes.
10.41 When using this method, Trip Flares are placed and revealed as
HIP AP Mines (including “Dummy” counters as per 7.1). In addition, 12. BORE SIGHTING
a hex eligible to receive a -4 drm to Trip Flare activation, will reveal a 12.1 If the DEFENDER is eligible to receive Bore Sighting (C6.41)
trip flare on a DR of 7. whenever the ATTACKER enters an eligible Location and is subject
10.42 When using this method a Trip Flare can be activated in a much to possible Defensive First Fire attacks, a 1d10 must be made to
narrower area that includes the Trip Flare placement hex plus any two determine if that Location is Bore Sighted.
secretly recorded adjacent hexes. The player still receives “Dummy” 12.11 IFT ATTACKS: if the Target is subject to an IFT attack the
counters as per 7.1. In this case a Trip Flare is triggered as per normal Location is Bore Sighted on an 1d10 dr <
rules (i.e. the G1.95 dr is made for activation). If two or more areas  2, if the Location has a TEM greater than zero, or
overlap, the dr for Trip Flare activation is made for each eligible area.  1, if the Location has a TEM of zero.
EXAMPLE: in this example the player decides to place Trip Flares using 12.12 ORDNANCE ATTACKS: if the Target is subject to an
10.42. He records one Location (E5) as well as two additional adjacent Ordnance Attack, the Location is Bore Sighted on a 1d10 dr <
Locations (D4 and F5) that may
 2, if the Target is a Vehicular Target on a Road, Bridge, or in a
contain Trip Flares. Whenever the
hex where it could claim HD position (e.g. behind a Wall or on a
opposing side enters one of these
Locations, a Trip Flare may be set
Hill), or
off, using the “2” as the number of
 2, vs. any Target, if Firing unit is a Mortar benefiting from Air
Trip Flares placed (G1.95). The
Bursts, or
player also sets up other Trip
 1 in all other situations.
Flares in F2 (plus E3 and G3), but 12.2 FAILED DR: if the 12.11 or 12.12 does not activate Bore
this time with a factor of “3”. Sighting (or if an OFTC is failed), that Location is still eligible to be
10.5 HIP COUNTERS: are not restricted by the No Move rules (i.e. a Bore Sighted (and therefore a new dr will be made as per 12.1).
HIP counter may always move, and its contents may attempt to
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12.3 TEM CREATED DURING PLAY: if TEM is created during Compare the value of all units attacked by the Strafing Run, with the
play (e.g. a Shellhole or Wreck is created), this does not change the value of the units that would be attacked with a Point Attack (but
original TEM of the Location for the purposes of these rules. counting these units as double their value). The Aircraft will use a
12.4 VOLUNTARY FIRE LANE AT NIGHT: whenever the Point Attack if the value of the units attacked by a Point Attack would
DEFENDER declares, and successfully places, a Voluntary Fire Lane be greater than the value of units attacked with a Strafing Run.
at Night, he must also openly designate the required Bore Sighted EXAMPLE: the initial hex of an aircraft attack contains a Squad with
Location, if such a Location is required by E1.71. MMG, in an adjacent hex there is another squad. The “value” for a
Point Attack would be 6 (2 for the Squad, 1 for the MMG, then
13. AIRCRAFT ATTACKS doubled for the Point Attack calculation, the “value” for a Strafing
The following rules are used to handle the DEFENDER’s Aircraft Run would be 5 (2 for the squad, 1 for the MMG, 2 for the adjacent
Attacks during the ATTACKER’s MPh. squad), therefore, the Aircraft will make a Point Attack.
13.1 ATTACK TASK CHECK: during the ATTACKER’s MPh each 13.6 BOMB RUN: provided that the target is still eligible (4.1), an
DEFENDER’s Aircraft will make an ATTACK TASK CHECK (ATC) Aircraft must pass an OFTC to drop its Bombs. No DRMs from the
at certain times (listed in 13.11-.12). No more than one Aircraft can 3.4 OFTC die roll modifiers Table apply to this OFTC. However,
make an ATC on the same MF/MP expenditure. An ATC is made there is a +2 drm if the attack is a Strafing Run. If more than one hex
only after all ground units have performed their IFT or Ordnance can be subject to a bomb attack during a Strafing Run, attempt to
attacks. An Aircraft that fails its ATC will attempt an attack, but it will attack the hex with the most valued units (in CVP).
then have to pass the required Sighting TC (E7.3) to actually attack.
14. COMMANDS
13.11 vs INFANTRY TARGET: an ATC is made vs a moving
infantry Target only if it is not Scouting and is subject to a final 14.1 DECLARATION: the ATTACKER must, at the start of the
negative DRM. PFPh declare Actions for each unit/stack. Actions must be declared in
the exact order given here:
13.12 vs VEHICULAR TARGET: an ATC is made vs. a moving
vehicular Target [EXC: if it is treated as a non Target, B.] in the  MOVE: designate units that will move this turn by marking
following situations: them with any unused counter (it is suggested to use the “Move”
counters from SASL, if available) [EXC: movement of HIP
a) It expends a Start MP, or counters or units that must move, like Berserk units, need not be
b) The Sighting TC DRM could increase in the next moved to declared]. A unit (but not a Fortification) wishing to Shift (8.3)
Location (see X1.1 for Next Action declaration), or at the start of the MPh must also be marked.
c) If it has Passengers/Riders and expends a Stop MP (this includes  OPPORTUNITY FIRE: designate units that will use
a Boat/LC that is Beaching, so that it can be attacked with its Opportunity Fire in the AFPh by marking them with the
Passengers still aboard). appropriate counter.
13.121 In all of these cases, the Final Sighting TC DRM must be < 0, All remaining unmarked units may then perform their actions
otherwise no ATC is made. normally (i.e. fire in the PFPh, attempt Clearance attempts, do nothing,
13.2 ATC MODIFIERS: see the ATC MODIFIERS TABLE for etc.). Unmarked units may Shift (8.3) in the APh.
modifiers applying to the ATC DR. 14.2 EXECUTING MOVEMENT: each unit designated to move
13.3 VEHICULAR QUALITY: for Aircraft attack purposes, the must move in the upcoming MPh. Movement consists of either
following categories help define DRMs applying to the ATC dr: entering a new Location or expending MF in the current Location (e.g.
13.31 BEST VEHICLE: for ATC purposes the “best” vehicle is the to place Smoke Grenades, enter/exit a Fortification, etc.). The type of
one with the stongest front AF. If more than one exists, than it is the movement need not be declared beforehand.
one with the largest calibre weapon. Note that more than one vehicle 14.3 ACTION CHANGE: a unit may not change action. However, a
can be considered the Best Vehicle if they all share the same stats listed unit that, during the PFPh, wishes to use a Special Ammunition and,
here. upon firing, has no Special Ammunition available, may immediately
13.32 ARMOURED-TRANSPORT: an armoured vehicle capable of declare a different Action. The new action must be declared/executed
carrying > 5PP and with any kind of (functioning) Armament (e.g. the before another unit performs its own Action. Whenever Shifting is
German SPW 251/1 or the US M3 Halftrack). disallowed due to a previous Shifting attempt, any Shifting-capable
13.4 MAP EXIT PROTECTION: an Aircraft will always attempt to unit that has received a MOVE order, may immediately change its
attack an enemy vehicular unit that is attempting to exit the mapboard Order.
(when such is required by the Victory Conditions). If more than one 14.4 NO ACTION: a unit that does not declare an Action and does not
vehicle could exit on the same Turn, attack the one that is worth the fire in the PFPh, may still use its AFPh/APh normally. Actions
greatest number of EVP. The number of possible target vehicles executed during the AFPh/APh need not be declared. Routing does not
depends on the number of available aircrafts so, for example, if the require an Action declaration.
ATTACKER has two Aircraft available, then the two vehicles with X. OPTIONAL RULES
the best EVP value (and that could exit that turn) are attacked.
X.1 ORDNANCE LONG RANGE FIRE vs. VEHICLES: the
13.41 CHOOSING THE ATTACK HEX: for Map Exit Protection Ordnance rules may sometimes lead to too many DEFENDER’s
purposes, the Aircraft will attack in the best possible hex in the last 3 Ordnance weapons attempting to attack the same Target during the
hexes from the chosen exit hex. For this purposes, it is advised to pre- same MPh. While this can be desirable at short ranges, at long ranges
determine the exact exit path once within 3 hexes of the map edge. it may give an advantage to the ATTACKER. For this reason the
The exit path may be re-determined every time the vehicle is attacked. maximum number of Ordnance weapon that can attack the same target
13.5 STRAFING RUN vs. POINT ATTACK: the Aircraft will (if allowed by the 4.3 dr) is limited to:
choose to attack with a Strafing Run or a Point attack (when such  One ordnance weapon if the Target is at > 19 hexes.
choice exists) depending on the “value” of units possibly affected by  Two Ordnance weapons if the Target is between 13 and 18
that attack. The “value” of units is determined as per the following: hexes.
 Each Squad/HS/Vehicle is worth its normal CVP value.  No limit if the Target is at < 12 hexes or if the Target is TVL.
 Each SMC with a negative modifier (or Hero) is worth 1. X.2 LAST TURN GUIDELINES: most ASL scenarios do not
 Each MMG/HMG/DC/FT/5-PP-MTR/RCL carried by a unit is encourage conservation of forces. On the contrary, more often than
worth 1. not, a player will conduct some “extreme” actions to grab victory on
the final turn. It becomes very difficult to model these rules so that the
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DEFENDER can focus exclusively on what really matters, in terms of
Victory Conditions, during the last stages of a scenario. The following
guidelines should help the player making the “right” decisions for the
opposing side during the final stages of a scenario.
X.2.1 EFFECTS: the following guidelines are in effect during the last
Game Turn of the current Scenario only: the DEFENDER will not
conduct actions that do not directly involve enemy units who can TVL
during the current Turn. Below are some examples that can help in
implementing defensive actions during the last turn. These are only
some sample situation; the player will often have to decide what is in
the best interests of the opposing side.
X2.2.1 EXAMPLE #1 – EXIT VP VICTORY
CONDITIONS
See the following picture. The US side wins
by exiting > 12 EVP off A5/A6. He has
already exited 8 EVP, so he needs 4 more to
win. The US could move the 666 Squads in
the open to draw fire from the German 467
in B7 and C4, so that the US M4 tank could
then safely exit the map. However, from the
German perspective, firing at the 666
squads is pointless, since they lack the MF
to exit in either the MPh or APh. Therefore, in this case, no German unit would
fire at the two 666 Squads so as to be able to attack the M4 tank with the PSK
from B7 or a PF from C4 (if available). Additionally, in such a case, making an
OFTC is pointless. Simply attack the moving M4 with the best possible attacks.
X2.1 EXAMPLE #2 – BUILDING
CONTROL VICTORY CONDITIONS
See the following picture. Victory
Conditions state that the side that
controls building V2 wins. The Building
is currently Russian controlled and it is
the MPh of the last Game Turn.
The German might move the HS (even
in OG) to draw fire from the 447, and
then Move the two 467 Squads into the
Building to engage the Russian in CC.
This woud probably require going CX
(safer move), but that would still be a
2:1 CC attack.
Therefore holding fire could probably be a better option, in hope to break a
467 (rather than the 238).
The two 467 can escape Residual Fire if the Russian fires too early (even if the
238 is attacked at ground level, the two 467 may go upstairs in V2 and avoid
it).
Therefore not firing until the 467 squads move looks like the best option for the
Russian. In this case, First Fire rules are simply ignored, and the player has to
decide the “best option” for the Russian DEFENDER.
Obviously, not all situations are so simple. There will be cases where the
DEFENDER has more than one valid option. One might be difficult to achieve
but also more rewarding, the other one perhaps has a higher probability of
success, but could be less decisive. In these cases, the player will be forced to
use his judgment or, if still undecided, just roll a die.
X.3 EXPERIMENTAL ACTIVATION RANGE LIMIT: The
Activation Range increase due to DRM Equivalent may never exceed
one column (see 2.12 and E.).
Note: I have noted that under the current rules big stacks may activate
too early, because each FP column in excess of the Minimum FP
required is equivalent to a -1 DRM (and so shifts Activation one
column to the left). I encourage players try this rule and, hopefully,
report to me their experience. It is very possible that this change will
be moved to the main body of the rules in a future revision.

ASL PBS –Version 29.0 - 18 - © 2020-2023 – Andrea Fantozzi


ASL PBS VERSION 29 .0

ASL PBS – SEQUENCE OF PLAY


The following Sequence of Play (SOP) indicates the steps that are to D – If ATTACKER is subject to ORDNANCE
be incorporated in the ASOP. The letters A and D denote attacks:
ATTACKER and DEFENDER.
(Note: The following procedure is executed for all
To be performed immediately regardless of DEFENDER’s units/weapons that have LOS to the moving unit)
Phase:  Determine Bore Sighting if allowed; 12.
 Reveal Control Behaviour HIP units; 9.352 & 9.353.  Determine the unit that acts first (3.2) and its type of action.
 Potential Dummy Stack removal; 8.32. It can either be:
a) An attempt to attack the moving unit by making an
1. RALLY PHASE OFTC. See 3.14 & 4.6 for possible IF usage, or 3.322 for
 D – HIP Activation Increase; 9.321. possible DI attack, or
2. PREP FIRE PHASE b) A Motion Attempt. Mark the unit with a “Motion
Attempt” counter (3.5). All Motion Attempts will be
 A – Attempt to reveal HIP units; 9.62. resolved later, or
 A – Declaration of Actions for the current Turn; 14. c) A DI Attack or Motion Attempt (3.5-.52). Mark the unit
3. MOVEMENT PHASE with a “DI or Motion Attempt” counter. This will be
resolved later, unless this unit is the unit that has to act; in
Start of the MPh that case resolve the DI attempt If failed, mark the unit
 D – Attempt to reveal HIP units; 9.61; place Labour counters on with a “Motion Attempt” counter (that will be resolved
units that fail. later).
 D – Declare Voluntary Fire Lane; 2.251.  Resolve the attack if the OFTC is passed
 A – Attempt to Shift; 8.3.  Process the next Ordnance unit that could fire if the Target is
 A – Generate HIP T-H Hero that will attack in the MPh; 9.11.12. attacked again by other firer(s); 4.3.
 When all units have been processed, resolve any “Motion
During the MPh Attempt”; 3.5.
ATTACKER units prepare to move. As each unit moves or expends
MF/MP (and declares Next Action; 3.112-.1122): D – If the ATTACKER is subject to Aircraft
Attacks:
 D – Check for Mine Activation; 7.7. Resolve any minefield
attack.  Resolve any Air Support attack (13.1) after all IFT/Ordnance
 D – Attempt Starshell Placement (Leader and Initial Placement; attacks against Target have been resolved.
10.2). End of the MPh
 A – Determine Fire Discipline for that MF/MP expenditure; 2.1.  A – Move HIP counters or change Attitude of HIP counters
This will determine Activation Ranges (2.1-.24), Snapshot (9.7); place Labour counters as needed.
eligibility (2.3). See IFT attacks later in this SOP.
 A – Determine if moving unit can TVL, F. 4. DEFENSIVE FIRE PHASE
 D – Check for HIP Activation (9.3-.41; 9.11), determine final  D – Check for same hex Detection in PTO Scenarios (9.42).
CA (9.63) and perform Mandatory First Fire Attack (9.5-.512) as
needed (including CFFTC/OFTC). Determine any required Bore 5. ADVANCE PHASE
Sighted Location for the Mandatory Attack (12.). Start of the APh
 D – Depending on the target/firer, determine if the moving unit
can be subject to IFT or Ordnance Defensive Fire attacks (or  A – Attempt to Shift; 8.3.
both). Perform all required steps in the correct order (1.4) for  A – Generate HIP T-H Hero that will advance and attack in the
each type of attack. Determine if an IFE capable weapon will upcoming CCPh (9.11.13).
attack on the IFT or use the TH process vs. that target (5.11): During the APh
D – If ATTACKER is subject to IFT attacks:  D – Check for Mines Activation; 7.7. Resolve any minefield
 Determine Bore Sighting when allowed; 12. attack.
 Determine Activation Range; 2.1-2.24.  D – Check for HIP Activation of Control/Ambush HIP counters
 Resolve any Voluntary Fire Lanes; 2.251-.252. (only); 9.31
 Determine firing units; 2.3. 6. CLOSE COMBAT PHASE
 Determine if a moving unit is a Scouting unit; G.
 If the moving unit is a Vehicular Target see 5.22 for attacks Start of the CCPh
vs. PRC and 6. For Reaction Fire attacks.  D – Check for same hex Detection in PTO Scenarios (9.42).
 Perform any required CFFTC; 2.4. Units that fail their
CFFTC will attack. Those who pass their CFFTC will not
attack.
 Determine if Hold Fire Doctrine applies; 2.5. Determine
actual firing unit(s). Determine if firing unit(s) will use
MOL; 5.15.
 If this is a SFF attack, determine if unit(s) actually fire; 4.4-
.43. Determine if firing unit will use Sustained Fire; 4.6.
 If this is a FPF attack see 4.5 to determine if the unit does
attack.
 Resolve attack, then perform any subsequent Mandatory
Attack by same firer; 4.2.
 Determine next possible firing unit (if any) and repeat the
process; 4.3.
ASL PBS –Version 29.0 - 19 - © 2020-2023 – Andrea Fantozzi
ASL PBS Tables
Version 29.0
ASL PBS – GENERIC TABLES IFT Attacks: Prority for Multiple Firers (2.3) Version 29.0
Consult this priority list whenever more than one DEFENDER’s unit is able to
perform an IFT attack to find out the unit(s) that actually fire:
First Fire Order of Execution (1.4)
a) Mortars benefiting from Air Bursts, or with a final negative TH
Target is… Attack Priority DRM
Armoured a) Ordnance capable of firing AP, APCR, b) Attacks with a Final DRM < –1 (best attack first)
with no APDS, HEAT (including LATW and MG c) Unconcealed Firer
Vulnerable firing as Ordnance; 2.23) d) Closest
PRC b) Ordnance capable of firing HE only e) Stack with the smallest US# (including Heroes and Vehicles that
(including Mortars) could attack on the IFT, but disregarding other SMC) IFE vs TH/TK Table (5.11)
Armoured a) Ordnance capable of firing AP, APCR, f) Lowest DRM Cross-index Gun caliber with the max TH
but with APDS, HEAT (including LATW and MG g) Least number of MGs; with lowest FP MG; least number of SW DR that would still yield a hit. If the Gun is
Vulnerable firing as Ordnance; 2.23) h) Random able to attack on the IFT with the indicated
PRC b) units/weapon attacking on the IFT FP (or more) use IFE instead*
c) Ordnance capable of firing HE only Max
(including Mortars) Ordnance Attacks: Priority for Multiple Firers (3.2) TH DR < 20mm 40mm 50mm
Unarmoured a) Ordnance with HE only (including IFE Consult this priority list for the correct Taget type whenever more than one 2 Always Always Always
& Vehicular capable Guns where IFE is most effective; DEFENDER’s unit is able to perform an Ordnance attack to find out the 3 Always 2 FP 2 FP
5.11) unit(s) that actually fire: 4 2 FP 4 FP 4 FP
b) other Ordnance (including IFE-capable Unarmoured Target Armoured Target* 5 4 FP 4 FP 6 FP
Gun where the TH/TK process is more a) Firer with Acquisition on a) Firer with Acquisition on 6 4 FP 6 FP 8 FP
effective; 5.11) Target Target 7 4 FP 8 FP 12 FP
c) units/weapons attacking on the IFT b) Non-IF firer b) Firer with a Flank/Rear shot 8 6 FP 12 FP 12 FP
9 6 FP 12 FP 16 FP
Non- a) Mortars benefiting from Air Bursts or (if facing is more vulnerable) 10 6 FP 12 FP 16 FP
Vehicular benefiting from a negative TH DRM c) Mortars & Guns that can c) Non-IF firer 11 6 FP 12 FP 16 FP
b) units/Weapons attacking on the IFT (see Fire HE only 12 8 FP 16 FP 20 FP
also 5.11 for IFE usage), Ordnance with HE d) Closest d) Closest * increase FP needed by one column for
ammunition only e) Within CA e) Within CA each +1 IFT DRM applying to the attack
c) other Ordnance (including ATR attacks on f) Best TH# f) Best TH#
the IFT, Canister and HEAT if allowed) g) Random g) Best TK#
* Mortars & Guns that can fire HE only attack last (with same priorities)

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

Revealing HIP Table (9.32) – 2d6


Shifting Table (8.31) – 2d6 Reveal during ATTACKER’s MPh on odd MF or every 4 MP (or fraction);
reveal during ATTACKER’s APh (Ambush/Control behaviour only)
Performed at the start of the ATTACKER’s MPh and APh DR* Result
DR Result 2 Reveals a HIP stack with Ambush behaviour
<0 Shift allowed. This Shift does not incur the +1 modifier for 3 Reveals a HIP stack with Surprise Attack behaviour
subsequent shift attempts. 5 Reveals a HIP stack with Control behaviour
1-6 Shift allowed. Notes:
7 Shift allowed. No other units may attempt to shift this * See also Activation DR Increase (9.322). If G.4 applies, HIP units may
phase. also be revealed at the start of the DFPh/CCPh (9.42)
8-10 Shift unsuccessful. No other units may attempt to shift
this phase.
> 11 No other units may attempt to shift this phase. Stack
loses its quality as Potential Dummy Stack (and is
removed). Revealing Ambush (9.34) – 1d6
drm: dr* Infantry Gun/Vehicle
+1 for each Shift made in this Phase <4 Adjacent Location At 1-hex range
+1 if either Location is within LOS of an enemy unit F >5 Same Location At 2-hex range
F
+1 Fortification Shifting in OG and LOS of an enemy unit
F Notes:
+1 Trench or AT Trench
+X Pillbox. X is the capacity of the Pillbox F * During the APh result is automatically “Same
Location”.
+1 Normal sized Gun, Small Vehicle*
+2 Large Gun, Normal sized Vehicle* See also 9.34 for priorities if the HIP unit(s) may
be revealed in more than one Location.
+3 Large Vehicle*
+3 If adjacent to an enemy unit*
+4 Very Large Vehicle*
–x X is the TEM of the worst of the two Locations (Air Burst &
F
Emplacement NA)
–1 If a LV Hindrance applies at all ranges > 0 (Light Dust & Night LV are Japanese HIP T-H Hero Creation (9.11)
NA) F Used in a 1944-45 Scenario to generate HIP Japanese TH-Hero. May
–1 If Scenario allots a number of Dummies > the number of Squad generate Hero during enemy MPh (on Reaction Fire), or friendly MPh/APh
Equivalents/Vehicles [EXC: NA at Night]
–2 Night rules are in effect F DR Result
10 Creates T-H Hero at start of Japanese MPh (9.11.12)
Notes:
F applies to Fortifications either when Shifting alone or in combination
11 Creates T-H Hero at start of Japanese APh (9.11.13)
with other units 12 Creates T-H Hero on Reaction Fire attack possibility (9.11.11)
* If one or more DRM applies, only the worst is used
ASL PBS – MISC TABLES Version 29.0

Molotov Cocktails (5.15) – 1d10 Street Fighting Table (6.1) – 1d10


Requires a usage dr < 7 to attempt MOL Check dr (A22.611) [EXC: Mandatory If dr < 6 unit attacks with Street Fighting
MOL attack; 5.153]. DRM CAUSE
drm Cause +3 If Target can only be affected on a Final
+x Reversed drm applying to the MOL Check dr (A22.611) CC DR < 5
–1U Per each MMC > 1 in the Target Location +1 If Target can only be affected on a Final
–1U Per each negative final DRM applied to the IFT attack CC DR < 6
–yA Reversed DRM applied on the TK Table +4 If Wire/Panji is present in the attacked
–2A Side has currently no Ordnance that can treat Target as Class A Location
Notes: +x X is half the FP (FRU) of any attack the
U Applies to an Unarmoured Target unit would be subject to (e.g. +2 for a 4FP
A Applies to an Armoured Target attack, +3 for a 6FP attack)
–1 (or –2) If the Target can be affected on a Final CC
DR of 7 (or on a Final CC DR of 8)
Notes:
If multiple units are eligible to attack, use the following
priorities: not in a Victory Location, best chance of success.
OBA Additional Pre-Registered hexes Accuracy (11.3)
A T-H Hero may be generated as a result of a Reaction Fire
# of Additional Pre-Registered hexes Accuracy attack (6.31)
1 <3
2 <2
Notes:
Extent of Error remains unchanged (11.31)
ATC Modifiers Table (13.2) – 2d6
Made on Infantry/Vehicular movement as per 13.11 and 13.2. Final DR
> TC with ML of 10 = Aircraft makes Sighting TC to attack.
DRM Cause
Triggering Mines (7.71) +1 Per each unit > 1 that would be attacked*
+3 Attack vs. the Best Vehicle (13.31)
Reveal during ATTACKER’s MPh on odd MF or every 4 MP (or fraction); –1 Attack vs. an Armored Transport (13.32) with no
reveal during ATTACKER’s APh (Ambush/Control behavior only) Passengers
DR Result –1 Attack vs. only one infantry unit*
10 Triggers AP/AT Minefield if Location has inherent/hexside Notes:
TEM of > +1 and is within LOS and Range of enemy unit, or is * A SMC with a “minus” modifier, a Hero, a MMG/HMG/DC/FT/SW-
in/adjacent to a VC Location (including offboard) RCL are all considered as “units” for the purposes of this DRM
10 Triggers AP/AT Minefield in a Road Minefield if in a Road hex
11 Triggers AP/AT Minefield in all other situations See 13.4 for Map Exit Protection Aircraft attacks, and 13.5 for choosing a
Point Attack or a Strafing Run. See 13.6 for Bomb Attack & DRM.
ASL PBS – GENERIC TABLES IFT Attacks: Prority for Multiple Firers (2.3) Version 29.0
Consult this priority list whenever more than one DEFENDER’s unit is able to
perform an IFT attack to find out the unit(s) that actually fire:
First Fire Order of Execution (1.4)
a) Mortars benefiting from Air Bursts, or with a final negative TH
Target is… Attack Priority DRM
Armoured a) Ordnance capable of firing AP, APCR, b) Attacks with a Final DRM < –1 (best attack first)
with no APDS, HEAT (including LATW and MG c) Unconcealed Firer
Vulnerable firing as Ordnance; 2.23) d) Closest
PRC b) Ordnance capable of firing HE only e) Stack with the smallest US# (including Heroes and Vehicles that
(including Mortars) could attack on the IFT, but disregarding other SMC) IFE vs TH/TK Table (5.11)
Armoured a) Ordnance capable of firing AP, APCR, f) Lowest DRM Cross-index Gun caliber with the max TH
but with APDS, HEAT (including LATW and MG g) Least number of MGs; with lowest FP MG; least number of SW DR that would still yield a hit. If the Gun is
Vulnerable firing as Ordnance; 2.23) h) Random able to attack on the IFT with the indicated
PRC b) units/weapon attacking on the IFT FP (or more) use IFE instead*
c) Ordnance capable of firing HE only Max
(including Mortars) Ordnance Attacks: Priority for Multiple Firers (3.2) TH DR < 20mm 40mm 50mm
Unarmoured a) Ordnance with HE only (including IFE Consult this priority list for the correct Taget type whenever more than one 2 Always Always Always
& Vehicular capable Guns where IFE is most effective; DEFENDER’s unit is able to perform an Ordnance attack to find out the 3 Always 2 FP 2 FP
5.11) unit(s) that actually fire: 4 2 FP 4 FP 4 FP
b) other Ordnance (including IFE-capable Unarmoured Target Armoured Target* 5 4 FP 4 FP 6 FP
Gun where the TH/TK process is more a) Firer with Acquisition on a) Firer with Acquisition on 6 4 FP 6 FP 8 FP
effective; 5.11) Target Target 7 4 FP 8 FP 12 FP
c) units/weapons attacking on the IFT b) Non-IF firer b) Firer with a Flank/Rear shot 8 6 FP 12 FP 12 FP
9 6 FP 12 FP 16 FP
Non- a) Mortars benefiting from Air Bursts or (if facing is more vulnerable) 10 6 FP 12 FP 16 FP
Vehicular benefiting from a negative TH DRM c) Mortars & Guns that can c) Non-IF firer 11 6 FP 12 FP 16 FP
b) units/Weapons attacking on the IFT (see Fire HE only 12 8 FP 16 FP 20 FP
also 5.11 for IFE usage), Ordnance with HE d) Closest d) Closest * increase FP needed by one column for
ammunition only e) Within CA e) Within CA each +1 IFT DRM applying to the attack
c) other Ordnance (including ATR attacks on f) Best TH# f) Best TH#
the IFT, Canister and HEAT if allowed) g) Random g) Best TK#
* Mortars & Guns that can fire HE only attack last (with same priorities)

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

Revealing HIP Table (9.32) – 2d6


Shifting Table (8.31) – 2d6 Reveal during ATTACKER’s MPh on odd MF or every 4 MP (or fraction);
reveal during ATTACKER’s APh (Ambush/Control behaviour only)
Performed at the start of the ATTACKER’s MPh and APh DR* Result
DR Result 2 Reveals a HIP stack with Ambush behaviour
<0 Shift allowed. This Shift does not incur the +1 modifier for 3 Reveals a HIP stack with Surprise Attack behaviour
subsequent shift attempts. 5 Reveals a HIP stack with Control behaviour
1-6 Shift allowed. Notes:
7 Shift allowed. No other units may attempt to shift this * See also Activation DR Increase (9.322). If G.4 applies, HIP units may
phase. also be revealed at the start of the DFPh/CCPh (9.42)
8-10 Shift unsuccessful. No other units may attempt to shift
this phase.
> 11 No other units may attempt to shift this phase. Stack
loses its quality as Potential Dummy Stack (and is
removed). Revealing Ambush (9.34) – 1d6
drm: dr* Infantry Gun/Vehicle
+1 for each Shift made in this Phase <4 Adjacent Location At 1-hex range
+1 if either Location is within LOS of an enemy unit F >5 Same Location At 2-hex range
F
+1 Fortification Shifting in OG and LOS of an enemy unit
F Notes:
+1 Trench or AT Trench
+X Pillbox. X is the capacity of the Pillbox F * During the APh result is automatically “Same
Location”.
+1 Normal sized Gun, Small Vehicle*
+2 Large Gun, Normal sized Vehicle* See also 9.34 for priorities if the HIP unit(s) may
be revealed in more than one Location.
+3 Large Vehicle*
+3 If adjacent to an enemy unit*
+4 Very Large Vehicle*
–x X is the TEM of the worst of the two Locations (Air Burst &
F
Emplacement NA)
–1 If a LV Hindrance applies at all ranges > 0 (Light Dust & Night LV are Japanese HIP T-H Hero Creation (9.11)
NA) F Used in a 1944-45 Scenario to generate HIP Japanese TH-Hero. May
–1 If Scenario allots a number of Dummies > the number of Squad generate Hero during enemy MPh (on Reaction Fire), or friendly MPh/APh
Equivalents/Vehicles [EXC: NA at Night]
–2 Night rules are in effect F DR Result
10 Creates T-H Hero at start of Japanese MPh (9.11.12)
Notes:
F applies to Fortifications either when Shifting alone or in combination
11 Creates T-H Hero at start of Japanese APh (9.11.13)
with other units 12 Creates T-H Hero on Reaction Fire attack possibility (9.11.11)
* If one or more DRM applies, only the worst is used
ASL PBS – MISC TABLES Version 29.0

Molotov Cocktails (5.15) – 1d10 Street Fighting Table (6.1) – 1d10


Requires a usage dr < 7 to attempt MOL Check dr (A22.611) [EXC: Mandatory If dr < 6 unit attacks with Street Fighting
MOL attack; 5.153]. DRM CAUSE
drm Cause +3 If Target can only be affected on a Final
+x Reversed drm applying to the MOL Check dr (A22.611) CC DR < 5
–1U Per each MMC > 1 in the Target Location +1 If Target can only be affected on a Final
–1U Per each negative final DRM applied to the IFT attack CC DR < 6
–yA Reversed DRM applied on the TK Table +4 If Wire/Panji is present in the attacked
–2A Side has currently no Ordnance that can treat Target as Class A Location
Notes: +x X is half the FP (FRU) of any attack the
U Applies to an Unarmoured Target unit would be subject to (e.g. +2 for a 4FP
A Applies to an Armoured Target attack, +3 for a 6FP attack)
–1 (or –2) If the Target can be affected on a Final CC
DR of 7 (or on a Final CC DR of 8)
Notes:
If multiple units are eligible to attack, use the following
priorities: not in a Victory Location, best chance of success.
OBA Additional Pre-Registered hexes Accuracy (11.3)
A T-H Hero may be generated as a result of a Reaction Fire
# of Additional Pre-Registered hexes Accuracy attack (6.31)
1 <3
2 <2
Notes:
Extent of Error remains unchanged (11.31)
ATC Modifiers Table (13.2) – 2d6
Made on Infantry/Vehicular movement as per 13.11 and 13.2. Final DR
> TC with ML of 10 = Aircraft makes Sighting TC to attack.
DRM Cause
Triggering Mines (7.71) +1 Per each unit > 1 that would be attacked*
+3 Attack vs. the Best Vehicle (13.31)
Reveal during ATTACKER’s MPh on odd MF or every 4 MP (or fraction); –1 Attack vs. an Armored Transport (13.32) with no
reveal during ATTACKER’s APh (Ambush/Control behavior only) Passengers
DR Result –1 Attack vs. only one infantry unit*
10 Triggers AP/AT Minefield if Location has inherent/hexside Notes:
TEM of > +1 and is within LOS and Range of enemy unit, or is * A SMC with a “minus” modifier, a Hero, a MMG/HMG/DC/FT/SW-
in/adjacent to a VC Location (including offboard) RCL are all considered as “units” for the purposes of this DRM
10 Triggers AP/AT Minefield in a Road Minefield if in a Road hex
11 Triggers AP/AT Minefield in all other situations See 13.4 for Map Exit Protection Aircraft attacks, and 13.5 for choosing a
Point Attack or a Strafing Run. See 13.6 for Bomb Attack & DRM.
Vol. Vol. Vol. Vol. Vol. Vol. Vol. Vol. Vol. Vol. Vol. Vol. Vol.
Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire
Lane Lane Lane Lane Lane Lane Lane Lane Lane Lane Lane Lane Lane

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

S I +1 Road Road Road


TH OFTC MP MP MP
RANGE RANGE TH # MP Next
DRM DRM +10 +20 +30
Suppression Interdiction Attack
Road Road Road Road Road Road Road Road Road Road Road Road Road

Road Road Road Road         

           Next Action Next Action

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

Attacks on target Suppression Interdiction


1 2 3 4 5 6 Min FP
(and drm) (v24) Range Range

MP 0 1 2 3 4 5 6 7 8 9 +10 +20 +30


A b c d e f g h i j

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

complex a complex b complex c complex d complex e

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

BATTERY A BATTERY B BATTERY C BATTERY D ALLIED


NO QUARTER
Access Access Access Access
CONTACT CONTACT CONTACT CONTACT
AXIS
NO QUARTER

ASL PBS Cloaking Display & Tracking Sheet - Version 2

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