ADVANCED SQUAD LEADER PHASES QUICK REFERENCE STATUS SUMMARIES PIN WALL ADVANTAGE

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ADVANCED SQUAD LEADER PHASES QUICK REFERENCE STATUS SUMMARIES CX +1 labor task DR +1 To Hit DR +1 IFT DR +1 MOL, PF, SMOKE availability dr +1 ATMM availability dr (EXC: Tank-Hunter Hero) +1 CC attack 1 when attacked in CC +1 Search/Recovery dr +1 Ambush Status dr No advance into Difficult Terrain, Double Time 1 IPC Remove if broken TI No advance, fire, move, labor tasks +1 CC attack 1 when attacked in CC No Tank-Hunter Hero creation Remove if broken PIN NA if Cavalry, vehicles, in Water Obstacles, berserk, Heroic, Aerial, Climbing FP x ½ [EXC: CC defense] Fire MG/IFE/Canister as Area Fire No advance, move No SW/Gun transfer No FT/DC/IF No Multiple ROF No CA change +2 To Hit DR Case D CT AFV CE crew goes BU OT AFV CE crew remains CE, +2 To Hit DR Case D, MG/IFE/FT/Canister FP x ½ CE Passengers go BU AFV Riders Bail Out No FFMO, FFNAM Leader may not use leadership rating No SMC Voluntary Rout No CC Reaction Fire CCV reduced by 1 No Tank-Hunter Hero creation Remove if broken, goes berserk, becomes Battle Hardened, becomes Heroic WALL ADVANTAGE A unit may claim WA at the following times: During its setup At the end of any RPh During its MPh/APh When losing HIP status Whenever all enemy units lose/forfeit WA over shared wall/hedge hexsides

RALLY PHASE START: Reinforcements roll, place arriving reinforcements Wind Change Recombine HS Recover SW/Gun DURING: Deploy squads Scrounge vehicle Repair Transfer SW/Prisoners First MMC Rally may be Self-Rally Rally END: Shocked/UK Recuperation Remove DM Claim Wall Advantage (ATTACKER first) Key: = ATTACKER action = Both sides action = DEFENDER action Recovery....................... A4.44* Heat of Battle................... A15.1 Leader Creation.................. A18.2 Wind Change................... B25.65 *Rule only; no table provided Wind Change Possible Leader Creation in first MMC Self-Rally Rally (not Self-Rally) Heat of Battle Burning building collapse Wind Gusts Rally Casualty Reduction

PREP FIRE PHASE START: Remove Dispersed SMOKE Replace SMOKE with Dispersed SMOKE Fire Ordnance SMOKE OBA DURING: Mopping Up (TI) Entrench (TI) Kindling Attempt Designate Mortar Spotter Fire (remove CX after firing) Opportunity Fire (remove CX) Destroy or malfunction SW/Guns Dismantle or reassemble SW/Guns Limber or unlimber (TI-unlimber) Guns Sniper Attack................... A14.3 Sniper Check.................... A14.4 Heat of Battle................... A15.1 Kindling....................... B25.11 Entrenching.................... B27.11 PF/PFk Availability................ C13.31 Possible Critical Hit Possible Improbable Hit Possible Unlikely Kill MC Heat of Battle ORIGINAL DOUBLES DR: IFT Attack Cowers Gun 40mm Multiple Hit Sherman 75mm, M24 Chaffee Multiple Hit RCL TH DR Possible Flame PF TH DR Inexperienced Firer Casualty Reduction DC/SCW/To Kill DR is Dud Ammunition Shortage MMC Replaced MC Casualty Reduction/broken (broken MC eliminated) PF TH DR Casualty Reduction

MOVEMENT PHASE START (of Phase): Designate new Mortar Spotter START (per moving unit/stack): Remove CX (no Double Time allowed) Declare Double Time (CX), Assault Movement, Dash, Sewer Entry, Climbing, Human Wave, Banzai, Dare-Death berserk, Gallop Radioless AFV Platoon Movement or NTC Flail Tank Minefield Clearance Enter/Abandon vehicle DURING (per moving unit/stack): Move Bog Removal Recover SW/Gun, 1 MF [EXC: SMC from broken unit] Declare Rubble, Wire, Minefield, Set DC, Roadblock, Path, Panji Clearance (TI) Flame Clearance (TI) Hook/unhook Gun (TI) Place DC or Smoke Grenades Set DC Attempt Tank-Hunter Hero creation Place or Remove CE Resolve Residual FP, FFE, and Minefield attacks against moving units First Fire, Subsequent First Fire, FPF Attempt Motion and Smoke Dispenser Usage END (per moving unit/stack): Infantry/Cavalry Search Sewer unit emergence Unarmed unit Scrounge Motion status or Stop MP END (of Phase): Eliminate Vehicle/Cavalry in Blaze Remove berserk if without Known Enemy in LOS Remove Residual FP, Fire Lane, 1/2 SMOKE INFANTRY MOVEMENT MOVEMENT FACTORS MMC.................... 4 MF Inexperienced MMC......... 3 MF SMC..................... 6 MF Wounded SMC............. 3 MF mount, ride, dismount (all)... 4 MF Rout..................... 6 MF Berserk................... 8 MF Cavalry................... 12 MF (20 MF Gallop) SPECIAL MOVEMENT Elevation Change: MF x 2 when entering a one level higher hex Minimum Move: 1 MF required, become CX and pinned (NA if pushing Gun, loading/unloading) Infantry OVR: only vs SMC, MF x 2 and NTC, target may retreat or immediate CC with possible continued movement Bypass: one or two hexsides at cost of other terrain; three or more hexsides at double cost of other terrain Double Time: MF + 2 at start of move, MF + 1 during move (NA if broken, wounded SMC, CX) Assault Movement: move one location without using all MF (NA if PRC, Double Time, Hazardous Movement, Cavalry) Hazardous Movement: 2 IFT DRM (FFMO, FFNAM NA) for pushing Gun; clearing Flame, roadblock, or rubble; descending paratroops; Fording; preparing Set DC; Climbing; sewer movement Dash: Area Fire or Case J To Hit DRM (CA change NA) when crossing road from non-open Ground Location to non-open Ground Location (NA if any other MF expenditure except SMOKE grenade placement attempt) Advance: PAATC vs AFV; Difficult Terrain: CX if MF cost 4 MF or all non-double Time MF (whichever is less) (NA if CX unless Climbing or Deep Stream Entry) PORTAGE MMC IPC........... 3 SMC IPC............ 1 (2 maximum, 0 wounded) Squad............. 10 PP HS/crew............ 5 PP 1 4 SMC........... 0 PP Wounded SMC 5 PP when carried by a MMC

MOVEMENT PHASE (continued) Possible Critical Hit Possible Improbable Hit Possible Unlikely Kill MC Heat of Battle Scrounger rearms ORIGINAL DOUBLES DR: IFT Attack Cowers Gun 40mm Multiple Hit Sherman 75mm, M24 Chaffee Multiple Hit Russian AFV with red MP stalls (Mechanical Reliability DR) RCL TH DR Possible Flame PF TH DR Inexperienced Firer Casualty Reduction AFV with red MP Immobilized (Mechanical Reliability DR) Climbers fall DC/SCW/To Kill DR is Dud Ammunition Shortage MMC Replaced MC Casualty Reduction/broken (broken MC eliminated) OVR Malfunction or Immobilization PF TH DR Casualty Reduction VEHICULAR MOVEMENT STATUS moving: A vehicle that is currently executing its MPh Motion: A vehicle that is not moving and not Stopped Non-Stopped: A vehicle that is moving and not Stopped Moving Target (or Moving Vehicle): A vehicle that is/has been in Motion and/or entered a new hex/used VBM this Player Turn VEHICULAR MOVEMENT MOVEMENT POINT EXPENDITURES Change VCA............... 1 MP per hexspine Change VCA in woods/building/rubble....................... 2 MP per hexspine Start if not in Motion........ 1 MP Stop..................... 1 MP Enter hex with vehicle/wreck.. +1 MP each Enter hex with vehicle/wreck using road movement rate....................... +2 MP each Road movement while BU.... 1 MP Road movement while towing a Gun....................... +1 MP SPECIAL MOVEMENT Elevation Change: +4 MP when entering a one level higher hex (+2 MP if moving along a road) Intermediate Level of Abrupt Elevation Change: 4 MP to ascend; 2 MP to descend Minimum Move: All MP, plus end MPh in Motion Status (VCA change/reverse NA) Reverse Move: Tracked................. 4 x MP Entrance cost Truck.................. 3 x MP Entrance cost AC.................... 2 x MP Entrance cost Bypass: 2 x COT per hexside Bypass VCA Change: 1 MP; must move into a new hex/hexside HD Maneuver Attempt: Two extra MP following VCA change or hex entry Load/Unload Infantry: ¼ MP allotment; a loading vehicle cannot have spent any MP; ¼ MP allotment per each MF spent by loading/unloading Infantry; ESB NA if 3 MF already spent OVR Attack: ¼ MP (FRU) allotment in addition to COT Bog Removal: If freed, MP = colored dr x white dr or ALL (x2 if non-tracked vehicle) Smoke Dispenser Firing: 1 MP during own MPh if successful Hooking/Unhooking Guns: ½ or ¹ (M # ) MP (FRU) allotment Fully-Tracked inside Factory: ¼ MP allotment plus Bog Check Entry of enemy AFV hex: Must be out of LOS or able to destroy or shock that AFV with an Original TK or IFT DR of 5

MOVEMENT PHASE (continued) DEFENSIVE FIRST FIRE SUMMARY FIRST FIRE Restriction: Target must be moving, defender must not have a First Fire or Final Fire marker. Penalty: None. Result: Place a First Fire marker on defender, but not on any weapon that retains its ROF. SUBSEQUENT FIRST FIRE Restriction: Target must be moving, there must not be any other known enemy units closer to the defender, and the defender must not have a Final Fire marker. Penalty: Area Fire (½ FP), Sustained Fire (no ROF, B# 2, original B# becomes X#). Result: Place Final Fire marker on defender and any SW/Guns defender possesses (even if those SW/Guns were not previously marked, and even if those SW/Guns did not fire with the squad). Recovery....................... A4.44* Searching...................... A12.152 Search Casualties................ A12.154 Sniper Attack................... A14.3 Sniper Check.................... A14.4 Heat of Battle................... A15.1 Set DC......................... A23.7* Sewer Emergence................ B8.42 Climbing/Falling................. B11.41 Flame Clearance Attempts......... B24.72 Cellars......................... B23.41 Manhandling................... C10.3 PF/PFk Availability................ C13.31 Excessive Speed Breakdown........ D2.5 HD Maneuver Attempt............ D4.22 Bog Check...................... D8.21 Bog Removal.................... D8.3 Hammada Immobilization DR....... F3.31 Sand Bog...................... F7.31 Tank Hunter-Hero Creation......... G1.421 *Rule only; no table provided FINAL PROTECTIVE FIRE Restriction: Target must have moved ADJACENT to defender. Penalty: MGs must fire, Area Fire, Sustained Fire, IFT DR is also a NMC roll for the defender. Result: Final Fire marker remains on defender and any SW/Guns defender possesses, unless the defender fails the NMC and breaks.

DEFENSIVE FIRE PHASE START: Fire Ordnance Dispersed SMOKE OBA DURING: Designate Mortar Spotter Fire Declare Wire, Set DC, Roadblock, Path, Panji Clearance (TI) Flame Clearance (TI) Destroy or malfunction SW/Guns Dismantle or reassemble SW/Guns Limber or unlimber (TI-unlimber) Guns END: Remove First Fire and Final Fire Sniper Attack................... A14.3 Sniper Check.................... A14.4 Heat of Battle................... A15.1 Flame Clearance Attempts......... B24.72 PF/PFk Availability................ C13.31 Possible Critical Hit Possible Improbable Hit Possible Unlikely Kill MC Heat of Battle ORIGINAL DOUBLES DR: IFT Attack Cowers Gun 40mm Multiple Hit Sherman 75mm, M24 Chaffee Multiple Hit RCL TH DR Possible Flame PF TH DR Inexperienced Firer Casualty Reduction DC/SCW/To Kill DR is Dud Ammunition Shortage MMC Replaced MC Casualty Reduction/broken (broken MC eliminated) PF TH DR Casualty Reduction FINAL FIRE SUMMARY Unmarked: Fire normally, but may not use Intensive Fire. First Fire marker: Area Fire (Sustained Fire) or Intensive Fire only against adjacent or same hex targets. Final Fire/Intensive Fire marker: No firing allowed.

ADVANCING FIRE PHASE START: Drifting SMOKE Fire Ordnance Dispersed WP DURING: Fire Limber or unlimber (TI-unlimber) Guns Resolve Placed DC attacks Remove berserk if all Known Enemy eliminated with TPBF END: Check Flame to Blaze or spreading Blaze Remove Prep Fire, Intensive Fire, No Fire, and Bounding Fire Possible Critical Hit Possible Improbable Hit Possible Unlikely Kill MC Heat of Battle Sniper Attack................... A14.3 Sniper Check.................... A14.4 Heat of Battle................... A15.1 Spreading Fire................... B25.6 PF/PFk Availability................ C13.31 ORIGINAL DOUBLES DR: IFT Attack Cowers Gun 40mm Multiple Hit Sherman 75mm, M24 Chaffee Multiple Hit RCL TH DR Possible Flame PF TH DR Inexperienced Firer Casualty Reduction DC/SCW/To Kill DR is Dud Ammunition Shortage MMC Replaced MC Casualty Reduction/broken (broken MC eliminated) PF TH DR Casualty Reduction

ROUT PHASE (ATTACKER first, then DEFENDER) START: Voluntary Break Disrupted units Surrender to ADJACENT/same location Enemy DURING: Rout END: Eliminate Infantry unable to rout from Blaze CH by FFE MC Heat of Battle Heat of Battle................... A15.1 MC Casualty Reduction/broken (broken MC eliminated)

ADVANCE PHASE START: Transfer SW/Prisoners Attempt Tank-Hunter Hero creation DURING: Infantry not pinned, broken, or TI may advance Climbing units may cross cliff hexside (CX) Place or Remove CE Claim Wall Advantage Sewer units may emerge or enter CC Boats/Amphibians drift in Moderate or Heavy Current Boats/Amphibians drift in Heavy Current Tank Hunter-Hero Creation......... G1.421 CH by FFE

CLOSE COMBAT PHASE (Resolve for each CC/Melee location individually) START (per location): Place Hidden units in a CC location under? Check for Ambush Attempt Tank-Hunter Hero creation Check for Sequential CC Attempt Prisoner escape Attempt Abandoned vehicle capture Units declare Withdrawal from Melee (ATTACKER first) Units declare SMC solo status DURING (per location): Units declare CC attacks (ATTACKER first) Attempt ATMM attack (German, Japanese Tank-Hunter Hero) Resolve CC attacks Remove berserk if all Known Enemy units present eliminated in CC END (per location): Capture unescorted abandoned vehicles Flip CC to Melee or remove END (of Phase): Resolve non-flame clearance attempts Remove TI and Pin Destroy tunnel entrance Flip Stun to +1 Gain Concealment Ambush....................... A11.4 Concealment Gain............... A12.121 Leader Creation.................. A18.2 Clearance Attempts.............. B24.7 German ATMM.................. C13.7 Tank Hunter-Hero Creation......... G1.421 Tank Hunter-Hero ATMM........... G1.4321 Jungle Clearance Attempts......... G2.7* *Rule only; no table provided CC Attacker may withdraw Possible Leader Creation in CC Possible Unlikely Kill Flail removed when clearing mines Inexperienced Minefield Clearance Casualty Reduction ATMM CC Dud CC Defender may withdraw CC Attacker vs manned vehicle Casualty Reduction Flail Tank eliminated by A-T Mines Flail Tank Immobilized by A-P Mines Minefield Clearance Casualty Reduction

NOTES This player aid is a Quick Reference for the phases of ASL. Beginners and casual players may find it useful, but experienced players who play frequently may not have much need of this. Each phase has its own page (or, in the case of the MPh, three pages), which contains the following items: An abbreviated Sequence of Play for that phase. A list of special events that can be triggered by DRs during that phase. A list of the miscellaneous tables that might need to be used during that phase. The first page contains some rules summaries that are not tied to a specific phase, and some phase pages also include other rules summaries for activities that can occur in that phase. The abbreviated Sequence of Play provided here does not, of course, replace the standard ASOP, but it is much easier to read if you just need a quick reminder of what happens when. Nothing from the optional rules of Chapter E or any of the historical modules has been included in this version, although I did include the relevant material from the Desert (Chapter F) and Pacific (Chapter G) rules. To use this player aid, I would suggest that you print out each page, place them back-to-back in plastic page protectors, and then place these in a small ring binder. This player aid is a limited version of my much more detailed personal ASL Phase Quick Reference. In the more detailed version I actually included each of the needed miscellaneous tables in the appropriate phase section, so that I don t have to go digging through a stack of chapter dividers to find a specific table when it is needed. But a player aid that reprints all of ASL s miscellaneous tables would probably need MMP s approval before it could be posted online, so that player aid is not available. This player aid was compiled by Jay Richardson. The Vehicular Movement Status summary was originally written by Ole Bøe. This is version 1, from June 2009. If you discover any errors, or if you have any suggestions as to how this player aid might be improved, I would appreciate hearing about them.