Squad Leader Combat Course Basic Practice
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Squad Leader Combat Course Basic Practice
1. Select a Scenario / or pick any Map Board and Infantry/Guns/Vehicle Counters to practice
2. Official ASL Scenarios generally provide Orders of Battle of Forces involved,
3. Orders of Battle are represented by Unit Counters
4. Each Scenario lists the Unit Counters of Infantry /Vehicles/Tanks/Guns/Support Weapons/ etc
5. Generally , The Orders of Battle are equipped for the Particular Action to be simulated with a # of Unit Counters, to Counter the Opposing
Order of Battle, ie: One O/B will have and Anti Tank Gun to Oppose the other Sides Order of Battle Tank
2. Official ASL Scenarios generally provide Orders of Battle of Forces involved,
3. Orders of Battle are represented by Unit Counters
4. Each Scenario lists the Unit Counters of Infantry /Vehicles/Tanks/Guns/Support Weapons/ etc
5. Generally , The Orders of Battle are equipped for the Particular Action to be simulated with a # of Unit Counters, to Counter the Opposing
Order of Battle, ie: One O/B will have and Anti Tank Gun to Oppose the other Sides Order of Battle Tank
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Map Board Recon
Terrain Hex Movement Factors Infantry MF Cost to Enter each Hex
1. Open Ground / 1 MF
2. Woods/2 MF
3. Stone Buildings/2 MF
4. Roads/1 MF
Terrain Hex Movement Factors Infantry MF Cost to Enter each Hex
1. Open Ground / 1 MF
2. Woods/2 MF
3. Stone Buildings/2 MF
4. Roads/1 MF
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Map Terrain:
Grain Hexes: Yellow Hexes
Orchard Hexes: Green Dots
Wood Hexes Dark Green
Stone Building : Gray
Wood Building: Brown/
Open Ground: Light Green
Grain Hexes: Yellow Hexes
Orchard Hexes: Green Dots
Wood Hexes Dark Green
Stone Building : Gray
Wood Building: Brown/
Open Ground: Light Green
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Unit Counters for Game Represent Orders of Battle
1.Leader Numbers on Counter Represent Morale Level -Leadership ability
2.Squad Numbers on Counter Represent Firepower-Range-Morale Level
3.Support Weapon Numbers on Counter Represent Firepower-Range- Rate of Fire/ in some Cases Breakdown #
Infantry Unit must be placed under such Counter to Fire or Carry Support Weapon
4.Sniper Counter with Hex outline /each Hex Side with # 1-2-3-4-5-6/Place on Board after setup close to largest group opposing units
5.Transport Outline of Truck: Passengers placed on Top to indicate They are inside/Placed under Counter when Unloaded
Numbers on 5/8 Counter Movement Points and Portage Capacity/Load Limit
6.Armor Outline of Armor Tracked Vehicle
Numbers on 5/8 Counter/Movement Points/Main Armament size/Rate of Fire/on Board Machine Guns listed in Order: Bow/Co axial/AAMG Mount
usually Ring Mounted Outside Top of Vehicle/and in some case Break Down #
7 Ordnance/Gun: 5/8 Counter with Gun Outline/ Numbers : Gun Size/Rate of Fire/Manhandling #/Breakdown #/Minimum Range-Max Range Mortars
Most Guns have Gun Shields +2 Protection applies only to Crew Counters
8. Crew/1/2 Counter/2 Figures/Numbers : Fire Power-Range-Morale
All Unit Counters appear Similar , check Unit Listing for each Units Differing Capabilites
1.Leader Numbers on Counter Represent Morale Level -Leadership ability
2.Squad Numbers on Counter Represent Firepower-Range-Morale Level
3.Support Weapon Numbers on Counter Represent Firepower-Range- Rate of Fire/ in some Cases Breakdown #
Infantry Unit must be placed under such Counter to Fire or Carry Support Weapon
4.Sniper Counter with Hex outline /each Hex Side with # 1-2-3-4-5-6/Place on Board after setup close to largest group opposing units
5.Transport Outline of Truck: Passengers placed on Top to indicate They are inside/Placed under Counter when Unloaded
Numbers on 5/8 Counter Movement Points and Portage Capacity/Load Limit
6.Armor Outline of Armor Tracked Vehicle
Numbers on 5/8 Counter/Movement Points/Main Armament size/Rate of Fire/on Board Machine Guns listed in Order: Bow/Co axial/AAMG Mount
usually Ring Mounted Outside Top of Vehicle/and in some case Break Down #
7 Ordnance/Gun: 5/8 Counter with Gun Outline/ Numbers : Gun Size/Rate of Fire/Manhandling #/Breakdown #/Minimum Range-Max Range Mortars
Most Guns have Gun Shields +2 Protection applies only to Crew Counters
8. Crew/1/2 Counter/2 Figures/Numbers : Fire Power-Range-Morale
All Unit Counters appear Similar , check Unit Listing for each Units Differing Capabilites
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Combat Course : Map Board 2 Terrain: Buildings/Woods/Open Ground/Roads/Level 2 Hill,Tan Color Level One/Dark Brown Level 2/Grain Hexes Yellow
in season April -Sept
Location: Baruth Germany/ Direct South of Berlin to/Zossen to Baruth
West of Halbe
Date: 25 April , 1945
Situation: German 9th Army situated in the Halbe Area encircled by :Russian Forces, was authorized to breakout by Hitler.
Russian Rifle /Tank Forces , by this time had taken up Key Blocking Positions to prevent any such attempt.
At Baruth the 35th SS Police Grenadier Division prepared to attack Elements of Russian 1st Ukrainian Front Forces
Advanced Squad Leader Module: Beyond Valor
Orders of Battle: German Player Move First/ Russian Player Setup First
Turns 1 2 3 4 5
German 35th SS Police Grenadier Divsion/Enter Turn One at Point indicated /East Side Town
658 SS Squad x 2
468 SS Squad x 5
Leaders: 10-3/8-1/8-0
Support Weapons: LMG x 3
Armor Support: PZ VII King Tiger
Transport: SPW 251 Halftrack
Opel Blitz
------------------------------------------------------
Russian 1st Ukrainian Front/Setup in Stone Buildings/Armor/Vehicles/Stacking Limit One Per Hex may setup w/Rifle Elements in Stone Building
West Side of Town 447 x 9
Leaders: 9-1/9-0/8-0
Support Weapons: MMG x 3
Armor Support: SU 100
SU 85
Transport: GAZ Truck x 3
in season April -Sept
Location: Baruth Germany/ Direct South of Berlin to/Zossen to Baruth
West of Halbe
Date: 25 April , 1945
Situation: German 9th Army situated in the Halbe Area encircled by :Russian Forces, was authorized to breakout by Hitler.
Russian Rifle /Tank Forces , by this time had taken up Key Blocking Positions to prevent any such attempt.
At Baruth the 35th SS Police Grenadier Division prepared to attack Elements of Russian 1st Ukrainian Front Forces
Advanced Squad Leader Module: Beyond Valor
Orders of Battle: German Player Move First/ Russian Player Setup First
Turns 1 2 3 4 5
German 35th SS Police Grenadier Divsion/Enter Turn One at Point indicated /East Side Town
658 SS Squad x 2
468 SS Squad x 5
Leaders: 10-3/8-1/8-0
Support Weapons: LMG x 3
Armor Support: PZ VII King Tiger
Transport: SPW 251 Halftrack
Opel Blitz
------------------------------------------------------
Russian 1st Ukrainian Front/Setup in Stone Buildings/Armor/Vehicles/Stacking Limit One Per Hex may setup w/Rifle Elements in Stone Building
West Side of Town 447 x 9
Leaders: 9-1/9-0/8-0
Support Weapons: MMG x 3
Armor Support: SU 100
SU 85
Transport: GAZ Truck x 3
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
The SS Commander with Heavy Armor ,arrived on scene, was informed that the Russian Tanks were dug in.
The SS Commander replied there was no time to lose and Personally Led a Direct Attack into Town From East to Breakout to West
past Baruth to the Berlin -Dresden Auto Bahn.
The SS Commander replied there was no time to lose and Personally Led a Direct Attack into Town From East to Breakout to West
past Baruth to the Berlin -Dresden Auto Bahn.
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Turn One: German Tiger II Advancing to Point Blank Range/10-3 Leader/3 468 SS Squads Stacked Under/Tiger II Counter/Armor Assault/
Both Stacks move as One.
Victory Conditions: ALL Russian Forces Must be cleared out by Game End
Both Stacks move as One.
Victory Conditions: ALL Russian Forces Must be cleared out by Game End
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Turn One: Russian Player Defensive Fire
SU 100 may Fire at will, after the Tiger II expends 1 or more Move Points in SU 100 Gun Sight Covered Arc as Shown
9-0 Commissar/Rifle Elements 16 Firepower factors /all 3 Sqads/MMG/may open Fire on SS Infantry on Road/
Tiger II Provides SS Infantry with +1 TEM vs Fire Attacks
SU 100 may Fire at will, after the Tiger II expends 1 or more Move Points in SU 100 Gun Sight Covered Arc as Shown
9-0 Commissar/Rifle Elements 16 Firepower factors /all 3 Sqads/MMG/may open Fire on SS Infantry on Road/
Tiger II Provides SS Infantry with +1 TEM vs Fire Attacks
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Tiger II w/Infantry Support Moving to attack Point
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Infantry Fire Table Fire Power Factors
Incremental Fire Power Fire Attacks 1 Firepower to 36 Firepower Factors
Add Firepower Factors of Infantry Squad/Squads / Cross Reference That Total to Corresponding Fire Power Column
Roll Two die Left Margin of Infantry Fire Table vertical Index numbers 1 to 15
Cross Reference with Infantry Fire Power Column to determine Fire Attack Result
Incremental Fire Power Fire Attacks 1 Firepower to 36 Firepower Factors
Add Firepower Factors of Infantry Squad/Squads / Cross Reference That Total to Corresponding Fire Power Column
Roll Two die Left Margin of Infantry Fire Table vertical Index numbers 1 to 15
Cross Reference with Infantry Fire Power Column to determine Fire Attack Result
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Basic Order of Play: Each Player takes Turns/One Player starts First both Players , repeat Steps
1. Rally Phase: Both Players Rally Broken Leaders/Squads/Repair Malfunction Support Weapons
2. Prep Fire: The Players Turn at this time Fires any Units Capable of Firing
3. Move: The Player that Prep Fires may move any units capable of Moving and did not Prep Fire
4. Defensive Phase Player: The Defending Player may Fire at Opposing Units that are Moving
5. Advance Fire: Player that Moved Units/ Units that moved may fire at half Fire Power/Units that did not Fire may Fire at Full FP
6. Rout Phase: Broken Units that are next to opposing Armed Good Order Units Must Rout/move away from adjacent opposing Units
7.Advance Phase: The Player that Prep Fire/Move Infantry /Crew/Squads/half Squad may Advance ONE Hex
8.Close Combat: any Infantry Units of Player that Prep Fire /Moved, Infantry in Opposing Players Infantry Unit Hex, result in Close Combat/Both Players make one attack,
1. Rally Phase: Both Players Rally Broken Leaders/Squads/Repair Malfunction Support Weapons
2. Prep Fire: The Players Turn at this time Fires any Units Capable of Firing
3. Move: The Player that Prep Fires may move any units capable of Moving and did not Prep Fire
4. Defensive Phase Player: The Defending Player may Fire at Opposing Units that are Moving
5. Advance Fire: Player that Moved Units/ Units that moved may fire at half Fire Power/Units that did not Fire may Fire at Full FP
6. Rout Phase: Broken Units that are next to opposing Armed Good Order Units Must Rout/move away from adjacent opposing Units
7.Advance Phase: The Player that Prep Fire/Move Infantry /Crew/Squads/half Squad may Advance ONE Hex
8.Close Combat: any Infantry Units of Player that Prep Fire /Moved, Infantry in Opposing Players Infantry Unit Hex, result in Close Combat/Both Players make one attack,
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Turn One:
The King Tiger /Hatches Closed/Buttoned Up/expends 1 MP per Road/Open Ground Hex/ is now in Line of Sight of Russian SU 100
1. The German Player must announce the # of MP the Tiger expends before entering next Road Hex, the Russian Player may then open Fire
after the MP are announced and entry of next Hex.
2, As shown the Tiger Move Point to Hex shown is 5 MP
3. The SS Infantry Platoon moves with the Tiger but has their own Movement Factor allowance/
Infantry Squads have 4 Move Factor/ Leader s have 6 Move Factors/Infantry Squad w/Leader 6 MF
4. As shown the SS Infantry have spent 4 of Their MF
Turn One: The Russian Player s Units may Defensive Fire vs either the SS Infantry Platoon or the Tiger
1. The Russian Player selects the SU 100 to Make a To Hit Defensive Fire vs the Tiger as it enters the NEXT Hex
After German Units Enter the Target Hex , The Russian Player must announce Defensive Fire vs German Units in that Hex
German Units must pause until all Russian Units chosen by Russian Player complete their Defensive Fire attacks
2. Russian Units Defensive Fire attacks are based onThe Number of MP/MF Expended in Target Hex by German Units
3. 1 MP/1 MF /Different Russian Units may Defensive Fire Once on German Units
4. The Russian SU 100, setup inside Stone Building is Buttoned Up/add +1 To Hit Dice Roll/The Stone Wall acts as Hindrance add +1 To Hit
Tiger is Moving/add +2 To Hit DR/ Tiger is a Large Target/subtract - 2 To Hit DR/
SU 100 Waits until the Tiger expends 4 or More MP to reduce To Hit Case 1 and 2 to 0
5.The Russian 9-1 Leader/447 Squad x 3/MMG/16 Infantry Firepower/will Defensive Fire vs SS Platoon after the SU 100 Fires on Tiger
Stone Wall Hindrance +1/Tiger as Cover/Armor Assault/+1 /add to Infantry Fire Attack DR
Russian 9-1 Leader -1/SS Squad No Assault Movement is Open -1/ Subtract from Infantry Fire Attack DR
6. Russian Units may Fire as Fire Group ,Combined Fire,if in same Hex or adjacent Hexes / or each squad may fire separately /
Leaders may direct only one attack with either all Squads together or one squad firing separately
7. Russian Player Defensive Fire Plan will start with Units already mentioned, other Units will be added if need be to Plan
The King Tiger /Hatches Closed/Buttoned Up/expends 1 MP per Road/Open Ground Hex/ is now in Line of Sight of Russian SU 100
1. The German Player must announce the # of MP the Tiger expends before entering next Road Hex, the Russian Player may then open Fire
after the MP are announced and entry of next Hex.
2, As shown the Tiger Move Point to Hex shown is 5 MP
3. The SS Infantry Platoon moves with the Tiger but has their own Movement Factor allowance/
Infantry Squads have 4 Move Factor/ Leader s have 6 Move Factors/Infantry Squad w/Leader 6 MF
4. As shown the SS Infantry have spent 4 of Their MF
Turn One: The Russian Player s Units may Defensive Fire vs either the SS Infantry Platoon or the Tiger
1. The Russian Player selects the SU 100 to Make a To Hit Defensive Fire vs the Tiger as it enters the NEXT Hex
After German Units Enter the Target Hex , The Russian Player must announce Defensive Fire vs German Units in that Hex
German Units must pause until all Russian Units chosen by Russian Player complete their Defensive Fire attacks
2. Russian Units Defensive Fire attacks are based onThe Number of MP/MF Expended in Target Hex by German Units
3. 1 MP/1 MF /Different Russian Units may Defensive Fire Once on German Units
4. The Russian SU 100, setup inside Stone Building is Buttoned Up/add +1 To Hit Dice Roll/The Stone Wall acts as Hindrance add +1 To Hit
Tiger is Moving/add +2 To Hit DR/ Tiger is a Large Target/subtract - 2 To Hit DR/
SU 100 Waits until the Tiger expends 4 or More MP to reduce To Hit Case 1 and 2 to 0
5.The Russian 9-1 Leader/447 Squad x 3/MMG/16 Infantry Firepower/will Defensive Fire vs SS Platoon after the SU 100 Fires on Tiger
Stone Wall Hindrance +1/Tiger as Cover/Armor Assault/+1 /add to Infantry Fire Attack DR
Russian 9-1 Leader -1/SS Squad No Assault Movement is Open -1/ Subtract from Infantry Fire Attack DR
6. Russian Units may Fire as Fire Group ,Combined Fire,if in same Hex or adjacent Hexes / or each squad may fire separately /
Leaders may direct only one attack with either all Squads together or one squad firing separately
7. Russian Player Defensive Fire Plan will start with Units already mentioned, other Units will be added if need be to Plan
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
Turn One: German Player announces 1 MP for Tiger to Enter Hex Shown, and 1 MF for SS Infantry Platoon with Leader
Turn One: Russian Player declares Defensive First Fire vs German Units that must pause in Hex Shown until Russian Defensive First Fire is resolved
1. The Russian Player S U 100 fires first vs King Tiger/To Hit # is 10 for 0-6 Hexes Range
The SU 100 is Buttoned Up add + 1 to the To Hit Dice Roll
The Stone Wall/ Gray zig zag Strip/ adds +1 Hindrance
Tiger is Moving add + 2/Large Target -2
Total Modifiers +2/Dice Roll 3 + 4 + 2 Modifier = 9 result Turret Hit/ color die less than white die/= Turret Hit
color die = more than white die = Hull Hit
Turret Armor Tiger 18 /SU 100 AP ammo Kill Factor 27 per To Hit /AP Tables/ Subtract 18 Armor from 27= 9
9 represents the TO Kill # by subsequent Dice Roll AFTER scoring Hit by Dice Roll/DR/ = To Hit Number on To Hit Table
Three Set of Dice Represent: 1.To Hit Dice Roll by S U 100 / 3+4=7
2, AP Dice Roll effect vs Target/2+3 =5 Result Tiger is Knocked out/Turn Counter over to Wreck Side
3. Crew Survival Dice Roll 5+5=10 no Crew Survival / # 6
Turn One: Russian Player declares Defensive First Fire vs German Units that must pause in Hex Shown until Russian Defensive First Fire is resolved
1. The Russian Player S U 100 fires first vs King Tiger/To Hit # is 10 for 0-6 Hexes Range
The SU 100 is Buttoned Up add + 1 to the To Hit Dice Roll
The Stone Wall/ Gray zig zag Strip/ adds +1 Hindrance
Tiger is Moving add + 2/Large Target -2
Total Modifiers +2/Dice Roll 3 + 4 + 2 Modifier = 9 result Turret Hit/ color die less than white die/= Turret Hit
color die = more than white die = Hull Hit
Turret Armor Tiger 18 /SU 100 AP ammo Kill Factor 27 per To Hit /AP Tables/ Subtract 18 Armor from 27= 9
9 represents the TO Kill # by subsequent Dice Roll AFTER scoring Hit by Dice Roll/DR/ = To Hit Number on To Hit Table
Three Set of Dice Represent: 1.To Hit Dice Roll by S U 100 / 3+4=7
2, AP Dice Roll effect vs Target/2+3 =5 Result Tiger is Knocked out/Turn Counter over to Wreck Side
3. Crew Survival Dice Roll 5+5=10 no Crew Survival / # 6
-
- Member
- Posts: 1248
- Joined: 09 Aug 2016, 20:24
- Location: Europe
Re: Squad Leader Combat Course Basic Practice
To Hit Tables/AP Ammo Tables