Squad Leader Combat Course Basic Practice
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Re: Squad Leader Combat Course Basic Practice
SS Moral Check Dice Roll of 11, exceeds SS 8 Morale Level of Squad, Breaks
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Re: Squad Leader Combat Course Basic Practice
The other SS Squad Moral Check Dice Roll 10, exceeds Unit 8 Morale Level, Squad Breaks, Both marked with DM Counter
Units under DM May Rout, retreat
Units under DM May Rout, retreat
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Re: Squad Leader Combat Course Basic Practice
During Turn Two German Rout Phase:
Both Broken SS Squads under DM, Rout to Wood Building Shown
8-1 Leader remains in Advance Position
German Infantry Units Not Pinned may Advance One Hex/Vehicles/AFV /Tanks may not use Advance
Both Broken SS Squads under DM, Rout to Wood Building Shown
8-1 Leader remains in Advance Position
German Infantry Units Not Pinned may Advance One Hex/Vehicles/AFV /Tanks may not use Advance
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Re: Squad Leader Combat Course Basic Practice
Overview of German Positions end German Turn Two
German Comments: Russians are proving difficult to dislodge
Russian Comment: German attack along the North side was thrown back, expect more tough fighting to push the SS Back
German Comments: Russians are proving difficult to dislodge
Russian Comment: German attack along the North side was thrown back, expect more tough fighting to push the SS Back
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Re: Squad Leader Combat Course Basic Practice
Routing Rules: All Infantry /Crew/Leaders/etc have 6 Rout MF, may NOT use Bypass
1. In example Shown, Broken SS Units Routed thru Wood Buildings, each Building 2 MF to Enter
1. In example Shown, Broken SS Units Routed thru Wood Buildings, each Building 2 MF to Enter
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Re: Squad Leader Combat Course Basic Practice
Turn Two: Russian Player Prep Fire vs SS Units at Cross Road
1.SS Units receive +1 Wall Hindrance, Prep Fire Traced ALONG Wall Edge to Target Hex, and + 2 Wall advantage
2.Russian Player Prep Fire- 3 Squads/4 FP each/MMG 4 FP/Total 16 FP Column IFT- Infantry Fire Table
3. Russian Leader Direction -1
3. Russian Payer Prep Fire Dice Roll 11/+1 Hindrance/+2 Wall Advantage/-1 Russian Leader/result of +2 added to Dice Roll of 11
4. Dice Roll 11/ +2 on 16 Fire Power Column= No Effect/Russian MMG malfunctions/turn MMG Counter over to Malfunction Side
Map Reference; Russian Units are at the West Side of Map Board
1.SS Units receive +1 Wall Hindrance, Prep Fire Traced ALONG Wall Edge to Target Hex, and + 2 Wall advantage
2.Russian Player Prep Fire- 3 Squads/4 FP each/MMG 4 FP/Total 16 FP Column IFT- Infantry Fire Table
3. Russian Leader Direction -1
3. Russian Payer Prep Fire Dice Roll 11/+1 Hindrance/+2 Wall Advantage/-1 Russian Leader/result of +2 added to Dice Roll of 11
4. Dice Roll 11/ +2 on 16 Fire Power Column= No Effect/Russian MMG malfunctions/turn MMG Counter over to Malfunction Side
Map Reference; Russian Units are at the West Side of Map Board
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Re: Squad Leader Combat Course Basic Practice
The Russian SU 100 , has Special Ammo HE # on Back of Counter
1. SU 100 ran out of HE Rounds during Turn One, See Turn One EVents
1. SU 100 ran out of HE Rounds during Turn One, See Turn One EVents
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Re: Squad Leader Combat Course Basic Practice
Turn Two Russian Prep Fire:
1. Next Prep Fire, Russian Commissar Stack /3 Squads w/MMG/16 FP Column IFT, +1 Stone Wall Hindrance/+2 Wall Advantage German SS Units at
Cross Roads
a. Russian Prep Fire Dice Roll 6 /+1 Wall Hindrance/+2 Wall Advantage = 9 line on IFT 16 Fire Power Column
b. German SS Units each take separate +1 Morale Checks- Leaders with Highest Morale First then Squads with Highest Moral etc
c.All German Units Pass +1 Morale Check 2. Next Prep Fire- Russian 447 Squad next to SU 85/4 FP IFT/the SU 85 presents + 1 Hindrance
3. Russian Fire, Center Hex Dot Firing, to Center Hex Dot Target, does not Cross Wall or Wall Side, German Units receive no TEM From Wall
1. Next Prep Fire, Russian Commissar Stack /3 Squads w/MMG/16 FP Column IFT, +1 Stone Wall Hindrance/+2 Wall Advantage German SS Units at
Cross Roads
a. Russian Prep Fire Dice Roll 6 /+1 Wall Hindrance/+2 Wall Advantage = 9 line on IFT 16 Fire Power Column
b. German SS Units each take separate +1 Morale Checks- Leaders with Highest Morale First then Squads with Highest Moral etc
c.All German Units Pass +1 Morale Check 2. Next Prep Fire- Russian 447 Squad next to SU 85/4 FP IFT/the SU 85 presents + 1 Hindrance
3. Russian Fire, Center Hex Dot Firing, to Center Hex Dot Target, does not Cross Wall or Wall Side, German Units receive no TEM From Wall
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Re: Squad Leader Combat Course Basic Practice
Turn Two Russian Prep Fire: Commissar Stack MMG Maintains ROF, Fires Again NO Effect , Exhaust ROF for Remainder of this Prep Fire Phase
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Re: Squad Leader Combat Course Basic Practice
MG Rules: Each MMG ROF is encased in Square on Counter
a. MG Fire Power attacks simulated by Dice Roll, the color die, # must = or less for MG to Continue Firing if Player so chooses
a. MG Fire Power attacks simulated by Dice Roll, the color die, # must = or less for MG to Continue Firing if Player so chooses
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Re: Squad Leader Combat Course Basic Practice
Turn Two Russian Prep Fire:
Next to Prep Fire the SU 85
1. The Russian Player moves the Counter , one Click Left in Hex, to Target SS Units at Cross Road
a SU 85 is Non Turreted /switching the Gun in Hex adds + 3 to To Hit Dice Roll for First Hex Point Changed as Shown
b.The SU is Buttoned up add + 1 to To Hit Dice Roll
c. Line of Fire is Traced from Center Hex dot Firing Hex to Target Hex
d.Line of Fire Crosses no Obstacles or Hindrance/SS Units receive NO Wall TEM
e. SU 85 is at 2 Hex Range to Target/-1 To Hit Dice Roll/Range is factored Firing Hex 0 to Target hex ,
f SU TO Hit Dice Roll of 3 Scores Hit vs SS Units/To Hit Dice Roll 3 added to this +3 Change Gun direction in Hex/Buttoned Up +1/2 Hexes From Target -1
Total Dice Roll 3 +3 =6/ refer to To Hit Table /Infantry Target Type/ To Hit # is 8/ SU 85 Scores a Hit
g. Resolve HE effect/on 17 Fire Power Column with subsequent IFT effect Dice Roll
h. SU 85 Special Ammo HE # listed on Back of Counter is 7
Next to Prep Fire the SU 85
1. The Russian Player moves the Counter , one Click Left in Hex, to Target SS Units at Cross Road
a SU 85 is Non Turreted /switching the Gun in Hex adds + 3 to To Hit Dice Roll for First Hex Point Changed as Shown
b.The SU is Buttoned up add + 1 to To Hit Dice Roll
c. Line of Fire is Traced from Center Hex dot Firing Hex to Target Hex
d.Line of Fire Crosses no Obstacles or Hindrance/SS Units receive NO Wall TEM
e. SU 85 is at 2 Hex Range to Target/-1 To Hit Dice Roll/Range is factored Firing Hex 0 to Target hex ,
f SU TO Hit Dice Roll of 3 Scores Hit vs SS Units/To Hit Dice Roll 3 added to this +3 Change Gun direction in Hex/Buttoned Up +1/2 Hexes From Target -1
Total Dice Roll 3 +3 =6/ refer to To Hit Table /Infantry Target Type/ To Hit # is 8/ SU 85 Scores a Hit
g. Resolve HE effect/on 17 Fire Power Column with subsequent IFT effect Dice Roll
h. SU 85 Special Ammo HE # listed on Back of Counter is 7
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Re: Squad Leader Combat Course Basic Practice
SU 85 HE Hit, Dice Roll 8/resolved on 8 Line 17 Fire Power Column/Dice Roll 8/+ 2 Morale Check vs each SS Unit
a. All SS units Break under this Fire and are marked with DM Counter
a. All SS units Break under this Fire and are marked with DM Counter
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Re: Squad Leader Combat Course Basic Practice
Turn Two Russian Player Prep Fire:
a. The SS Units at Cross Roads Fail Morale Checks Breaking under Fire From SU 85
during the upcoming Move Phase, the SU 100 will move into the SS Units Hex, the SS Units will then be eliminated for Failure to Rout
a. The SS Units at Cross Roads Fail Morale Checks Breaking under Fire From SU 85
during the upcoming Move Phase, the SU 100 will move into the SS Units Hex, the SS Units will then be eliminated for Failure to Rout
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Re: Squad Leader Combat Course Basic Practice
Turn Two: Russian Prep Fire and Move Phase
1. After Prep Fire Phase- German SS Units at Crossroads Fail Morale Checks and are Broke
2.Move Phase- Russian Player Move- The SU 100 16 MP/ expends Start MP in Building Hex Shown
Russian Player states the SU 100 expends 14 MP to enter Road Hex
3.German 8-1 Leader states Defensive Fire vs Moving SU 100
a. Russian Player SU 100 remains in Current Hex until German Defensive Fire is completed
b. German 8-1 Leader makes Panzer Faust Check dr of 2/
c. Panzer Faust dr must be 1-3 to have Panzer Faust and Fire / is modified /+2 SMC/-1 Action taking Place 1945
d. Panzer Faust Check dr of 2 + 2 -1 total = 3 German 8-1 may now Fire Panzer Faust at SU 100
e. German 8-1 Leader ship- Leaders cannot apply their own Leadership to FIre
f. PanzerFaust To HIt # is 10
g. Range 2 Hexes/Firing Hex 0-Taget Hex 2 Hexes
h.For each Range of Hexes /Firing to Target- Panzerfaust To Hit # is Reduced by 2/ in this Case 10 is Reduced to 4
i.Target is Moving /+2 is added to Panzer Faust To Hit Dice Roll
j.Point Blank Fire Range DR Modifiers -2 One Hex Range/-1 Two Hex Range Applies to Ordnance Not Panzer Faust To HIt DR
K. Panzer Faust To Hit DR of 11 Result is a Miss, the To Hit DR would have to been 2, with Moving Target + 2 Modifier To Score Hit
1. After Prep Fire Phase- German SS Units at Crossroads Fail Morale Checks and are Broke
2.Move Phase- Russian Player Move- The SU 100 16 MP/ expends Start MP in Building Hex Shown
Russian Player states the SU 100 expends 14 MP to enter Road Hex
3.German 8-1 Leader states Defensive Fire vs Moving SU 100
a. Russian Player SU 100 remains in Current Hex until German Defensive Fire is completed
b. German 8-1 Leader makes Panzer Faust Check dr of 2/
c. Panzer Faust dr must be 1-3 to have Panzer Faust and Fire / is modified /+2 SMC/-1 Action taking Place 1945
d. Panzer Faust Check dr of 2 + 2 -1 total = 3 German 8-1 may now Fire Panzer Faust at SU 100
e. German 8-1 Leader ship- Leaders cannot apply their own Leadership to FIre
f. PanzerFaust To HIt # is 10
g. Range 2 Hexes/Firing Hex 0-Taget Hex 2 Hexes
h.For each Range of Hexes /Firing to Target- Panzerfaust To Hit # is Reduced by 2/ in this Case 10 is Reduced to 4
i.Target is Moving /+2 is added to Panzer Faust To Hit Dice Roll
j.Point Blank Fire Range DR Modifiers -2 One Hex Range/-1 Two Hex Range Applies to Ordnance Not Panzer Faust To HIt DR
K. Panzer Faust To Hit DR of 11 Result is a Miss, the To Hit DR would have to been 2, with Moving Target + 2 Modifier To Score Hit