Squad Leader Combat Course Basic Practice

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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 20 Nov 2018 20:02

Turn One: Russian Player now makes Defensive First Fire To Hit Line of Sight/Line of Fire Check, Center Hex Dot to Center Hex Dot
to confirm a Line of exists /and if any Hindrance to that Line of Fire exists
From S U 100 Firing Hex to Target Hex , using Thread or String, indicates the SU 100 Line of Sight/Fire does NOT crosstouch the Stone Wall,
Hindrance/Gray Zig, Zag Strip, along the SU 100 Firing Line.
Along this line to the Target Hex appears to cross/touch, the Hedge/Hindrance /Green Zig Zag Strip/
for a +1 Hindrance / added to To Hit Dice Roll
The Stone Wall + 1 Hindrance initially applied to SU 100 To Hit Dice Roll does not apply, due to Line of SIght/Fire Check showing the Wall does not effect the Line of SIght/Fire that would incur the Hindrance +1 add on to To Hit Dice Roll
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 20 Nov 2018 20:07

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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 20 Nov 2018 20:15

Orders of Battle Capabilities : Russian First Line Squad/4-4-7/ Fire Power 4/Range Hexes 4/Morale Level 7
Russian /German Squad have 4 Move Factors/ Move 4 hexes across Map Hexes/Open Ground/Road Hexes
Medium Machine Gun: Fire Power 4/Range 10 Hexes
Bulky/Heavy Weapon 5 Portage Points/ Squad loses 2 Move Factor/ while dragging Heavy Weapon to new Location
German Light Machine Gun , 3 Portage Points/ Squad maintains 4 Move Factors
IMG_2898[1].JPG
Leader: Morale Level and Leadership -1
Total Squad Fire Power with Medium Machine Gun 8 Fire Power
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 29 Nov 2018 17:50

Turn One: German Move Phase
1. Russian Defensive Fire vs Tiger knocked out turn over to wreck side
2. S U 100 is marked with First Fire Counter/
3. 9-1/447 x 3/MMG stacked beneath SU 100 may fire or wait
4. Russian Player chooses 9-0 Commissar/447x3/MMG to Fire as Fire group /16 Fire Power vs SS Platoon/
The Fire Attack DR 2+4+ 6/-1 SS Platoon Non Assault Move/ Dice Roll Modified = 5/ on 16 Firepower Column IFT
cross reference 5 Left Margin Index/ determine Result of 3 Morale Check vs 10-3 Leader must take Morale Check First
If Leader Passes Morale Check Dice Roll, The Leader -3 Morale factor reduces +3 Morale Check for each SS Squad to Normal
Morale Check
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 29 Nov 2018 17:54

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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 30 Nov 2018 21:42

Game Rules:
1. Pinned Leaders/Squads/Crews may not move further during that players move phase , after Pin Result
Remove Pin Counter at end of Pin Player Turn
a. If no other Russian Units Defensive First FIre
2. Each SS Squad takes separate +3 Morale Check / before moving to next Hex, along Road/Road Bonus , Squads may move one extra Road Hex

3. If Squad fails + 3 IFT Result added to Morale Check Dice Roll, Squad is turned over to Broke side and marked with DM counter
4. Squads that pass Morale check may continue to next Hex

5. SS Squads Morale Check DR of 12 results in Casualty Reduction/and reduced to half Squad of Full Squad reduced/
a. SS Squads with Underline Morale are NOT subject to ELR Replacement
6. Morale Check Dice Roll of 2/ Squad subject to Heat of Battle Table and subsequent HOB Dice Roll

PassandReviewofWW2
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 01 Dec 2018 20:53

Pin Rules:
1. Units are pinned by Morale Check that equals the Unit s Morale:
a. 10-3 Leader Pinned by Morale Check 7 /+ 3 Infantry Fire Table Modifier added to Morale Check Dice Roll of 7= 10 result Pin
b. Pin Effects- Unit is Marked with Pin Counter/Removed at end of The Pin Player Turn
c. Unit may move no further that Turn/Unit Fire Power Factor is Halved/Unit with Support Weapon/ No Rate of Fire while Pinned
d. After placement of Pin Counter/ FFMO -1 /FFNAM-1 /No Longer Apply to Pin Unit

PassandReviewofWW2
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 04 Jan 2019 17:49

Turn One:
German Morale Checks vs Russian Infantry Fire Table + 3 Infantry Fire Table Defensive Fire
Each German Infantry Unit in Stack Takes Separate Dice Roll s Morale Check
Morale Check Leaders First, Highest Morale, then Squads with Highest Morale etc
German 10-3 Leader Dice Roll Morale Check 7 / +3 Infantry Fire Table = 10 Morale Check, Result Pin
Next SS 468 Squad Morale Check Dice Roll 2 /Battle Harden Result/Table
Morale Check Dice Rolls 2 Battle Harden/ Morale Check Dice Roll 12 Result in Casualty Reduction/Squads reduced to half Squad/Leaders are wounded
dr 1-4 wounded
dr-5-6 eliminated
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 04 Jan 2019 17:50

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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 05 Jan 2019 19:14

Turn One: German SS Squad Morale Check Dice Roll 2 /Results in Heat of Battle/Make another Dice Roll on Heat of Battle Table
German SS Squad Heat of Battle Dice Roll 7
Heat of Battle Table -1 for Elite Squad results in Dice Roll of 7 reduced to 6
Heat of Battle 6 results in Hero SMC 1-4-9/and Battle Harden to next higher Morale/
SS Squad Morale of 8 is Highest Level/Battle Harden result is changed to Fanatic +1 Morale Level /Counter
Rules Note: Broken/ Infantry Leaders/Squads Half Squads Morale Check Dice Roll 2, / Automatic Rally/ and Heat of Battle Additional Dice Roll
Broken Infantry Squads /unless Self Rally Capability/ DO NOT require Good Order Leader to be in same Hex/Location to Rally
in this instance
1. Morale Check Dice Roll = a Unit Morale Level result Pin
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 05 Jan 2019 19:16

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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 05 Jan 2019 19:27

Turn One: Next SS Squad Morale Check Dice Roll of 10/ + 3/Russian 16 Fire Power Infantry Fire Table Attack
= 13
SS Squad Breaks/Turn Counter over to Broken Side/Place DM Counter on Broken Units/DM Counters are Removed Start of Next / Every Rally Phase
SS Squad does not suffer ELR Failure and Unit Replacement
Rules Note: Units that fail Morale Check by exceeding ELR are replaced by next lowest Morale Unit/if already at lowest /Unit is Disrupted
1. Units with Underline Morale /that fail Morale Check by more than ELR/are split into two half squads of the Squad concerned
2. ELR of Units is listed in Scenario Order of Battle Setup for Both Sides/in this case German SS Have ELR of 5/Morale Level of 8
= 13/vs Morale Check taken
3. ELR /Experience Level Rating factor is applied EVERY Morale Check combined with Unit Morale Level
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 05 Jan 2019 19:43

Turn One: German Player brings remaining Group Elements to attack along both sides of Town, also to avoid driving thru Russian 16 Firepower Residual attack left in Tiger II /Knocked Out/Hex
Rules Note: Every Infantry Squad Fire Power Attack Leaves Residual Fire Power after the Original Fire Power Attack Resolved
In this Case/Russian 16 Fire Power attack/Residual Firepower is Halved/and Halved for Every Positive Terrain Effect Modifier/In this Case/Hedge +1
Tiger II Wreck +1/ Reduces Residual Fire Power from 8 to 2 Residual Fire Power Counter Placed in Tiger II Hex

Heat of Battle Note: Units that Go Berserk/Expending all Remaining Movement Factors/ MUST immediately Charge nearest KNOWN enemy Unit/
Ex: A Squad expends 2 MF to Enter Building/ is Broken by Defensive Fire/ subsequent Morale Check Dice Roll of 2/Broken Squad Rallies/Heat of battle Dice Roll/ Result Berserk/ Squad expended 2 MF/Has 6 MF to Charge with/ Berserk Units have 8 MF/ and Increased Morale Level
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 05 Jan 2019 19:46

Turn One: SS 8-1 Leader with Platoon 3 SS Squads move into Woods Right Flank
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Re: Squad Leader Combat Course Basic Practice

Post by PassandReviewofWW2 » 10 Jan 2019 17:53

Rules Note: Morale/ELR
Morale Level/ELR/Experience Level Rating represents Unit Level Combat Effectiveness under Fire
Higher Morale /ELR Level Units represent Highly Trained in weapons and tactics that are more effective under fire
Units with higher Morale ELR however can be subject to Unit Replacement if a Morale Check Dice Roll Result combined with Infantry Fire Table
results add to Morale Check Dice Roll exceed the Morale Level and ELR Level of Unit Concerned
Leaders are subject to Unit Replacement
Crews and SMC/Heros are not
Squads/Partisans with Underline Morale Level are subject to ELR Replacement/Broken Squad is replaced by ttwo half Squads
Other Elite/1stline/2nd Line/ Squads are subject to Unit replacement to conscript Status
ex; 447 2nd Line Squad with ELR of 3
1. A Normal Morale Check Dice Roll of 11 would per Infantry Fire Table Attack result in Morale Check failure of 447 Morale Level of 7
The 447 Morale Level of 7 + ELR 3 total of 10 is then compared to Morale Check Dice Roll 11 /exceeds both Morale level 7 and ELR Level 3
The 447 is Broken and Replaced with 436 Conscript Squad

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