Squad Leader Combat Course Basic Practice
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Re: Squad Leader Combat Course Basic Practice
End German Turn One Over View:
Opel Blitz Enters , along Road To Hex Shown, Unload Passengers/Unload Move one Hex off Road, then Advance Phase Move to Hex Shown, for Turn two attack Plan
Opel Blitz Enters , along Road To Hex Shown, Unload Passengers/Unload Move one Hex off Road, then Advance Phase Move to Hex Shown, for Turn two attack Plan
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Re: Squad Leader Combat Course Basic Practice
Turn One: German 4th Unit enters Map 4 MP, 24 MP Remaining
Truck Rules: Truck Portage /Passenger Capacity indicated on Counter by PP Followed by Number 21
Each Squad = 10 Portage Points
The Truck can Carry 2 Squads/or the Equivalent of 2 Squads/Plus Leader/SMC,Single Man Counter/1 PP/or Support Weapon of 1 PP/Light MG
Passengers are placed ON TOP of Counter to indicate they are being Transported
The Truck MP of 28 , is factored into Passenger ability to Unload in Same Move Turn, Infantry Units have Move Factor/Vehicles/MP Move Points
1. Passenger Rules: Leaders, Squads/Crew , ALL PASSENGERS, have 4 MF to Unload, by being Placed beneath Truck= 1 MF , leaving 3 MF Remaining
for Passengers to move beyond Unload Hex
2. The Trucks MP is factored into this by the Number of MP the Truck has Remaining at the Unload Hex
3. The Opel Blitz has 28 MP, that effect The Passengers ablility to unload , Passenger 4 MP/Each MP = 1/4 of Truck 28 MP , = 7 MP , 7 x 4 =28
Example: Opel Blitz expends Start MP, moves 4 Road Hexes, expends stop MP -Total MP Expended 4 , Leaving 24 MP,.
Passengers Unload 1 MF = 7MP/ Move thru two Open Ground Hexes 2 MF = 14 MP total 21 of Trucks 24 MP/
For Passengers to Unload, there must be at least 7 of Truck MP Left at time of Unload. 7 to 13 MP remaining , the Passengers can only use the 7 MP,
the remaining 6 MP, cannot be used to Unload or move out of Unload Hex. The Truck can , use any remaining MP to continue Moving however 4. In the Example Shown, the Truck represents the 4th Unit to Enter the SAME Road Hex as Preceding Units and expends 4 MP to Enter Map
Leaving 24 MP
Truck Rules: Truck Portage /Passenger Capacity indicated on Counter by PP Followed by Number 21
Each Squad = 10 Portage Points
The Truck can Carry 2 Squads/or the Equivalent of 2 Squads/Plus Leader/SMC,Single Man Counter/1 PP/or Support Weapon of 1 PP/Light MG
Passengers are placed ON TOP of Counter to indicate they are being Transported
The Truck MP of 28 , is factored into Passenger ability to Unload in Same Move Turn, Infantry Units have Move Factor/Vehicles/MP Move Points
1. Passenger Rules: Leaders, Squads/Crew , ALL PASSENGERS, have 4 MF to Unload, by being Placed beneath Truck= 1 MF , leaving 3 MF Remaining
for Passengers to move beyond Unload Hex
2. The Trucks MP is factored into this by the Number of MP the Truck has Remaining at the Unload Hex
3. The Opel Blitz has 28 MP, that effect The Passengers ablility to unload , Passenger 4 MP/Each MP = 1/4 of Truck 28 MP , = 7 MP , 7 x 4 =28
Example: Opel Blitz expends Start MP, moves 4 Road Hexes, expends stop MP -Total MP Expended 4 , Leaving 24 MP,.
Passengers Unload 1 MF = 7MP/ Move thru two Open Ground Hexes 2 MF = 14 MP total 21 of Trucks 24 MP/
For Passengers to Unload, there must be at least 7 of Truck MP Left at time of Unload. 7 to 13 MP remaining , the Passengers can only use the 7 MP,
the remaining 6 MP, cannot be used to Unload or move out of Unload Hex. The Truck can , use any remaining MP to continue Moving however 4. In the Example Shown, the Truck represents the 4th Unit to Enter the SAME Road Hex as Preceding Units and expends 4 MP to Enter Map
Leaving 24 MP
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Re: Squad Leader Combat Course Basic Practice
Turn One : The Truck moves to Hex Shown, expending 6 1/2 MP , then 1 MP to Stop/ total 7 1/2 MP
Passengers Unload 1 MF also = 7 Truck MP, 7 MP
Passenger move to Hex Shown , 1 MF = another 7 Truck MP 7MP
_______________
21 1/2 MP
Passengers Unload 1 MF also = 7 Truck MP, 7 MP
Passenger move to Hex Shown , 1 MF = another 7 Truck MP 7MP
_______________
21 1/2 MP
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Re: Squad Leader Combat Course Basic Practice
Turn One Russian Player:
Each Turn BOTH Sides Rally Broken Units/Repair Support Weapons etc.
Rally Phase , Russian Player has no Broken Units
German Player prepares to Rally Broken Unit, Under DM +4/ the +4 is added to Broken Unit Rally Dice Roll
The SS Squad Broken Morale is 9
The German 10-3 Leader may apply -3 Leadership to Broken SS Unit Rally Attempt
Each Turn BOTH Sides Rally Broken Units/Repair Support Weapons etc.
Rally Phase , Russian Player has no Broken Units
German Player prepares to Rally Broken Unit, Under DM +4/ the +4 is added to Broken Unit Rally Dice Roll
The SS Squad Broken Morale is 9
The German 10-3 Leader may apply -3 Leadership to Broken SS Unit Rally Attempt
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Re: Squad Leader Combat Course Basic Practice
Rally Dice Roll of 7 modified by DM + 4/ = 11 modified by Leaders - 3 = 8- Unit Morale Level 9/ Unit Rallies and if flipped to Good Order Side
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Re: Squad Leader Combat Course Basic Practice
Turn One Russian Player Prepares to Prep Fire vs German SS Unit in adjacent Hex
Russian Player Comments: The Uninvited Guests will have to be dislodged from their place in our Perimeter, Commissar Beltkov will be given that mission
Russian Player Comments: The Uninvited Guests will have to be dislodged from their place in our Perimeter, Commissar Beltkov will be given that mission
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Re: Squad Leader Combat Course Basic Practice
Russian Fire Power 3 Squads One MMG Total Fire power 16 x 2 Point Blank FIre = 32 Fire Power Column
IFT Fire Table Effect Dice Roll 7 - SS Units in Wood Building TEM +2 = Total IFT Effect 9 on 32 Fire Power Column= 3 Morale Check
The Russian MMG Maintains ROF with Color dr of 2
IFT Fire Table Effect Dice Roll 7 - SS Units in Wood Building TEM +2 = Total IFT Effect 9 on 32 Fire Power Column= 3 Morale Check
The Russian MMG Maintains ROF with Color dr of 2
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Re: Squad Leader Combat Course Basic Practice
Russian MMG with 2 ROF encased in Square , Right Top
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Re: Squad Leader Combat Course Basic Practice
Morale Check +3 for each German Unit Starting with Highest Morale of Units in same Location
1-4-9 German Hero/ Morale Level 9/ passes Morale Check , DR 3 /MC + 3 Total 6/ Unit must make Dice Roll = or Less that Printed Morale Level to Pass
1-4-9 German Hero/ Morale Level 9/ passes Morale Check , DR 3 /MC + 3 Total 6/ Unit must make Dice Roll = or Less that Printed Morale Level to Pass
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Re: Squad Leader Combat Course Basic Practice
Next Unit in Stack Morale Check DR 9 + 3 IFT Morale Check = 12 Unit Breaks and DM Counter Placed on Broken Unit
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Re: Squad Leader Combat Course Basic Practice
Russian Player Commissar Stack MMG may continue Prep Fire , Fires Again, MMG 4 FP x 2 Point Blank Fire 8 FP/SS Units in Wood Building TEM +2 vs that Fire on Infantry Fire Table
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Re: Squad Leader Combat Course Basic Practice
German Units survive continued Prep Fire of Russian Commissar Group
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Re: Squad Leader Combat Course Basic Practice
Russian MMG 4 FP/x2 Point Blank Fire 8 FP Column IFT /Dice Roll of 2 /+ 2 TEM = 4 on 8 Fire Power Column results in 2 Morale Check vs SS Units that survive hail of Fire again
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Re: Squad Leader Combat Course Basic Practice
The Broken SS Unit Morale Check Dice Roll 2 results in Unit immediate Rallied and Heat of Battle Table Dice Roll/DM + 4 Marker Removed, Broken Unit is flipped over to Good Order side