SoCal ASL › Forums › General Forum › ASL Rules Questions › DM Pinned Squad
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October 18, 2008 at 6:55 pm #4306Jim AikensKeymaster
Greetings All,
I'm playing S2 War of the Rats as a solitare game using the ASL SK#1 rule set. The Russians placed a 4-4-7 w/MMG and 8-1 leader in a stone building with a commanding view of the German's most likely avenues of advance. As you would suspect this position drew lots of fire again and again by the Germans trying to knock out the gun, or at least silence it.
The Russians were lucky for a number of turns, but finally the Germans broke both the leader and 4-4-7 in the same turn. As luck or bad luck would have it they came under fire again in the same turn resulting in a NMC. The leader passed the morale check w/ plenty to spare. The 4-4-7 made the exact number needed for morale and became pinned. At the conclusion of the DFPh there were no adjacent enemy units, and as mentioned previously the 4-4-7, leader and SW were in a stone building.
Here's my question – During RtPh if I wanted to route the broken units can the 4-4-7 route? Or is the 4-4-7's route prohibited because it is pinned?
A related question – Assuming the pin affects broken units and keeps them from moving I would assume units in the open in LOS of good order enemy units which are in normal range and that are pinned would be eliminated for failure to route? And units that are broken and pinned that are not in the open, but adjacent to good order enemy units are also eliminated for failure to route?
Thanks,
Nick
October 18, 2008 at 10:18 pm #5455rdfMemberBroken units cannot be pinned.
The good order 447 can voluntarily break and rout with his broken companion and the unbroken leader if desired. (That's at least how it's playable in ASL, but I'm weak on SK rules.)
October 18, 2008 at 11:50 pm #5457Jim AikensKeymasterThanks Bryan. I'm assuming this same is true for SK rules, although not explicitly mentioned. Sure makes planning a bit easier!
October 19, 2008 at 6:54 pm #5456testuserMemberYou can't voluntary break in SK.
October 20, 2008 at 2:42 am #5458Matt “Rolling Hot” CiceroKeymasterRout in SK is very much like rout under No Quarter i regular ASL…if you arent getting closer to an enemy, you can rout or low crawl till you are blue in the face. I think.
October 20, 2008 at 5:35 am #5460testuserMemberThat's how it seems to me, also. Since I just started playing full ASL, I'm starting to understand how taking prisoners works. Voluntary break can also be very useful and it's odd that it isn't in SK as it is a small rule that takes no extra counters.
October 20, 2008 at 3:12 pm #5459David RosnerMemberYikes….
Routing gets more complicated in full blown ASL.
October 20, 2008 at 8:00 pm #5462testuserMemberActually, I found it's one of the things which doesn't get that much more complicated. You just have to beware of leaving a squad out to dry, as if it breaks it might surrender instead of low crawl.
I'm liking full ASL much better than Starter Kits. I was afraid it would be too much to handle, but a solid foundation in the ASLSKs gives you most of what you need to know.
October 20, 2008 at 11:12 pm #5461AnonymousGuestCandice, that was my experience too – both that ASL is a lot
more fun than SK and the learning curve isn't that bad,
especially if you choose your full ASL scenarios carefully in the
beginning to avoid too much new stuff all at once.Geoff
October 21, 2008 at 2:25 am #5463Jim AikensKeymasterIt's good to see some dialog on the benefit of starting with the ASL SK instead of jumping straight into ASL. I asked Matt Cicero this same question just the other day and got the very same recommendation. It's good to see players with varying levels of experience all recommending the same approach.
October 22, 2008 at 7:55 pm #5464Matt “Rolling Hot” CiceroKeymasterPicking up the routing thread…routing in full ASL can get rather complicated. The reason SK works like it does is to avoid much of the hassle about what happens to the routers. Regular ASL adds quite a bit of complexity when you invlove vehicles, concealed/HIP units, armed/unarmed units, disruption, night and no quarter. But basically, it is not too bad for most straightforward scenarios.
The real fun for routing is when you begin to set up movements and attacks to take advnatage of the rout rules to either capture your opponent or to cause him to perish for failure to rout. Then there is the “offensive” rout whereby routers move “forward” towards objectives or locations. Or even the “wall of dead” tactic of hindering movement by leaving brokies lying in the path of advance. Lots of fun.
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