DM Pinned Squad

SoCal ASL Forums General Forum ASL Rules Questions DM Pinned Squad

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  • #4306
    Jim Aikens
    Keymaster

    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

    #5455
    rdf
    Member

    Broken 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.)

    #5457
    Jim Aikens
    Keymaster

    Thanks Bryan. I'm assuming this same is true for SK rules, although not explicitly mentioned. Sure makes planning a bit easier!

    #5456
    testuser
    Member

    You can't voluntary break in SK. :(

    #5458

    Rout 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.

    #5460
    testuser
    Member

    That'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.

    #5459
    David Rosner
    Member

    Yikes….

    Routing gets more complicated in full blown ASL.

    #5462
    testuser
    Member

    Actually, 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.

    #5461
    Anonymous
    Guest

    Candice, 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

    #5463
    Jim Aikens
    Keymaster

    It'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.

    #5464

    Picking 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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