SASL UNOFFICIAL RULES ADDENDA
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1 SASL UNOFFICIAL RULES ADDENDA Design by Andrea Fantozzi ( ) Revision 2 of 03 June 2000 Last saved on 05/08/2000
2 Summary Summary... 2 Chapter S changes... 3 Chapter S addenda... 4 S4. S? PLACEMENT AND ENTRY... 4 M1. EXPERIENCE LEVEL RATING (ELR)...4 M2. NIGHT RULES... 4 Page 2
3 Chapter S changes The following section deals with changes to existing SASL rules (Chapter S). Each change specifically refer to a specific rule, as noted in the tile preceding the new rule. Page 3
4 Chapter S addenda The following section introduces new rules into the SASL system. Some new rules are simply extensions of existing rules; in this case it will be specified which existing rule they refer to. Completely new rules will be identified by a "M" prefix. S4. S? PLACEMENT AND ENTRY 4.1 S? PLACEMENT: In addition to the standard S? placement methods (a, b, c, d, e) a new placement method is introduced. This method is identified as method f. When using this method each Mission will specify the exact number of S? counters that must be placed. (f) For each S? that must be placed using this method randomly pick one Letter chit. The selected letter chit identifies the hexrow where the S? will be placed. Next perform a dr+2. The result identifies the final placement hex if that hex contains any type of concealment terrain. For the purposes of this rule an OG Location is considered Concealment Terrain if a theoretical line of fire (regardless of whether such a LOS actually exists) from any level of (any of) the nearest off-board whole hex(es) of the FBE would cross a wall/hedge/bocage (and the ENEMY unit could gain Wall Advantage over that hexside) OR a hill crest line - cliff - Down Slope hexside to a lower elevation hex. If more than one Location is available (for example, if the selected hex contains a multi level Building) or the hex does not contain a valid Concealment Terrain Location, use the following priority list: Priority List: Closest Concealment Terrain Location; Highest inherent TEM; Highest hexside TEM (Height Advantage is treated as an Hexside TEM); Closest to FBE; Highest Building Level. Note: no more than one S? may be placed per Location using this method. *Optional: if a player desires a more random placement he may disregard the dr+2 procedure and perform as follows: after determining the hexrow place an unused Sniper counter on the hex with a coordinate number of 5 and make a random location DR. Place the S? in the so determined hex (or as per the priority list above if the hex contains no valid Location). M1. EXPERIENCE LEVEL RATING (ELR) 1.1 ENEMY ELR DETERMINATION: When playing a SASL Mission (either as a standalone Mission or as part of a Campaign Game) ENEMY ELR is initially determined as per Chapter H (H1.28) [EXC: if historical research suggests otherwise]. As soon as the first ENEMY infantry unit successfully activates make a dr: if the result is 1 the current ENEMY ELR will be one lower than normal; on a dr of 6 the ELR will be one higher than normal GREEN AND CONSCRIPT UNITS: ENEMY Green and Conscript units always have an ELR that is one less the ELR of other units [EXC: Green units have normal ELR when stacked with a Good Order Leader]. For the purposes of this rule Leaders are never considered Green or Conscript. 1.2 FRIENDLY ELR DETERMINATION: FRIENDLY ELR is initially determined as per Chapter H (H1.28) [EXC: if historical research suggests otherwise]. When playing a CG however, ELR may change between Missions as outlined below On each Mission (after having completed step S17.9 if necessary) perform a dr: on a dr 2 the ELR increases by one (to a maximum of 5); a dr > 12 causes the ELR to drop by one (to a minimum of zero). The dr is modified as per following table (all modifiers are cumulative). Note also that FRIENDLY Green and Conscript units have their ELR reduced as per 1.11 in these rules. drm Cause -1 FRIENDLY Company won last mission -1 1 FRIENDLY Leader was promoted -1 Per each Elite Squad (FRD) received due to battle hardening or company replacement. +1 FRIENDLY Company lost last Mission +1 Per each consecutive Mission that the FRIENDLY Company is on the attack +1 FRIENDLY Company lost last Mission by Withdrawal +1 Any FRIENDLY Leader was demoted +1 Per Each Conscript/Green Squad (FRD) received 1.22 ZERO ELR: If FRIENDLY ELR drops to zero the next Mission is skipped (the company is withdrawn for Rest & Refit) and the FRIENDLY Player scores -1 VP. The Company ELR is automatically risen to 1 and play resumes normally. M2. NIGHT RULES 2.1 OCCURENCE: Before playing a new Mission perform a DR; on a DR 10 Night Rules [E1] will be in effect. Night rules remain unchanged except as modified below SCENARIO DEFENDER: If the ENEMY side is the Scenario DEFENDER disregard section E1.2 entirely. If the FRIENDLY side is the Scenario DEFENDER, he may set up HIP up to 25% of his units (as per standard rules) but no dummies are allotted FREEDOM OF MOVEMENT: section E1.21 does not apply to the ENEMY side. Movement for S? and activated ENEMY units is therefore determined normally. As for Page 4
5 FRIENDLY units, a S? is not considered a Known unit for the purposes of gaining Freedom of Movement RECON: if the ENEMY side is allowed to perform a Recon dr (E1.23) by MSR, a dr is made on the table below. The dr is normally modified as per E1.23 nationality drm. The dr indicates how many die rolls the ENEMY side is entitled to on either the {A6a} or {A6b} table(s). Next, randomly select a number of letter chits equal to the number obtained by the die roll(s) just made. The FRIENDLY side will have to reveal all HIP units/fortifications set up on these hexrows on all mapboards in play. Contrary to E1.32 the strength factor of minefields is revealed. dr Result 1 Perform two dr on {A6a} 2 Perform two dr on {A6b} 3 Perform one dr on {A6a} 4 Perform one dr on {A6b} 5 None If the FRIENDLY side is allowed Recon, all S? in a selected Location must be immediately Activated and any activated unit will begin play concealed in its Locations. Any VPO Location (as well as any Location adjacent to a VPO Location) searched counts as two Locations for the limit of searchable Locations CLOAKING: Cloaking rules (E1.4) do not apply to the ENEMY side. If the FRIENLDY side is the SCENARIO ATTACKER he may opt to enter play with all of his units Cloaked but, contrary to E1.411 he does not receive any extra Cloaking counters. No Cloaking counter may ever represent dummy units ON FOOT MOVEMENT: the +1 MF for moving into Concealment Terrain at night (E1.51) does not apply to movement of S? STRAYING: Straying rules (E1.53) apply normally to FRIENDLY units. ENEMY units are not subject to Straying until activated when they become subject to Straying normally JITTER FIRE: Jitter fire rules (E1.55) apply normally. If a S? is subject to Jitter Fire it will be immediately Activated (and possibly removed) STARSHELLS: In any SASL Mission only a Good Order non Panicked (armor) Leader may ever place a Starshell, and does so on an availability dr 4 (as normally allowed by E ). Therefore no MMC may ever make a Starshell placement dr PLACEMENT GUIDELINES: FRIENDLY units may place Starshells normally (except for the added restriction of 2.28 above). As for ENEMY units, an ENEMY Leader with LOS to any FRIENDLY units (even if Concealed) or Gunflash will always attempt to place a Starshell in any/all of the allowed phases (PFPh, MPh, DFPh) with the usual limit of one attempt per Player Turn as outlined below: PLACEMENT IN THE PFPh DFPh: At the start of the ENEMY PFPh or FRIENDLY DFPh each Good Order ENEMY Leader must attempt to place a Starshell if any of the conditions outlined below are met: If he can see a FRIENDLY unit/gunflash at a range 2 hexes the placing ENEMY unit will use method 1 to place a Starshell (described in E1.922), OR If he can see a FRIENDLY unit/gunflash at a range 9 hexes (but beyond 2 hexes) the placing ENEMY unit will use method 2 (described in E1.922). The placing ENEMY unit will attempt to place the Starshell in the same hex as the FRIENDLY unit which triggered the placement. If more than one Location qualify use the following priority list to determine which FRIENDLY unit is triggering the Starshell placement: Priority List: Closest; Most Known FRIENDLY units; most SW, Least TEM. If the FRIENDLY unit/gunflash is at a range greater than 6 hexes the Starshell will be placed at exactly 6 hexes range along the LOS to the Activating unit. To determine the exact placement hex use a sewing thread to find out which hexes are crossed by the LOS and place the Starshell counter accordingly PLACEMENT IN MPh: During the FRIENDLY Mph, a Starshell placement attempt is made if a FRIENDLY unit moves in such a way that it would cause an hypothetical S? to check for activation. The placement methods are the same as described in Also, whenever an ENEMY S? successfully activates during the FRIENDLY Mph and a Leader is generated, a Starshell placement attempt is immediately made if otherwise allowable (and prior to any Defensive First Fire attack resolution) COMBAT: The +1 LV Hindrance DRM for night attacks (E1.7) is counted when checking for possible S? Activation, Starshell placement or Defensive Fire occurrence. Page 5
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