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Advanced Squad Leader Rulebook Updated and Erraticized

Navigation: Chapter C. Ordnance & Offboard Artillery (OBA)

C5 Firer-Based Hit Determination DRM

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5. FIRER-BASED HIT DETERMINATION DRM C5 FIRER-BASED TH DRM

       C5.

[Players should note that certain Firer and Target Hit Determination DRM listed on the To Hit Table are also applicable to LATW/Aerial attacks. Those applicable to LATW are preceded by a L; those applicable to Aerial attacks are preceded by a @. Those preceded by a U are not applicable when using the Area Target Type.]

5.1 CASE A; FIRE OUTSIDE CA: The To Hit DRM penalty for firing a Gun at a target outside its current CA is based on a combination of the type of ordnance (2.3) and the number of hexspines adjustment being made to the CA of the Gun as it is turned to bring the target into its CA. Fast Traverse turreted weapons and 360° mounted Guns (T) incur a +1 DRM penalty for each hexspine adjustment of their TCA during that fire phase. See D2.321 for Bypass TCA side Target Facing. Slow Traverse turreted weapons (ST) incur a +2 DRM penalty for the first hexspine adjustment in their TCA, and a +1 DRM for each subsequent hexspine adjustment. Bow-mounted vehicular Guns (D1.33) and all non-360° ordnance (NT; Non-Turreted) incur a +3 DRM penalty for the first hexspine adjustment in their CA, and a +1 DRM for each subsequent hexspine adjustment.

CASE A DRM

Gun Type

1st Hexspine

2nd Hexspine

3rd Hexspine

(T) Fast Traverse

+1

+1

+1

(ST) Slow Traverse

+2

+1

+1

(NT) Non-Turreted

+3

+1

+1

5.11 All Guns use Case A to fire at targets outside their current CA when changing their CA for a shot in that phase. Turreted vehicles change only their TCA so that their target lies within that TCA. Should they elect to pivot their vehicular counter instead so as to change their VCA, the NT To Hit DRM apply to the first shot of all vehicular weapons (see also D3.51). A NT Gun must pivot within the firing hex so that the target lies within its vehicular/Gun CA. Such a pivot does not qualify the vehicle/Gun as a moving target. Regardless of Gun Type, the Case A DRM is doubled if the firer is in woods/building/rubble; in addition, a change of VCA in woods/building/rubble requires passage of a Bog Check (D8.2) first. Furthermore, once a Gun (other than a mortar) fires from woods/building/rubble it may continue to fire during that phase from that hex only inside its current CA [EXC to all: Bounding First Firers and vehicles on the road in a woods-road hex]. If it retains a Multiple ROF, place a CA counter on the Gun (or alternately, to prevent congestion due to stacking, two hexes away from the Gun pointing to the same hexspine) to indicate its current CA for the remainder of that phase. The CA of a pinned firer fixed in the MPh would remain fixed during the DFPh.

       C5.11

5.12 The Case A DRM is applicable only to a Gun which made a CA change as part of its shot. If a Gun makes a CA change and fires with a Case A DRM and then fires again in the same phase, the Case A DRM will not apply unless it changes its CA again for the next shot.

5.13 BOUNDING FIRST FIRE: Case A is never applicable to an ATTACKER firing during his own MPh. A Bounding First Firer must always fire within its current CA; it may change that CA only via MP expenditure (TCA D3.12; VCA D2.11).

       C5.13 & C13.46

5.2 CASE B; FIRE IN AFPh: All ordnance weapons firing during the AFPh which did not enter their current hex/hexside during that Player Turn, and are not using Opportunity Fire (A7.25), are subject to the Case B (+2) To Hit DRM—regardless of whether the Gun has pivoted or changed its CA while in that hex. The Case B DRM is increased to +3 if the firer is in woods/building/rubble. No weapon may fire more than once in its AFPh, unless using Opportunity Fire.

5.3 CASE C; BOUNDING FIRER: A vehicle (including its Passengers) which has entered a new hex/hexside during its MPh but does not fire until its AFPh is using Bounding Fire and always uses Case C when firing ordnance.  Vehicular (including Passenger) ordnance which fires during its MPh (D3.3) must use one of the Case C DRM (i.e., it must add the +2 DRM of Case B to the applicable Gun Type DRM of Case C) as Bounding First Fire for any shot it takes. A vehicle with a Multiple ROF may not fire again until it has expended another MP (even if only a Delay MP).

EX: A Stabilized Gun (D11.11) firing in the AFPh after entering a new hex during that Player Turn must apply a +3 DRM (case B + C; 2 + 1) to its To Hit DR; a T or ST Gun Type must add a +4 DRM (2 + 2); a NT Gun Type or any Passenger must add a +5 DRM (2 + 3). MA AAMG would add +2 DRM (Case B only).

       C2.24 & C5.3

5.31 CASE C1; BOUNDING FIRST FIRER, RESTRICTED AIM: A vehicle First Firing during its own MPh, and having had a continuous LOS to its target for only 2½-3 MP during that Player Turn at the time of the shot, must add one to the Case C To Hit DRM. Case C1 does not apply in the AFPh.

5.32 CASE C2; BOUNDING FIRST FIRER, LIMITED AIM: A vehicle First Firing during its MPh, and having had a continuous LOS to its target for ≤ two MP during that Player Turn at the time of the shot, must add +2 to its Case C To Hit DRM. Case C2 does not apply in the AFPh.

5.33 BOUNDING FIRST FIRE: A vehicle First Firing during its own MPh, and having had a continuous LOS to its target for > three MP uses the Case C To Hit DRM. A vehicle wishing to fire at the start of its MPh prior to entry of a new hex (or one that has had a continuous LOS to its target since before the MPh) may do so using Case C; it need not expend Delay MP first to avoid having to use Case C1 or C2. If the Bounding First Firer vehicle declares a shot prior to any MP expenditure, a DEFENDER can still declare a Gun Duel (2.2401) that he might win (due to the Bounding First Firer's use of TH Case C), and thus he could fire before the vehicle expends any MP.

       A8.1-.12, C5.33 & D3.3

       C2.2401 & C5.33

       C2.2401, C5.33, & D7.21

5.34 CASE C3; LATW: Any LATW firing in the AFPh without Opportunity Fire must add the +2 DRM of Case C3 to its To Hit DR. In addition, those weapons with a Backblast (13.8) must use this +2 To Hit DRM when firing from ground-level rubble/building unless the firer pre-designates that he will risk Desperation penalties (13.81) or is using Opportunity Fire.  Should such a weapon fire from ground-level rubble/building in the AFPh without Opportunity Fire, the +2 To Hit DRM applies for both conditions and is treated as +4. Case C3 is never applicable to Case C or any of its other subcases.

5.35 CASE C4; MOTION FIRER: A Motion/Non-Stopped vehicle which is moving and wishes to fire [errata included] without stopping (D2.13) first, must add the applicable DRM of Case C4 to its To Hit DR. If the AFV is equipped with a Gyrostabilizer, it must use the Case C, or C1, or C2 DRM as applicable (depending on MP expended in continuous LOS of the target just prior to the shot) plus an additional +1 DRM. If the vehicle is not equipped with a Gyrostabilizer, it must use the Case C, or C1, or C2 DRM as applicable and must double the lower dr of its TH DR. Motion Fire is NA for Guns enportee (10.5).

EX: A CE moving PSW 234/2 wishes to fire, without stopping, at a stationary T-34 six hexes away in Open Ground which has been in its continuous LOS for 3½ MP. The Modified TH# is 10. However, Case C4 applies so there is a +4 DRM to the To Hit DR (Case C) plus a doubling of the lower dr of the To Hit DR. The PSW 234/2 will score a hit only with a To Hit DR ≤ 6 but only if that "6 or less" DR has been achieved despite doubling the lower dr (i.e., on a TH DR of 1 & 4, 1 & 3,1 & 2, 1 & 1, or 2 & 2).

       C5.35 & D2.42

5.4 CASE D; PINNED FIRER: Any ordnance weapon whose firer is under the effects of a PIN counter must add the +2 DRM of Case D to its To Hit DR and forfeits any Multiple ROF. Firers under the effect of Area Fire (e.g., LATW firing from shallow stream) also add the +2 DRM for each instance. See also A7.81-.82.

5.5 CASE E; FIRING WITHIN HEX: Any Gun firing at a target within its own hex must add the +2 DRM of Case E. Cases J3, J4, L, and M are not applicable to any To Hit DR affected by Case E. The presence of a wreck/SMOKE/AFV other than the target or firer in the same hex adds to the applicable LOS Hindrance (Case R). The Case E DRM is doubled if the firer is in a woods/building/rubble hex (unless in Bypass). If both firer and target are in Bypass, no shot is allowed unless a LOS can be drawn between their respective CAFP.

5.51 CA CHANGE: The firer's CA does not change when using Case E to fire at a target in the same hex—unless firing during the opponent's MPh as Defensive First Fire, in which case the firer's CA is changed only as much as is necessary to include the hexside that moving unit used to enter that hex during that MPh. This is the only instance where Case A DRM are applicable with Case E DRM [EXC: VBM; D2.321].

5.6 CASE F; INTENSIVE FIRE: Intensive Fire is available only to Guns (not SW), and can be used only if the crew of the Gun is not pinned, shocked, stunned, or marked with a Final/Intensive Fire Counter.[errata included]  An Intensive Firing Gun automatically gains one (and only one [EXC: OVR Prevention; 5.64]) additional shot during that Player Turn. Intensive Fire cannot be used during the AFPh except by an Opportunity Firer. A Gun cannot use Intensive Fire until it has already exhausted its normal ROF. A Gun which has Intensive Fired replaces its fire phase counter with an Intensive Fire counter.

       A8.1 & C5.6

       C3.33 & C5.6

       C5.6, D3.3, & D3.51

5.61 TO HIT PENALTY: Any Gun using Intensive Fire must add the +2 DRM of Case F to its Intensive Fire To Hit DR to reflect loss of accuracy.

5.62 MALFUNCTION: The B# of any Intensive Firing Gun decreases by two while Intensive Firing (see A.11).

5.63 RESTRICTIONS: Certain Guns may not use Intensive Fire in any form (including OVR Prevention or Final Fire; 2.241) and are so restricted by notes on their respective Listing Chart and the back of the counter in the form "No IF'. Case B is applicable to Intensive Fire only as an inherent part of Case C. Loss of Multiple ROF does not cause loss of Intensive Fire capability.

5.64 OVR PREVENTION: Regardless of the number of shots a non-vehicular Gun has already taken during a Player Turn (including Intensive Fire), it is entitled to the possibility of one more Intensive Fire shot at a target in its own hex if it is about to be OVR [EXC: OVR Prevention cannot be used by a Gun with a "No IF" listing on the back of its counter; 5.63]. Immediately after the OVR MP expenditure (D7.1) is announced (but before the OVR is resolved) the Gun makes its To Hit DR vs the vehicle making the OVR, but not until its CA covers the hexside entered by the OVR vehicle. If a Gun has already fired from woods/building/rubble, it is not allowed to change its CA (5.11) and is not eligible for OVR Prevention vs an AFV entering its hex from outside the Gun's CA. A Gun which has already Intensive Fired during that MPh suffers only one set of Intensive Fire penalties (i.e., the Intensive Fire DRM and B# reductions of the two Intensive Fire shots are not cumulative). The Original To Hit DR of the firing Gun also acts as a NMC vs its own manning Infantry. If the manning Infantry is pinned or broken as a result of that NMC, the To Hit attempt is voided (except for any Gun Malfunction or Low Ammo (D3.71) it may have caused) and the OVR vehicle resolves its OVR. If the NMC is passed by rolling < the manning Infantry's Morale Level, the To Hit DR is resolved vs the OVR vehicle and may possibly lessen the OVR attack (D7.11). Regardless of the outcome of the To Hit DR, the Gun is marked with a "No Fire" counter to indicate that it may not fire again during that Player Turn— even if it is about to be OVR again.

5.641 A non-vehicular Gun not currently marked by a First/Final/Intensive Fire counter is subject to all the provisions of OVR Prevention when about to be OVR except that its shot is not penalized as Intensive Fire and it is not marked with a "No Fire" counter thereafter.

5.7 CASE G; DELIBERATE IMMOBILIZATION ATTEMPT: Often an AFV target's AF is so formidable that it makes a kill by certain Guns unlikely if not impossible. A player may instead attempt Deliberate Immobilization with his ordnance by adding the +5 To Hit DRM of Case G.

5.71 Deliberate Immobilization can be attempted only by ordnance, and only if the weapon's Basic TK# (for the ammunition type it chooses to fire) is > the target's lowest hull AF, and only with a hull hit at a range of ≤ six hexes. A Deliberate Immobilization attempt is not allowed against a HD/immobilized target, or with Indirect Fire or MG/IFE, or when using the Area Target Type. Acquisition DRM are not applicable to a Deliberate Immobilization attempt. However, Acquisition can be gained while attempting such a shot in case the firer subsequently fires on the target normally.

5.72 A Deliberate Immobilization hit is not resolved on a To Kill Table—even if it otherwise would be considered a CH; if it results in a hull hit, automatic Immobilization results and causes a Crew TC; see D5.5. If it does not result in a hull hit, there is no effect.

5.8 CASE H; CAPTURED GUN: Any To Hit attempt by a Captured weapon (or one manned by a non-qualified unit; A21.13) must add the +2 DRM of Case H. If the weapon is both Captured and manned by nonqualified Infantry, the Case H DRM is doubled. A Captured weapon is also penalized by using the red TH# and reducing its B# by two (see A.11 & A21.11-.12).

5.9 CASE I; BUTTONED UP: Any BU, CT AFV must add the +1 DRM of Case I to its To Hit DR. Being BU has no other effect on the LOS of a vehicle [EXC: Night; E1.14], even if the target is outside its CA, but prevents Interdiction (A10.532). RST and 1MT AFV must be BU to fire their MA (D1.321-.322).

[There are numerous other firer-based To Hit Determination DRM listed elsewhere in the rules; CX (A4.51), Overstack (A5.12), Leadership (A7.531; D3.44), Encircled (A7.7), Spotted Fire (9.3), Bypass TCA change to/through (or coinciding with) side Target Facing (D2.321), and Stun (D5.34).]