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Advanced Squad Leader Rulebook Updated and Erraticized

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Chapter C. Ordnance & Offboard Artillery (OBA)

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C. ORDNANCE & OFFBOARD ARTILLERY (OBA)

ORDER OF PRESENTATION:

 

C.1 INDIRECT FIRE: Despite the fact that many Gun types were capable of Indirect Fire (indeed, most artillery and mortars were used primarily as Indirect Fire weapons), all ordnance weapons that appear on the mapboard are limited to Direct Fire To Hit procedures (or use IFE if capable). All ASL references to Indirect Fire apply to both OBA and mortars, although onboard mortars must secure hits using the To Hit Table in the same manner as Direct Fire weapons. All ordnance on the mapboard is considered either too close or inadequately prepared to use normal Indirect Fire techniques (i.e., SR and FFE process).

C.2 ORDNANCE: Any weapon that must secure a hit on a To Hit Table before resolving the effect of that hit on either the IFT or To Kill Table is termed ordnance. The same weapon may or may not be considered ordnance depending on its use; a Gun with an IFE capability (2.29) is not considered ordnance while using IFE because it does not make a To Hit DR.

C.3 TO HIT/EFFECTS DRM: No TEM, Hindrance or other DRM ever affects both the To Hit DR and the resulting Effects DR; it affects only one or the other [EXC: CH: 3.71].

C.4 ORDNANCE AREA FIRE: Ordnance Area Fire never halves the FP effect of any hit. Instead, any shot affected by any provision of Area Fire caused by the target's status uses the Case K To Hit DRM (6.2). Fire during the AFPh is represented by use of To Hit Cases B/C as applicable. An AFPh attack vs a concealed (Area) target uses To Hit DRM B/C as applicable, plus Case K. If the firer's status would impose Area Fire (e.g., Pinned, LATW firing from shallow stream, etc.), Case D applies (5.4). See also 3.53.

C.5 VERTEX AIMING POINT: Any fire traced to a vertex (including a Snap Shot, which must be traced to an entire hexside; A8.15) rather than to a hex center dot, is subject to the following:

       A8.15, B9.2, C.5 & C.5C

C.5A RANGE: Range is always measured from the firing hex to the hex containing the target (C.5C); just because a vertex is also part of a closer hex does not allow the firer to reduce the range to that other closer hex.

C.5B FIRE WITHIN CA: A firer that must fire within a given CA must have the hex containing the target completely within its CA— merely having the vertex (or hexside) aiming point forming a part of the boundary of its CA is insufficient.

       A4.34, B.6, C.5B, & C.5C

C.5C The hex containing the target by definition must include the building/woods obstacle being bypassed, or the hex the target would remain in if affected by that fire (e.g., Snapshot [A8.15], Rowhouse "Bypass" [B23.71], Underbelly Hit [D4.3]) or the lower side of a cliff hexside being Climbed (B11.42).

       A8.15, B9.2, C.5 & C.5C

       A4.34, B.6, C.5B, & C.5C

C.6 HE USE ON IFT: Each column of the IFT contains a Minimum Gun Caliber Size listing next to that column's FP. A Gun (or OBA) firing HE uses the highest FP column whose Caliber Size listing is ≤ the firing Gun/OBA's Caliber Size; e.g., a 100 or 105mm Gun (or "100+mm" OBA HE Concentration; 1.7) uses the 20 FP column, but a 90mm Gun (or "80+mm" OBA HE Concentration) uses the 16 FP column.

C.7 HEAVY PAYLOAD: An OBA or bomb hit of ≥ 250mm is resolved on the 36 FP column with a -1 bonus DRM for each multiple of 50mm in excess of 200mm (FRD). (Any such attack halved for any reason is resolved on the 16 FP column with half of any bonus size DRM [FRD].) In addition, any CH that generates FP in excess of 36 FP is resolved on the 36+ column of the IFT with a -1 bonus DRM for each whole multiple of eight FP in excess of 36. A FG may never use Heavy Payload rules.  The Original DR for rubble creation (B24.) and pillbox elimination is determined after application of the bonus DRM [EXC: CH; 3.73]. [errata included]

EX: Any 120mm Gun HE CH vs Infantry is resolved on the 36 column of the IFT with a -1 bonus DRM (24 FP X 2 [CH] = 48 - 36 = 12 ÷ 8 = l½). A 150mm OBA CH is resolved on the 36 column using its Original 2 DR and a -3 bonus DRM (30 FP X 2 [CH] = 60; 60 - 36 = 24; 24 ÷ 8 = 3). A 250mm bomb CH is resolved on the 36 column with a -5 bonus DRM (-1 [250mm] + -4 [36 FP X 2 {CH) = 72; 72 - 36 = 36; 36 ÷ 8 = 4½ = 5).

C.8 MOVING VEHICULAR TARGET: A vehicle is considered a moving target for To Hit/Effects purposes only if during the current Player Turn it has entered a new hex, or used VBM (D2.3), or began its MPh in Motion (D2.4), or is currently in Motion. A Stopped (D2.13) vehicle is also treated as a moving target [errata included] if during the current Player Turn it has entered a new hex, used VBM, or began its MPh in Motion. Thus a Non-Stopped vehicle is a moving, Mobile (D.7) vehicle that has not expended a Stop MP (D2.13) since its last Start MP (D2.12) expenditure. Expenditure of MP for other purposes (such as loading/unloading, Bog Removal attempts, or VCA changes) do not by themselves qualify a vehicle as a moving target although they too allow Defensive First Fire shots vs it.

       A22.612, C.8, & C6.1

C.9 UNDECLARED ORDNANCE TARGET TYPE: Any time ordnance capable of fire on more than one Target Type of the C3 To Hit Table makes a To Hit DR without first specifying the Target Type being used, the Target Type used for that To Hit DR is the topmost one listed on the To Hit Table that can legally be used vs a target in that hex by that firer (i.e., Vehicle, Infantry or Area in that order).

EX: The 4-6-7 in 1W4 is using Bypass in V4 along the V4-V3 and V4-U4 hexsides when it is fired on by the 6-2-8 in T6. The LOS is traced to the V4-U4-U5 vertex. The range is three even though the vertex is also a part of hex U5, which is only two hexes away. The Gun in T4 with CA T3-U4 must change its CA to fire on the 4-6-7, because although the V4-U4-U5 vertex is on a hexside defining the Gun's present CA, the target hex (V4) is not inside that CA.