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Advanced Squad Leader Rulebook Updated and Erraticized

Navigation: Chapter F. North Africa

F11 Arid Climactic Conditions

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11. ARID CLIMATIC CONDITIONS

11.1 F11.1 Arid Climate Summary The rules in this Section may or may not be applicable to a given scenario, depending on a variety of circumstances (such as the scenario's EC and whether or not it is DYO). Listed below are the types of scenarios in which these rules can/do apply. See each individual rule for specifics on when and how it actually does come into effect.

ARID CLIMATE SUMMARY

RULE

MAY BE APPLICABLE/IN-EFFECT ONLY WHEN

Arid Weather Chart (11.2)

Arid EC Chart (11.4)

Arid Wind Force Chart (11.5)

DYO scenario is set in an Arid Land (North Africa, Middle East, Mediterranean isles, or East Africa; see 11.2).

Time of Day Table (11.3)

DYO scenario uses ≥ one Desert Board (F.1).

Sun Blindness (11.61-.612)

Daytime scenario uses ≥ one Desert Board, and Weather is not Overcast (or Mud and Overcast).

(Intense) Heat Hare (11.62-.624)

Daytime scenario is set in North Africa (11.2), uses a one Desert Board, and Weather is not Overcast (or Mud and Overcast).

Heavy, Very- or Extremely-Heavy Dust (11.73-732)

Wind/Gust effects on Dust (11.76-.761)

Scenario uses only Desert Board(s), EC are Dry or Very Dry, and Steppe Terrain (13.2) is not in effect.

DYO Dust Table (11.701) Light/Moderate Dust (11.71-.72)

Vehicle Dust (11.74) FFE Dust (11.75)

Scenario uses ≥ one Desert Board, and EC are Dry or Very Dry [EXC: Very Dry only, if Steppe Terrain is in effect].

Desert Mud (11.8)

Scenario is set in an Arid Land (see 11.2), uses only Desert Board(s), and Mud is in effect (11.2; 11.4).

11.2 F11.2 Arid Weather Chart The following chart is used in lieu of the E3 Temperate Weather Chart to determine the Weather of a DYO scenario set in an Arid Land (defined as North Africa [Egypt, Libya, Tunisia, Morocco or Algeria], the Middle East [Syria, Lebanon, Palestine, Iraq or Persia], the islands of the Mediterranean, or East Africa)—even if it uses any/all non-Desert Board(s).

ARID WEATHER CHART

DR

April

May-Sept

Oct,Nov

Dec-March

2

Mud

Clear

Mud

Clear & Gusty

3

Clear & Gusty

Clear & Gusty

Clear & Gusty

Clear & Gusty

4

Clear & Gusty

Clear

Clear

Clear

5

Clear

Clear & Gusty

Clear

Clear

6

Clear

Clear

Clear

Clear & Gusty

7

Clear & Gusty

Clear

Clear

Overcast

8

Clear

Clear

Clear & Gusty

Overcast

9

Clear

Clear & Gusty

Overcast

Mud

10

Overcast

Clear

Overcast

Mud & Overcast

11

Overcast

Clear

Clear

Mud & Overcast

12

Mud & Overcast

Overcast

Mud & Overcast

Mud & Overcast

11.3 TIME OF DAY: F11.3 Time of Day Table In a DYO (only) scenario using ≥ one Desert Board, a Time of Day18 dr is made prior to setup (after rolling for Weather but before any DR for EC), invoking the appropriate rules as per the following table. If the Weather is Overcast, or Mud and Overcast, treat any result other than "Night" as "None". With mutual player consent, a "Night" result may be treated as a "None" result instead.

TIME OF DAY TABLE

dr

Result

Effect

1

Early Morning

* Sun Blindness (11.611) is in effect. If the scenario is set in Nov-April, Mist (E3.32) is also in effect. EC are automatically Moist (or wetter); 11.6111.

2

Mid Morning

*† Intense Heat Haze (11.621) is in effect if the scenario is set in May-Sept. Otherwise, Heat Haze (11.62) is in effect.

3

Midday

*† Intense Heat Haze (11.621) is in effect.

4

Mid Afternoon

*† Heat Haze (11.62) is in effect.

5

Late Afternoon

* Sun Blindness (11.612) is in effect.

6

Night (other)

Section E1 (or "None", if both players agree) is in effect.

* "None" in effect if Weather is Overcast (or Mud & Overcast).

† "None" in effect if scenario is not set in North Africa (11.2).

11.4 ENVIRONMENTAL CONDITIONS: F11.4 Arid EC Chart The following chart is used in lieu of the B25.5 EC Chart to determine the EC of a DYO scenario set in an Arid Land (11.2)—even if it uses any/all non-Desert Board(s).

ARID EC CHART

dr

EC

EC DRM/drm

Month

drm

≤1

Mud

-3

Dec-March

-1

2

Wet

-2

April-Sept

+ 3

3

Moist

-1

 

 

4

Moderate

0

 

 

5

Dry

+ 1

 

 

≥6

Very Dry

+ 2

 

 

11.5 WIND FORCE: F11.5 Arid Wind Force Table The following table is used in lieu of the B25.63 Wind Force Table to determine the initial Wind Force of a scenario set in an Arid Land (11.2)—even if it uses any/all non-Desert Board(s).

ARID WIND FORCE TABLE

dr

Wind Force

Result

1

No Wind

No Wind Direction DRM

2-5

Mild Breeze

Wind Direction DRM & Dispersed Smoke

6

Heavy Wind

Automatic Spread Downwind; None Upwind

11.6 DESERT LOW VISIBILITY (DLV): DLV is the term used to categorize Sun Blindness (11.61), Heat Haze (11.62-.621), and both Light and Moderate Dust (11.71-.72). A DLV Hindrance is treated exactly like a LV Hindrance (E3.1) unless stated otherwise. A DLV Hindrance does not apply (i.e., is not counted) when determining if LOS is blocked as per B.10.

11.601 HIP/CONCEALMENT: When any type of DLV is in effect, an entrenchment using HIP in Concealment Terrain is revealed solely due to LOS (as per A12.33) only if the enemy viewing unit is within six hexes of it, and Concealment Terrain ≥ 17 hexes from all unbroken enemy ground units is treated as being out of LOS for Infantry/Emplaced-Gun "?"gain (only) purposes. [EXC: If the only DLV in effect is Sun Blindness (11.61), this rule (11.601) applies only if the HlP-entrenchment/unit-seeking-"?" is in the Sun Blindness Zone of all such enemy units.]

11.61 SUN BLINDNESS: Sun Blindness can occur only in a scenario that uses ≥ one Desert Board and whose Weather is currently not Overcast (or Mud and Overcast). Whenever these conditions are met and a SSR or Time of Day dr (11.3) specifies Sun Blindness, the following rules are in effect:

11.611 EARLY MORNING: If Early Morning, each TH (and non-ordnance IFT) DR [EXC: OBA;-DC; FT; Fire Lane; Specific Collateral Attack] receives a +2 Sun-Blindness DLV Hindrance DRM, provided all the following conditions are met:

•  Neither the firer nor the target is an Aerial unit;

•  The LOS to the target is in an easterly direction, and that LOS lies completely within the shaded area (or an extension of it) in one of the accompanying illustrations;

•  That LOS, when extended past the target to the edge of the playing area, is not blocked by an obstacle that is two or more levels higher than the target; and,

•  The firer/Spotter/(Offboard-) Observer is not two or more levels higher than, nor in the same hex as, the target.

If an ATTACKER enters a DEFENDER's Location during the MPh across a hexside (or from a vertex) that lies within the latter's Sun Blindness Zone, the Sun Blindness DLV Hindrance does apply to each attack made during that MPh by the DEFENDER vs that ATTACKER. [errata note]

       F11.611

11.6111 EC: When Early Morning Sun Blindness is in effect, EC are automatically Moist [EXC: if it is raining or if Mud exists, EC are Wet or Mud respectively].19

EX: The first illustration shows the yellow Sun Blindness Zone of a squad looking east during Early Morning Sun Blindness when the lettered hexrows run north-south. If the squad were also manning a Gun that faced east, its CA would be as shown by the red dashes. If the CA faced northeast (as shown by the blue dashes), part of the Sun Blindness Zone would still be within that CA, as indicated. If the squad's/Gun's LOS to any ground target leaves the indicated Sun Blindness Zone, that Zone's +2 DRM would not apply.

EX: The second illustration shows the yellow Sun Blindness Zone of the squad looking east during Early Morning Sun Blindness when the lettered hexrows run east-west. If the squad were also manning a Gun that faced northeast or southeast, the two CA the Gun could possibly establish are shown respectively by the blue, and red dashes. If the squad's/Gun's LOS to any ground target leaves the indicated Sun Blindness Zone, that Zone's +2 DRM would not apply. Note that in both examples the "outer" hexes of the Sun Blindness Zone have vertices that are not in the Zone even though the center dots of those hexes are.

11.612 LATE AFTERNOON: If Late Afternoon, Sun Blindness applies as per 11.611 but in a westerly direction.

11.62 HEAT HAZE: Heat Haze can occur only in a scenario set in North Africa (11.2) that uses ≥ one Desert Board and whose Weather is not Overcast (or Mud and Overcast). Whenever a SSR or Time of Day dr (11.3) specifies that Heat Haze is in effect, a DLV Hindrance DRM applies at certain ranges to TH (and non-ordnance IFT) DR [EXC: OBA; Fire Lane; Specific Collateral Attack; attack vs an Aerial target]. Vs Infantry this DRM is +1 for each multiple of six hexes (FRU) beyond the initial 12-hex range; vs a vehicular/ PRC target it is +1 for each multiple of twelve hexes (FRU) beyond the initial 24-hex range. [EXC: Aerial attacker; 11.622.]

EX: Heat Haze creates a +1 DLV Hindrance DRM vs Infantry at a range of 13-18 hexes, +2 at 19-24 hexes, etc. Vs a vehicle/PRC it creates a +1 DRM at 25-36 hexes, +2 at 37-48 hexes, etc.

11.621 INTENSE HEAT HAZE: Intense Heat Haze occurs in the same manner as normal Heat Haze, and has the same effects as given in 11.62 except that it applies to such fire vs Infantry beyond the initial six-hex range and to such fire vs a vehicle/ PRC beyond the initial twelve-hex range. [EXC: Aerial attacker; 11.622.]

EX: Intense Heat Haze creates a +1 DLV Hindrance DRM vs Infantry at a range of 7-12 hexes, +2 at 13-18 hexes, etc. Vs a vehicle/PRC it creates a +1 DRM at 13-24 hexes, +2 at 25-36 hexes, etc.

11.622 AERIAL: Heat Haze adds a +1 DLV Hindrance DRM to an Aerial unit's Ground Support (E7.4) attack, regardless of range. Intense Heat Haze increases this DRM to +2. Both types of Heat Haze add a +1 DRM to an aircraft's Sighting TC (E7.3), regardless of range.

11.623 TARGET TYPES: If using the Area Target Type (or making an OBA Accuracy dr for an onboard Observer) vs a hex that contains both Infantry (/Cavalry) and vehicular enemy targets, only the lesser of the applicable (Intense) Heat Haze DRM/drm applies. If firing HE or SMOKE at a hex that contains neither an enemy vehicle nor Known enemy Infantry/Cavalry, the DRM/drm that would apply if Infantry were in that hex is used.

11.624 OFFBOARD OBSERVER: Both types of Heat Haze add a +2 drm to the OBA Accuracy dr of an Offboard Observer (C1.63).

11.7 DUST: Dust20 can occur in a number of ways: by SSR, DYO dr (11.701), or due to some specific occurrence during the course of play (11.74-.761). Dust [EXC: Vehicle/FFE Dust; 11.74-.75] can exist at any of five levels of density, ranging from Light to Extremely Heavy. Light and Moderate Dust are types of DLV. The effects of the various types of Dust are cumulative when occurring simultaneously [EXC: DLV Dust vs LOS (11.61); Sighting TC (11.793)].

11.701 DYO: F11.701 DYO Dust Table Prior to the start of the first RPh in a DYO scenario in which Light/Heavy Dust can exist (as per the conditions given in 11.71 or 11.73 respectively), make a dr on the DYO Dust Table after both sides have set up and after the Wind Force has been determined. The resulting Dust density (if any) is immediately in effect, but can be altered by the Wind Change DR (11.76). If Steppe Terrain (13.2) is in effect, a " Heavy "Dust result is treated as "Moderate" instead.

DYO DUST TABLE

Final dr

Density

drm

≤ 5

None

+ 1 If Mild Breeze is in effect.

6-7

Light (11.71)

+2 If Heavy Wind is in effect.

8-9

Moderate (11.72)

+ 3 Per each Bombardment (C1.8) available in the scenario.

≥  10

Heavy* (11.73)

* [EXC: Moderate, if Steppe Terrain (13.2) is in effect].

11.71 LIGHT DUST: Light Dust can occur only in a scenario that uses a one Desert Board, and only if EC currently are Dry or Very Dry [EXC: Very Dry only, if Steppe Terrain (13.2) is in effect]. While Light Dust is in effect, each TH (and each non-ordnance IFT) DR [EXC: OBA; DC; FT; Fire Lane; Specific Collateral Attack] receives a Dust DLV Hindrance DRM equal to a subsequent dr21 that is halved (FRD). See also 11.79-.794.

       A7.7, A10.62, F11.71 & F11.72

11.711 INTERDICTION: Being a type of LV Hindrance, neither Light nor Moderate Dust negates FFMO. However, when either is in effect, a subsequent dr is made for each Interdiction DR; this dr generates a Dust DRM as per 11.71 or 11.72 (as applicable) but with its sign reversed, which modifies the Original Interdiction DR. The routing unit suffers Casualty Reduction only if it fails its NMC via the Final DR [EXC: an Original 12 still eliminates the unit; A10.31]. Heavy and Very/Extremely Heavy Dust, and Vehicle/FFE Dust, are LOS Hindrances which prevent Interdiction.

EX: A routing unit is Interdicted during Light (only) Dust. If the subsequent dr is a 6, it receives a -3 DRM; if a 4 or 5, a -2 DRM; if a 2 or 3, a -1 DRM; and if a 1, it receives no DRM. Hence if the Interdicted unit has a 7 Morale, and rolls an Original 8 for its NMC but an Original dr of ≥ 4, it will be unaffected.

11.72 MODERATE DUST: Moderate Dust is treated exactly the same as Light Dust except that the subsequent dr is halved (FRU).

       A7.7, A10.62, F11.71 & F11.72

11.73 HEAVY DUST: Heavy Dust can occur only in a scenario that uses only Desert Board(s), and only if EC currently are Dry or Very Dry and Steppe Terrain (13.2) is not in effect. While Heavy Dust is in effect, a LOS Hindrance DRM equal to half the range (FRU) applies to each type of attack that can receive a Light Dust DRM. In addition, Light Dust is in effect, and each vehicle/ Cavalry unit must expend one extra MP/MF to enter a new hex. Being a LOS Hindrance, Heavy Dust negates FFMO.

11.731 VERY HEAVY DUST: Very Heavy Dust is treated exactly the same as Heavy Dust—except that its LOS Hindrance DRM is equal to the range of the attack, a BU AFV must expend one extra MP to enter a new hex (in addition to the extra MP required by 11.73), use of Double-Time/Gallop is prohibited, attacks by/vs Aerial units are not allowed, and all Recovery dr receive a +1 drm.

11.732 EXTREMELY HEAVY DUST: Extremely Heavy Dust is treated exactly the same as Very Heavy Dust, except that Moderate Dust (11.72) applies instead of Light Dust and all B/X numbers for non-Aerial units are lowered by one.

EX: A squad firing with four FP at a range of three hexes during Heavy Dust receives a +2 LOS Hindrance DRM plus a Light Dust DLV Hindrance DRM of 0, + 1, + 2 or + 3. If firing during Very Heavy Dust, the Light Dust DRM is applicable in the same manner but the LOS Hindrance DRM is +3. If firing during Extremely Heavy Dust, the LOS Hindrance DRM is still +3 but the Moderate Dust DRM will be +1, +2 or +3. If the attack has a range of zero (TPBF), only the Light Dust DRM will apply during Heavy or Very Heavy Dust, and only the Moderate Dust DRM will apply during Extremely Heavy Dust. Assuming the squad's attack leaves two Residual FP, if another unit is later attacked by that Residual FP no DLV DRM will apply but FFMO/FFNAM may. Remember that DLV DRM are not applicable to determining if LOS is blocked (11.6).

11.74 VEHICLE DUST: Whenever Light Dust can exist (as per the conditions given in 11.71), Vehicle Dust can also occur. In such a scenario, as a vehicle of any type enters a new hex at a cost of ≤ two MP, a Vehicle Dust counter is immediately (i.e., prior to Defensive/Bounding First Fire attacks) placed at the Base Level of the hex it has just exited [EXC: no Dust counter is placed if the vehicle expended a Start MP in the hex just exited, if it exited that hex via a paved-road hexside, if in exiting that hex it also exited the playing area, if it is/was using Armored Assault (D9.31) in its current MPh, or if Heavy-Winds/Gusts are in effect]. That Dust counter is immediately removed from that hex when one of the following occurs:

•  The vehicle leaves its present hex;22

•  The Wind Change DR results in Heavy-Wind/Gusts/Rain;

•  The vehicle begins the next friendly PFPh not in Motion; or,

•  The vehicle begins its next MPh already in Motion, and expends a MP for any reason.

Vehicle Dust is otherwise treated as normal drifting Dispersed Smoke in all respects [EXC: Sighting TC; 11.793], and hence is a two-level +2 LOS Hindrance rather than a type of DLV. Since a vehicle is not prohibited from expending more MP to enter a hex than the minimum required, it may, as it enters a new hex, declare a higher-than-necessary MP expenditure in order to not create Vehicle Dust. Vehicle Dust created by a vehicle that was then destroyed is removed at the start of its owner's next PFPh (or sooner, as per one of the conditions listed above). The reverse side of the Vehicle Dust counter is placed face-up if the vehicle both creates dust and ends its MPh in Motion.

EX: A vehicle starts its MPh by expending a Start MP and then one MP to enter a Desert Open Ground hex. No Vehicle Dust occurs in the hex it just exited. It then enters a Desert Open Ground hex that contains SMOKE, expending two MP to do so. A Vehicle Dust counter is now immediately placed in the hex it just exited. Any further MP expenditure by that vehicle in its present hex—e.g., VCA change, OVR cost, sD usage, Stop MP, etc.—is not considered when determining whether that Dust counter should be placed. (The vehicle could have made an expenditure of ≥ three MP to enter the hex, which would have prevented creating Vehicle Dust in the hex being exited. But if it were towing a Gun it would have had to expend at least three MP to enter the SMOKE hex and thus could not have created Vehicle Dust.) If the vehicle begins the next friendly PFPh Stopped (or if it was destroyed in the interim), the last Vehicle Dust counter it placed will be removed at the start of that next friendly PFPh (along with white Dispersed smoke; A24.4); however, if it ends its MPh in Motion, that Dust counter will be removed immediately upon the vehicle's initial MP expenditure in its next MPh (unless it is destroyed/stunned/ shocked/immobilized in the meantime, in which case that Dust counter will be removed at the start of the next friendly PFPh).

11.741 PLATOON/CONVOY MOVEMENT: When using platoon/convoy movement, Vehicle Dust is placed/shifted only at the end of each Impulse before Defensive/Bounding First Fire attacks.

11.75 FFE DUST: Whenever Light Dust can exist (as per the conditions given in 11.71), the following changes occur to a FFE LOS Hindrance (C1.57):

•  that of an HE Concentration becomes +1 per hex of the Blast Area;

•  that of a Harrassing Fire FFE generates a normal FFE Hindrance DRM (i.e., as per C1.57) in all the hexes of its Blast Area;

•  that of a Barrage (E12.52) becomes +1 per hex of the Blast Area;

•  that of a Creeping Barrage (E12.75) becomes +2 per hex of the Blast Area.

Wind-Force/Gusts have no effect on FFE Dust.

11.76 WIND & GUSTS: [Note: these rules are applicable only when Heavy Dust can occur (as per the conditions given in 11.73).] Wind-Force/Gusts can cause Dust and can also increase or decrease its density; any such change occurs immediately upon making the Wind Change DR. In each Player Turn that Heavy Winds and Gusts are in effect, the Dust density increases one level; if both of these conditions are in effect for successive Player Turns, this increase is cumulative per Player Turn. Whenever Heavy-Winds/Gusts cease to be in effect, the Dust density decreases one level. No other Wind/Gust occurrence affects Dust density.23

EX: Assume a scenario that uses only Desert Boards begins with Dry EC, a Mild Breeze and no Dust. The first Wind Change DR causes Gusts—but this will not create Dust. On the second Wind Change DR, the Gusts cease but Heavy Winds occur; still there is no Dust. However, the third Wind Change DR causes Gusts again; now Light Dust is in effect (due to the presence of Heavy Winds and Gusts). If the fourth Wind Change DR causes Gusts yet again, the Dust density will increase to Moderate (due to Gusts being in effect for two successive Player Turns). If the fifth Wind Change DR ends the Heavy Winds or the Gusts, or both, the Moderate Dust becomes Light—but will not be further reduced in density by the sixth Wind Change DR (unless rain occurs).

11.761 HEAVY WIND: During any level of Dust density (11.71-.732), an attack [EXC: Aerial Ground Support; E7.4] directly into Heavy Wind vs a target in another hex (even if PBF applies) incurs an extra +1 DLV Hindrance DRM. "Directly into" is defined as occurring when the LOS/LOF, as it exits the firer's (or Spotter's/Observer's) hex, crosses or lies along a hexside of the adjacent hex that lies directly upwind from the firer's (or Spotter's/Observer's) hex—i.e., the adjacent hex that corresponds to a -1 on the Wind Direction counter.

11.77 RAIN: Whenever rain commences, all forms of Dust instantly cease to exist, and none can occur again for the remainder of the scenario.

11.78 NIGHT: The current level of Dust density (11.71-.732) reduces the ability of starshells, IR and Blazes to Illuminate (E1.9) Locations as follows:

•   Light/Moderate (only): a starshell Illuminates its own hex and all others within two hexes; an IR Illuminates its own hex and all others within four hexes; a Blaze is unaffected.

•   Heavy: a starshell Illuminates its own hex and all adjacent hexes; an IR Illuminates its own hex and all others within two hexes; the Illuminated Zone of a Blaze equals the number of Blazing non-rooftop levels in the hex.

•   Very Heavy: a starshell Illuminates no hexes and an IR Illuminates only its own hex; a Blaze is treated the same as it is for Heavy Dust.

•  Extremely Heavy: neither a starshell nor an IR causes any Illumination, and a Blaze Illuminates only its own Location.

11.79 MISCELLANEOUS: Dust's effects (if any) on other aspects of play are given below.

11.791 OBA ACCURACY: Like other Hindrance types, all DLV DRM can apply as drm to OBA Accuracy dr (C1.62), based on the (Offboard) Observer's LOS. [EXC: neither Sun Blindness (11.61) nor Heavy-Wind-and-Dust (11.761) affects the LOS from an Observation Plane (E7.6). See also 11.623-.624.]

11.792 IN BUILDING: Neither DLV nor Vehicle/FFE Dust affect a LOS that lies entirely within the same building.

11.793 AERIAL: Any type(s)/level(s) of Dust adds only a total +1 DRM to a Sighting TC (E7.3) but, except as specified otherwise, all types/levels add cumulative DRM to attacks by/vs Aerial units [EXC: Aerial Combat (E7.22); Heavy AA fire (E7.52)] in the normal manner using the Aerial Range (E.5).

11.794 RESIDUAL-FP/CC: Dust, regardless of type(s)/level(s), has no effect on CC attacks, nor does it reduce the Residual FP placed by a Fire Lane, nor does it affect a Fire Lane's attack [EXC: Heavy (or denser) Dust negates FFMO; 11.73-.732].

11.8 MUD: When Mud exists (as per the Arid Weather Chart or SSR) in a scenario set in an Arid Land (11.2) using only Desert Board(s), the normal method of determining its effects on Bog (D8.23) is used, but only Open Ground [EXC: not scrub, hammada or sand] hexes Accessible to hammada count as hexes entered for purposes of the Secret dr. Such Open Ground hexes cannot cause Hammada Immobilization (though 3.32 still applies for motorcycles). This possibility of Bog is negated only by the use of a paved road iri'the hex. If Broken/Steppe Terrain (13.1-.2) is in effect and/or non-Desert Board(s) are being used, D8.23 applies in the normal manner in lieu of 11.8.

EX: If the D8.23 Secret Bog Check DR indicates a vehicle will bog, and the Secret dr is a 2, the vehicle will bog in the second non- scrub/hammada/sand Open Ground hex Accessible to hammada which it enters during its MPh, provided it does not enter that hex via a paved road hexside.