You have the best presentation I have been able to find so far. Your detailed and step-by-step explanations have greatly simplified the learning process for me. Thanks.
Very true. The example in this video (static gun shooting at a static AFV) would take very little time for a player with some experience under their belt.
@@ASLAcademy especially in the same scenario, you calculate the first ones, but you quickly realize that the TH numbers are the same because range may not vary that much, weapons/AFV are the same, and DRMs too, it's not everytime that the firer and defender-based DRM are complicated :P
@@ASLAcademy oh Bounding Fire, you evil thing :D But earlier this year I found an amazing double entry table, that tells which DRM to apply depending on which phase, which motion state and which weapon conditions. It demystified it a lot !
Some of the modifiers I talk about (like barrel length I think) are built into the SK TH#s, so the tables look different. But the math/mechanics are exactly the same.
This is great. You do a fine job explaining in a very easy to absorb and engaging way. I'm really looking forward to your next one. I hope you are able to spend a moment discussing HE vs AFV. I feel AP, APCR and Heat have an innate logic to them with the Armor Factor modifier. With HE it's not so clear to me. C7.34 HE and Flame To Kill table states AF NA in upper right corner. When you read the corresponding text for it, it clearly states AF does not apply to Flame attacks but does not mention such a distinction with HE. I went to section K, Training Manual, hoping for a fun clarification and it gives an example of using Area Fire against a vehicle so long as you are firing HE and resolving it on the A7 Infantry Fire Table. Thank you so much for taking the time.
Notice the "AF NA" on the C7.34 table is in brackets on the official MMP chart. "[ AF NA ]" Those brackets are meant to indicate AF NA only on the FT MOL MOL-P columns. AF *is* included when using normal HE direct fire rounds. HE is not that effective against armor, but it does have an increased chance of Shock/immob because a Final TK of even 1 greater than the needed number will guarantee a shock/immob. Hope this helps.
I love your tutorials. If you have the time could you help me understand how area fire works. If an infantry unit is concealed, it seems to me that an ordinance weapon firing on it only receives a +2 , case k. The attack then happens at full fire power on the IFT chart without any TEM if a hit happens. It seems strange that if the infantry unit was in a stone building AND UNCONCEALED the gun would need a +3 TEM to hit it, A harder to achieve hit against a known unit than one vs the +2 concealed unit IN THE SAME kind of building?? I must be missing out on some rule! THX FOR THE ADVICE.
I’ve never been able to find any clarification of Case B. I always apply it to all fire in the AFPh, but I’ve never been sure about the “w/out entering a hex in that player turn” language. Why would moving prior to the AFPh negate this modifier? There’s no similar mechanic for IFT attacks that negate area fire for units that moved. Makes me think I’m misunderstanding the Case B language.
Since Case B is always a subset of all C cases (they're cumulative if you move), it should always be applied to a firer that has moved. Case B alone is pretty rare, primarily if you forget to fire something in Prep and don't move, which I've done before.
Hi, let me throw in my penny's worth. If Infantry fires in the AFPh without declaring Opportunity Fire in the Prep Fire Phase, it's penalised as Area Fire. A7.24, footnote 9. Case B replicates this situation for Ordnance. As for case C and its sub-cases, that's for all vehicular fire whether or not it's in the AFPh or MPh and after having entered a new hex / hexside. Does that make sense? Basically, the only way to Fire anything, be it infantry, a SW, or Ordnance, in the AFPh without penalty, is to declare Opportunity Fire in the Prep Fire Phase, and be patient.
A good example to show your viewers would be when Scott targets one of Neal's vehicles, rolls snake eyes for a "Critical Hit", followed by boxcars on the To Kill, resulting in a dud...😥 Believe me, it has happened.
You have the best presentation I have been able to find so far. Your detailed and step-by-step explanations have greatly simplified the learning process for me. Thanks.
Thank you sir!
Thanks!
Ooo just found your channel and looking to refresh my mind on ASL… perfect! Thank you!
Enjoy the refresh! 😁
Excellent ... as usual. Thanks for these very helpful videos.
The rules breakdown is more fun than the game :)
After some time, this becomes really easy and it goes way faster to calculate and take shots !
Very true. The example in this video (static gun shooting at a static AFV) would take very little time for a player with some experience under their belt.
@@ASLAcademy especially in the same scenario, you calculate the first ones, but you quickly realize that the TH numbers are the same because range may not vary that much, weapons/AFV are the same, and DRMs too, it's not everytime that the firer and defender-based DRM are complicated :P
@@InikoMonkoya Yep, it only gets a little complicated when the firer or target are moving.
@@ASLAcademy oh Bounding Fire, you evil thing :D But earlier this year I found an amazing double entry table, that tells which DRM to apply depending on which phase, which motion state and which weapon conditions. It demystified it a lot !
Brilliant tutorials thanks for making these.
My pleasure!
I had an awesome Thanksgiving because I played some ASL. 😀
Same. This Thanksgiving was our first normal one, having friends and family over, since 2019 (pre-covid). Squeezed in some ASL on Saturday.
Just in time! Started SK2 this week.
Some of the modifiers I talk about (like barrel length I think) are built into the SK TH#s, so the tables look different. But the math/mechanics are exactly the same.
So hyped for these videos ! Good luck with them Neil, this is a heavy and meaty topic haha
It is, and there's no way I'll be able to cover it all...or every situation. 😂
This is great. You do a fine job explaining in a very easy to absorb and engaging way. I'm really looking forward to your next one. I hope you are able to spend a moment discussing HE vs AFV. I feel AP, APCR and Heat have an innate logic to them with the Armor Factor modifier. With HE it's not so clear to me. C7.34 HE and Flame To Kill table states AF NA in upper right corner. When you read the corresponding text for it, it clearly states AF does not apply to Flame attacks but does not mention such a distinction with HE. I went to section K, Training Manual, hoping for a fun clarification and it gives an example of using Area Fire against a vehicle so long as you are firing HE and resolving it on the A7 Infantry Fire Table. Thank you so much for taking the time.
Notice the "AF NA" on the C7.34 table is in brackets on the official MMP chart. "[ AF NA ]" Those brackets are meant to indicate AF NA only on the FT MOL MOL-P columns. AF *is* included when using normal HE direct fire rounds. HE is not that effective against armor, but it does have an increased chance of Shock/immob because a Final TK of even 1 greater than the needed number will guarantee a shock/immob. Hope this helps.
Helps very much. Thank you for taking the time. Really appreciate it. Roll Low!
thanks for these videos
A N OTHER great video
I love your tutorials. If you have the time could you help me understand how area fire works. If an infantry unit is concealed, it seems to me that an ordinance weapon firing on it only receives a +2 , case k. The attack then happens at full fire power on the IFT chart without any TEM if a hit happens. It seems strange that if the infantry unit was in a stone building AND UNCONCEALED the gun would need a +3 TEM to hit it, A harder to achieve hit against a known unit than one vs the +2 concealed unit IN THE SAME kind of building?? I must be missing out on some rule! THX FOR THE ADVICE.
I’ve never been able to find any clarification of Case B. I always apply it to all fire in the AFPh, but I’ve never been sure about the “w/out entering a hex in that player turn” language. Why would moving prior to the AFPh negate this modifier? There’s no similar mechanic for IFT attacks that negate area fire for units that moved. Makes me think I’m misunderstanding the Case B language.
Since Case B is always a subset of all C cases (they're cumulative if you move), it should always be applied to a firer that has moved. Case B alone is pretty rare, primarily if you forget to fire something in Prep and don't move, which I've done before.
Hi, let me throw in my penny's worth. If Infantry fires in the AFPh without declaring Opportunity Fire in the Prep Fire Phase, it's penalised as Area Fire. A7.24, footnote 9. Case B replicates this situation for Ordnance. As for case C and its sub-cases, that's for all vehicular fire whether or not it's in the AFPh or MPh and after having entered a new hex / hexside. Does that make sense? Basically, the only way to Fire anything, be it infantry, a SW, or Ordnance, in the AFPh without penalty, is to declare Opportunity Fire in the Prep Fire Phase, and be patient.
A good example to show your viewers would be when Scott targets one of Neal's vehicles, rolls snake eyes for a "Critical Hit", followed by boxcars on the To Kill, resulting in a dud...😥
Believe me, it has happened.