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Keith Medlin
United States Holly Springs North Carolina
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Mark Pitcavage created(?) and posted The ASL Tank Commander's Bible on his website Desperation Morale in the Player Aid section long ago. It has, however, remained a great source of information and friendly reminders about things you can take advantage of when commanding tanks. Some of the tips are burned into most players' souls, while others present some interesting tid-bits and tips that might help you outfox your opponent.
In this article, I'm going to take a look at a few of the tips contained in the larger play aid to both whet your appetite for the full download, and also to discuss some of the things that I've run into while playing that I wish I'd remembered or had never thought of at the time.
SET UP
Motion (D2.4) - Any vehicle that sets up off-board may set up in motion.
This is one that should be burned into people's brains, and in fact is burned into everyone's brain I've played against, but for some reason has taken me a while to learn. This little tip can really help you when it comes to MP expenditures so you're not immediately spending >1 MP within LOS of an enemy. Likewise, it also helps you on the first time on-board so you're already getting the in motion case benefit for the TH roll.
BU/CE (D5.2-3) - Vehicles may set up either BU/CE.
This should go without saying, but it's important to remember to express how you want them set up so that it's explicit with your opponent. It will also help you get your head around the type of movement and fire that you're going to be able to pull off as soon as the scenario begins. This one is not a mystery to anyone, but it can definitely be problematic and should really be addressed out of courtesy for your opponent since they can't (I hope) read your mind.
ADVANCE PHASE
BU/CE (D5.2-3) - A vehicle may go BU or CE in its APh.
This relates to the previous comment. Should you forget, or if you're in a tournament setting and want to lend a helping hand out of the kindness in your heart...you can also offer up that CE/BU can be adjusted during the APh. This can, in fact, be used to your advantage in some cases as well which is why it's important to consider as you plan your movement in particular.
Mark's excellent play aid suggests:
Must be CE to get road movement rate. May go BU or CE in MPh. One slick trick is to CE in your movement phase to get extra road movement, then BU in Advance Phase to protect crew.
DEFENSIVE TACTICS
Hull Down Attempt (D4.22) - Must spend two extra MP in a hill Crest-Line hex to make attempt dr. DFF must await outcome of dr before resolution. Regardless of outcome, if still Mobile, vehicle must immediately end MPh by expending a Stop MP.
This one is easily forgotten. A lot of times it's easy to forget, in the emotional moments after your hull down attempt dr, that you are also electing to end your MPh and need to expend that 1 MP to stop. In some cases, you're going to need to remind yourself about that so you don't accidentally go OVER your MP allowance and have to attempt the ESB DR which can permanently end that AFV's MPh!
FIRING HINTS
LOS (D3.51) - A vehicle may use MG fire on a target it cannot affect; you can use this to check a tricky LOS before firing your MA at the target.
This one is particularly nasty and, makes sense, but is something often overlooked or forgotten. The MG, in many cases is better put to use doing something productive, but if you are truly uncertain, this gives you the opportunity to make a LOS check without immediate negative consequences.
Deliberate Immobilization (C5.7) - Don't forget the option to make a Deliberate Immobilization TH DR. Like normal TH DR, but with +5 Case G To Hit DRM. Can only attempt if weapon's Basic TK# (for ammo type) is > target's lowest hull AF. Must have a hull hit at range <= 6 hexes. Not allowed against HD target or with MG/IFE or using Area Target Type. Acquisition DRM are NA (but this shot can be used to gain acquisition). A successful hit results in automatic immobilization and causes a crew TC.
Okay...so there's a lot going on in this one, but basically you need to ask yourself:
1 - Is my weapon's Basic TK# larger than the target's lowest hull Armor Factor? 2 - Is my target not Hull Down? 3 - Is my target within or equal to 6 hexes from my firing unit? 4 - Is my firing unit NOT using MG/IFE or NOT using Area Target Type?
If you can answer YES to all those questions, then you've got a shot at it. Given that you're looking at an immediate +5 penalty, why even attempt it?
There are plenty of scenarios in ASL that don't provide you with adequate firepower to knock out an enemy AFV outright. Just ask the French! That said, in many cases armor needs to move to be effective so immobilizing one can be as effective as knocking it out. So despite the risks and penalties, it's still something to consider and, in my cases, is expected.
FINAL THOUGHTS
Marks' website is full of great stuff and one of the best things about this particular player aid is that it combines some no non-sense tips with rule references. The size of the printout is easy to put on the table with you while playing as well so that's also a little competitive advantage you can bring to your games.
A lot of the implementation of tank tactics that people come up with are very situational. I like that the focus of Mark's play aid is more generic and really gives you some great references to consider and go back to read. I've only covered a small portion of what's in the actual play aid and encourage you to check it out!
Until next time ... Roll Low!
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