|
|

SASL Online Interactive Game |
THE ENEMY The heart of determining the enemy's forces are "Suspect" counters. These are frequently Black but can also be Gray or Yellow so that they can depict special circumstances such reinforcements or an enemies allied forces. They are easily identifiable by the word "Suspect" written across the top with a large "?" symbol on the counter. Each of them represents possible encounter with enemy forces ranging from a half-squad to several squads, a leader, support weapons and vehicles. They can also end up being dummy counters with no encounter generated. |
SNIPERS Snipers are abstracted through the use of the Sniper counter. They do not represent actual units BUT the general location of sniper activity. The circled number represents the chance that a sniper will activate during the game. The higher the number the higher the chance a sniper attack will be activated. Snipers can activate multiple times per phase/turn. |
SQUADS/HALF-SQUADS AND CREWS The backbone of the players forces. Squads, half-squads and crews have 4MF (Movement Factors). Basic Squad/Unit info (using the 4-6-7 unit to the left as an example is 4=Firepower, 6=Normal Range (x2 Long Range @ 1/2 Firepower), 7=Morale. The line under the 6 means they have Spray Fire capability (they can spread their fire across 2 adjacent hexes but at 1/2 firepower). The small 1 to the right of their Firepower means they have a limited inherent smoke grenade ability. The small number in the upper right indicates they are 1st line quality. Squads, half-squads and crews have a carrying capacity of 3PP. Squads, half-squads and crews lose 1MF for each PP over their carrying capacity. The back side of each squad, half-squad and crew represents a broken status. They cannot fire or move (except for routing) in this status. |
LEADERS The Leader is the a key component to your platoon/units success. They can help direct more accurate fire and rally broken squads. They can also help squads move farther during a turn. Leaders get 6MF (Movement Factors). Squads get 6MF IF they start the turn/move stacked with a Leader. The 8 represents the Leader's Morale. The -1 is his leadership rating, the lower the number the better as this is used to benefit units he is rallying and directing the fire of. Leader who themselves become broken cannot provide any benefit to the men they are stacked with until they themselves are rallied. The 8 in a box indicates they can self rally. |
MACHINE GUNS/ATR'S Basic MG info (using the German MMG to the left as an example is 5=Firepower, 12=Normal Range (x2 Long Range @ 1/2 Firepower). The underlined 12 means that they can Spray Fire as described above in the Squads information. The 3PP means it costs 3 points to carry. The 2 with the box is the Rate of Fire (ROF) which means the weapon can fire multiple times in a turn as ling as its successfully maintains ROF. Machine Guns/ATR's s must be carried/manned by crews/squad to be used. Heavier weapons will slow squads down (reduce their MF). Heavier weapons can be dismantled (dm) so they are easier to carry, but must be reassembled before they can be used. The German MMG and HMG is the only weapon in a dm status that can be fired but as an LMG. |
MORTARS Basic Mortar info (using the German 50mm MTR to the left as an example is 50mm It has a 3=Minimum Range/13=Maximum Range. The line over the 50 means it can only fire HE The 5PP means it costs 5 points to carry. The 3 with the box is the Rate of Fire (ROF). This means the weapon can fire multiple times in a turn. Mortar's must be carried/manned by crews/squad to be used. Heavier Mortars will slow squads down (reduce their MF). Mortars can be dismantled (dm) so they are easier to carry, but must be reassembled before they can be used. |
Basic Unit/Counter Information |