There is a lot of sense in what Bruce points out.
We all love a certain amount of chrome in ASL - that's one of the reasons why we play it.
Yet, I believe one has to carefully consider in which instances extra chrome can make sense to give extra detail or flavor and in which instances it merely burdens the game and creates extra problems instead of added benefit.
In the case of the 10,5cm FlaK 38/39 I think there would be no benefit by extra chrome.
- The weapon itself was relatively rare to begin with.
- It was extremely rare in the ground role deployment from unfixed, non railroad-car conditions.
- It would we beyond extremely rare to find a documented instance where such a gun wanted to limber/change positions while in the ground role under fire.
- It would border on a wonder if an ASL scenario would be made based on that situation (but I grant that it is not a requirement for an ASL scenario to be based on historical accuracy).
- But even all this left unconsidered, if you have such a weapon within the frame of an ASL scenario, you would rather use the Gun rather than attempt to laboriously limber it and move it about to change positions, which would require numerous game turns. Unless a Victory Condition would require you to do so, I reckon, it would never happen.
So a lot of extra rules would have to be created for a situation that would never come up in a game.
That said, some rules
do exist for some unwieldy heavy Guns:
C10.12 UNHOOKING: A Stopped vehicle not in Bypass may unhook a Gun only by spending half (FRU) of its MP/MF allotment [EXC: if the Gun's M# is circled (e.g., M, the vehicle must expend two-thirds (FRU) of its MP/MF allotment] under the otherwise same conditions as were necessary for hooking up (10.11). That Gun's crew may disembark from that vehicle at no extra MP/MF cost as part of that unhooking procedure, but that crew and Gun must remain TI in that hex
[EXC: that vehicle may expend its remaining MP/MF]. After being unhooked, certain Guns must still be unlimbered (10.21) before they can be fired. Neither the crew nor the vehicle/PRC may fire during that PFPh/MPh prior to unhooking. A Gun's CA may be changed simultaneously as it is (un)hooked.
C10.25 RESTRICTED FIRE, NO MOVEMENT (RFNM): A Gun listed as RFNM may not (un)limber; i.e., it cannot be unlimbered if in tow at scenario start, and cannot be limbered or pushed if in firing mode at scenario start. Furthermore, it may not use To Hit Cases A (i.e., it cannot change its CA), E (i.e., it cannot fire if a Known enemy unit occupies its own hex), J4, or L (it can fire at one or two hex range but does not receive this DRM), and any use of Case J is always doubled at ≤ six hexes.
C10.26 NO MOVEMENT (NM): A Gun listed as NM may change CA normally, but may not (un)limber; i.e., it cannot be unlimbered if in tow at scenario start, and cannot be limbered or pushed if in firing mode at scenario start.
C10.3 PUSHING: A limbered or QSU Gun [EXC: if having NM or RFNM] can conceivably be pushed (and simultaneously have its CA changed) during the MPh by a Good Order crew (as per 10.111) at double its normal MF cost, provided it makes a Final DR ≤ its M#/M$(b) for each hex it attempts to enter. ...
What cannot be covered by this would be better handled via SSR if need be rather than by extra standard rules IMHO.
von Marwitz