Advancing into an adjacent Hex from a encircled hex.

rixster1

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I have 2 squads and a leader in an encircled hex. They want to move into an adjacent building hex. My opponent is saying they become CX because the leader does not add bonus from the encircled hex in the APH.

4.7 ADVANCE PHASE: Infantry units which are neither broken, pinned, TI, nor marked with a CC counter may use the APh to move one hex horizontally or vertically (to a different ADJACENT building level Location of the same hex) but not both. A unit may not change both its Location within a hex and also the hex it is in during the same APh although it could change both elevation and hex in an APh by advancing to an adjacent hex of different elevation such as a hill or Depression. The one hex advance may even be from inside an entrenchment to inside another in an Accessible hex (even if on different levels). A unit's IPC is unchanged during the APh except as restricted by Difficult Terrain (4.72).

11.6).

B11.432, Deep Stream Entry, B20.43]; otherwise it may advance but becomes CX in the process. In no case may a unit advance if it retains no MF after deducting for portage costs.

EX: A Russian squad carrying five PP has only two MF and therefore must become CX to advance into a hex requiring two MF to enter during the MPh (unless it is accompanied by a leader who adds two MF and one lPC to the squad; thereby leaving it with five MF).

This is the rule he quoted. I just don't see it.

please help
 

hongkongwargamer

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4.72 vs DIFFICULT TERRAIN: An advance into any hex whose MF cost (excluding SMOKE) is ≥ four MF or all of a unit's available non-Double Time MF allotment (whichever is less) may not be made if the unit is already CX [EXC: Climbing, B11.432; Deep Stream Entry, B20.43]; otherwise it may advance but becomes CX in the process. In no case may a unit advance if it retains no MF after deducting for portage costs.
 

jrv

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The greater than or equal to is what causes it to be advance vs difficult terrain. The leadership bonus still applies, but the advance is still four MF.

JR
 

Brian W

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The rule is you become CX if the advance costs 4+mf. How many mf you have over the 4mf is irrelevant if you spend 4mf.
 

jrv

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Leadership bonus can help if the advance costs < 4 MF. Once the moves costs 4 or more MF, there's nothing a leader can do.

How a leader can help: a Soviet squad carrying a Maxim MMG wants to Advance into a building Location. The cost to enter the Location is two MF. After deducting for PP in excess of three, the squad has two MF. Because the cost of the advance is not less than the MF the squad has available, if the squad advances alone it will be vs Difficult Terrain.

Now assume there is also a leader in the Location. The leader is wounded, so it can't loan its PP capacity to the squad. Neither is currently CX. With the leader bonus the squad has six MF minus the two MF for excess PP of the Maxim, leaving the squad with four MF, which is greater than the cost of the advance. The wounded leader has three MF, which is also greater than the cost of the Advance. If the leader and the squad advance together, they both can advance without it being vs. difficult terrain.

Exam: a Soviet wounded leader and squad carrying a Maxim MMG, neither currently CX, want to advance into rubble. Can they do so? Is this an Advance vs. Difficult Terrain, and if so, for which unit(s)?

Extra points: in the above examples some of the units could have been CX already without affecting the answer. Which ones?

Bonus learning: the cost of SMOKE is not added when calculating whether a move is vs. Difficult Terrain.

JR
 

jrv

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ninja ASL: although a hero does not add the leadership two MF bonus to units it moves with, it can lend its one PP capacity. A Soviet squad carrying a Maxim MMG has three MF available if it moves with a hero (unwounded, not carrying anything itself).

A wounded leader still gives the full two MF movement bonus to units that move with it. If a MMC is carrying a lot of PP (as above with the Maxim MMG) or if the wounded leader can figure out how to move himself fast, then the two MF bonus can be very valuable. Some ways that a wounded leader might move forward faster than usual is if it is a Passenger/Rider on an AFV (with which the other units then Armored Assault) or on a horse. So transported, a wounded leader might potentially escort a MMC for eight MF.

edit: [removed wrong statement]

White wizard ASL: a wounded leader can be carried by a MMC for five PP. With a hero lending a hand (or other leader, but for white wizard, you need to use a hero), a wounded leader, hero (lending a PP) and MMC (carrying the wounded leader) can move at a blistering five MF per turn.

Example question from the multi-coloured wizard ASL exam: can you go even faster with your wounded leader slung over the shoulders of a MMC like a sack of potatos and a hero?

JR
 
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Brian W

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Example question from the multi-coloured wizard ASL exam: can you go even faster with your wounded leader slung over the shoulders of a MMC like a sack of potatos and a hero?
Have the MMC declare 2x. They gain 2MF, but lose one MF due to the lose of the MMC's third IPC. The hero doesn't declare 2x, so retains its extra IPC to lend to the MMC. total MF for the stack: 6.

Edit: forgot Road Bonus, 7MF.
 

Eagle4ty

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Huh? I need 4MF to go to an adjacent location. The leader gives me 6MF. Therefore no CX
I remember having difficulty with this rule as I learned ASL as well. Remember A4.72 is a higher numbered rule than 4.7 (indeed, it is a limiting part of that very rule). By saying a Leader still applies his MF bonus (A4.7) while later saying says it must become CX if it has spent >= 4MF etc. (4.72), is a backhand way of explaining the Leader provides a bonus for calculating MF available while deducting for excess PP or required MF expenditure penalty to enter a Location. If one follows jrv's examples, you can decipher that even if a MMC's MF allowance is reduced for say excess PP, but is applying the Leader's Bonus (and possibly his PP Bonus as well) a move could be made that would be less than 4MF but greater than it's inherent MF allowance reduced for for excess PP (Leadership bonus not applied) and thus have the unit not become CX. If however, after all calculations it still would cost >= 4MF (or >= the adjusted MF allowance applying a Ldr bonus), you would become CX as you would if you had equaled or exceeded your adjusted (non- double time) MF allowance moving without a Leader.
 
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