ReggieRed
Member
As a full ASL player, I recently purchased 10th Anniversary ASLSK#1 in order to introduce the game system to some of the younger lads I work with. Was playing ASL S1 yesterday at lunch with a co-worker and ran across what appear to be some subtle differences in the routing mechanics. Are these in fact differences between the rules sets or am I missing something?
1) In ASLRB, A10.51 (middle of the paragraph) specifically says that "...a routing unit must move to the nearest (in MF calculated at the start of its RtPh) building or woods kex (even if overstacked)...". However, SK#1 in 3.6 3rd paragraph says that "A routing unit must ignore any building or woods hex that it cannot enter due to stacking limits..."). My guess is that the SK is worded as such because I could not find any concept of overstacking in the SK rules...3.3 specifically states that only three MMC are allowed per hex and I didn't see any overstacking rule anywhere overriding this. (My emphasis in the above rules citations.)
2) In ASLRB, A10.5 defines when a unit that is non-ADJACENT must rout ("...may not remain in the same Open Ground hex in the Normal Range and LOS of a Known non-Melee enemy unit..."). However, ASLSK#1 3.6 says a unit "...may not remain in the same Open Ground location in the normal range and LOS of a Known Good Order enemy unit that would be able to interdict it if it were routing in that hex." That's a different threshold for causing a unit to rout...for example, an armed CX enemy unit would cause a brokie in OG to rout in full ASL, but not in ASLSK because the CX would prevent that unit from interdicting? Not sure how to reconcile this one unless I am missing something in the rules, or it is just flat-out different between the two rules sets.
Just want to make sure I am teaching ASLSK correctly to these guys and am playing by the rules that they are reading and not the full ASL rules which they don't have (yet).
1) In ASLRB, A10.51 (middle of the paragraph) specifically says that "...a routing unit must move to the nearest (in MF calculated at the start of its RtPh) building or woods kex (even if overstacked)...". However, SK#1 in 3.6 3rd paragraph says that "A routing unit must ignore any building or woods hex that it cannot enter due to stacking limits..."). My guess is that the SK is worded as such because I could not find any concept of overstacking in the SK rules...3.3 specifically states that only three MMC are allowed per hex and I didn't see any overstacking rule anywhere overriding this. (My emphasis in the above rules citations.)
2) In ASLRB, A10.5 defines when a unit that is non-ADJACENT must rout ("...may not remain in the same Open Ground hex in the Normal Range and LOS of a Known non-Melee enemy unit..."). However, ASLSK#1 3.6 says a unit "...may not remain in the same Open Ground location in the normal range and LOS of a Known Good Order enemy unit that would be able to interdict it if it were routing in that hex." That's a different threshold for causing a unit to rout...for example, an armed CX enemy unit would cause a brokie in OG to rout in full ASL, but not in ASLSK because the CX would prevent that unit from interdicting? Not sure how to reconcile this one unless I am missing something in the rules, or it is just flat-out different between the two rules sets.
Just want to make sure I am teaching ASLSK correctly to these guys and am playing by the rules that they are reading and not the full ASL rules which they don't have (yet).