Chas Argent said:No; they are resolved separately.
Check the dice carefully, someone was found with dice that only had 4,5, and 6 on them. :dead:wiretwister63 said:are the dice in ASL loaded I have not rolled less than a six in three turns of this senario yet!!!!
wiretwister63 said:are the dice in ASL loaded I have not rolled less than a six in three turns of this senario yet!!!!
Actually, in the case provided, one squad, two SW Mortars, once the squad fires the second Mortar, ACQ is lost from the first mortar and vice versa. And here is something I had forgotten about:Chas Argent said:No; they are resolved separately.
Note that if the squad fires its inherent FP, then any target acqusition they may have gained with the mortars is automatically lost; see C6.5.
Not a mistake for the Russians from what I can tell from the books. Throwing HS into the mix just to allow someone to carry MTRs around is just bypassing the nationality characteristics of the RB (IMHO).WaterRabbit said:Because of these restrictions I never give a squad a SW MTR, only HS. [EXC: playing a Nationality that does not allow Deployment and the scenario designer did not add any HS to the OB - a big mistake IMHO].
WaterRabbit said:Any scenario that doesn’t assign a HS/Crew to man each 50mm mortar or HMG/MMG is probably not accurately representing the Russian TO&E. In general, I think that any scenario OB should include a 1-2-7 crew for each HMGs/MMGs/MTRs/ATRs/PSKs/BAZs/etc. I think it better represents the tactical doctrine of these types of weapons.
CPRad said:I can't see the reasoning for a squad of say 10 guys not being able to fire two tubes on target at the same time.
Can someone explan why in ASL mtr are so weak or clumsy to operate? Why do we have to roll two TH# and loose the acq ?QUOTE]
First, a squad can fire two SW mortars in one fire phase. Nothing in the rules disallows it. It just isn't as effecient as one SW mortar per squad or dividing up the squad into two HS. One can come up with a "reality" explanation for the mechanics and that explanation may or may not reflect your personal reality. It is what it is.
(For the sake of completeness the argument is that a squad represents one group of guys being led by one man. Acquisition represents more than just "I've fired once and now I know the range and deflection better" and factors in the squad's leader's input into the firing decision. If he's directing one mortar, he's not directing the other. Dividing into HS assigns two sub groups with respective group leaders who can devote their attention to the one mortar.)
As for clumsiness, I don't find the mechanics particularly clumsy so not sure where you're headed there. Whether they are weak or not depends on how you use them. They are particularly weak against a pillbox and a King Tiger. They are devestating to a whole platoon in a woods line. Just as an ATR is particularly weak in certain circumstances and works as good as an 6 pdr in others.
Hope this helps.
The Purist said:As has been mentioned in many other posts and lists, not all 'reality' checks are passed by the ASL systems. I highly doubt that any game with the scope of ASL could ever be absolutely historically accurate and still be playable.The challenge in my mind is that there is no one version of "reality". Likely the ASL situations would represent pure fantasy to a veteran of Desert Storm. But then weapons and doctrine have changed since WWII. Also, a veteran of WWII might also think ASL represents pure fantasy. But since the vet was only a squad member and not looking at the larger scope of the action, the perspective is a bit off. Let alone trying to match doctrine to practice for Russian or Japanese nationalities.
And each historical situation is unique with unique OB (not matching doctrine or TO&E) and terrain, etc. etc. etc.
Thus the ASL compromise. Works for me.
This was the point I was responding to with my "realism" argument. I was pointing out that "Throwing a HS into the mix" is not bypassing nationality characteristics -- it is based upon solid TO&E research. (And obviously, specific instances will supersede the this general approach -- but they should be the exception, not the rule.)Carl said:Throwing HS into the mix just to allow someone to carry MTRs around is just bypassing the nationality characteristics of the RB (IMHO).
Wasn't really explaining rules here -- more design philosophy. However, ASL is a WWII simulation -- some degree of realism is required, otherwise it is just a fantasy game and we might as well allow squads to throw fireballs and teleport.alanp said:Citing 'realism' stuff doesn't work when explaining ASL rules.