It is very often allowed to to enter for 2 MP in bypass and delay the rest while in Motion, and if you know the rules it is 100% sure move. Old school rule know how - since the early beginning of ASL,
Defense vs AFV Freeze - posted in Regelsnack: Rule claims that are wrong, from the Journal 12 article: Rules On AFV Entering Your Location ..the enemy AFV enters your Location in bypass. At this point, your opponent must indicate how many MP it is spending. The cost of VBM will usually be 2...
forum.aslsweden.com
I cant translate the text to see what the author is trying to convey.
However, Jim is correct and the rules are clear. A vehicle cannot spend delay MP while in Motion, and a vehicle cannot end it's MPh in Motion while it has MPs remaining...unless it cannot enter the next location.
"D2.18 A vehicle is not prohibited from expending more MP to enter a hex than the minimum required, and may, as it enters a new hex, declare a higher-than-necessary MP expenditure.
D2.4 MOTION STATUS: Any Mobile vehicle...which has used its entire printed MP allotment during its MPh, without expending a MP to Stop (2.13) or Delay (2.17) at the end of that MPh, is considered in Motion and covered with a Motion counter. A vehicle may end its MPh in Motion without expending all of its MP only if it has insufficient MP remaining to enter the next hex it wishes to enter."
If one believes the vehicle can expend excess MP to make it impossible to enter the next hex in order to avoid the Delay rules, then they are wrong.
- Opponent wants to enter the Open Ground hex in front of the tank in bypass.
- It costs the vehicle 1 MP.
- If the vehicle has 1 MP it enters that hex.
- If the vehicle does not have the 1 MP it can declare ESB.
- If the vehicle wants to declare more than one MP to enter the hex, the player places his tank counter in the new hex and declares how many MP it will expend. D2.18 clearly states (as it enters a new hex).
- If the vehicle chooses to not enter the new hex, or leave its current location (as it can't change VCA and remain in the same Bypass location) and has MP remaining, it must expend a Stop MP in order to use Delay MPs.
Any other interpretation is an attempt to skirt the rules of Delay and use Delay MPs while in Motion with the added bonus of not having to expend the MPs to do so.
For instance, if an AT Gun has you in it's sight in that situation, but only saw the tank as it entered bypass for 2MP. Using the (wrong) method you espouse, you decide that you want to enter the next hex but want to use all your remaining MPs+1, and thus can't enter the new location and can stay in bypass.
How many MP's were spent in the AT gun's LOS?
Just the 2 MP to enter bypass?
All remaining MPs?
All the AFV's MPs+1?
How many ROF shots or other attacks on that AFV would be allowed?
2?
All remaining MPs?
All MP+1?