Leader location in a stack

rdw5150

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If I have an AL...I put an actual turret counter (regardless of need) on each AFV, which could contain the AL, and write a letter or number on each of those Turret counters. I make a side note of which marked turret counter has the AL. The presence of the marked turret counters act as a visible reminder that I have an AL while the marking let’s me know which AFV he is in.
This is a great idea. I always forget about those damn guys.......

Peace

roger
 

boylermaker

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I WISH they were in the blazing wreck. With my luck, that crew made their CS roll, and now I have to look up the rules about what happens now to see what I can do with my AL (spoiler: almost certainly nothing).
 

Justiciar

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I WISH they were in the blazing wreck. With my luck, that crew made their CS roll, and now I have to look up the rules about what happens now to see what I can do with my AL (spoiler: almost certainly nothing).
Unless you are Japanese...G1.411...but then good luck getting an armor leader as the Japanese player to start with. Hen's teeth.
 

Old Noob

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I always put my leader on top. If a "1" Sniper is out there, there's always Random Selection!
 

Eagle4ty

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Despite the actual numbers, in a stack of 4 units, a 10-2 leader will be selected as the target 94% of the time. This is common knowledge in the ASL community.
Its codified in Murphy's Laws of ASL Combat.
 

Justiciar

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Despite the actual numbers, in a stack of 4 units, a 10-2 leader will be selected as the target 94% of the time. This is common knowledge in the ASL community.
Actually you missed a subtle point about the numbers...it is 94% of the time when it is YOUR stack.
 

Old Noob

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I know Murphy's Law of ASL: Hot dice go cold when least appreciated.
 

fenyan

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Another good thing about leader on top--you can alert your opponent that they have two 8-0s on board instead of the 8-0 and 8-1 they should have according to the scenario card.
 

Old Noob

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Hot dice are those that help you maintain rate-of-fire, hit his tank in the vulnerable spot in the armor, etc.
It's when they go cold that you are in trouble {especially if those are the ONLY dice you brought}!
 

bendizoid

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Hot dice are those that help you maintain rate-of-fire, hit his tank in the vulnerable spot in the armor, etc.
It's when they go cold that you are in trouble {especially if those are the ONLY dice you brought}!
All these years and now I know what my game has been missing, thanks for the inciteful, illuminating advice. I’ll be sure to remember next time I play to bring lots of dice, least they grow cold.
 
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