Tactical rules of thumb for beginners

WuWei

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I picked up a few tactical rules of thumb here and there, rules that you could and should violate if there is a good reason for it, but are safe defaults for beginners. Basic rules like:
- Don't stack!
- At the beginning of your turn, decide how to use smoke. (Not if to use smoke, how to use smoke.)
- If you wonder whether a unit should prep fire or move: Move!
- If you wonder whether a unit should fall back or hold position for just another turn: Fall back. It might already be too late.

I'm sure there are more. Is there an extensive list somewhere?
 

jrv

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Don't hit your thumb with a tactical rule. It hurts more than you might expect.

JR
 

Vinnie

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Plan for what you are going to do next move and the one after that. Looking further ahead will allow you to achieve your goals.
 

Proff3RTR

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An old saying from Brecon, 'two up and bags of smoke, and always go left Flanking.
 

Justiciar

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....and always go left Flanking.
But only vs. right handed shooters (okay 90%+ of shooters)...as they have their left eye closed when operating a SLR/AR...

In a pistol fight one shoots both eyes open and can easily spot and/or lead both ways...

In a MBT fight it doesn't matter at all...
 

Carln0130

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This is going to sound like a joke, but it isn't. I'm totally serious. The best rule of thumb is there is no rule of thumb.

One of the things ASL does best is to offer a wide variety of situations and circumstances. Therefore, what you might NEVER do in most circumstances becomes exatly what you should do in some others. How do you know the difference? Experience and practice. The correct mindset is what is the best thing to do in THIS situation. Not what is the rule of thumb. If you start getting caught up in rules of thumb then you will lack the tactical flexibility to do what is right in a given situation.

That's the beauty of ASL. Many different situations and you have to dope it out according to your own rules and tactical knowledge. That is what will allow you to best know what to do in the diverse situations you face in ASL. How do you get more of that? Play/read/play/read, repeat as neccesary. Also, play as wide a variety of opponents as you possibly can. Since everyone has different methods and styles of approach to the game, you will be amazed how much your game gets influenced by playing others.

Good luck learning the game. It is more than well worth the time.
I picked up a few tactical rules of thumb here and there, rules that you could and should violate if there is a good reason for it, but are safe defaults for beginners. Basic rules like:
- Don't stack!
- At the beginning of your turn, decide how to use smoke. (Not if to use smoke, how to use smoke.)
- If you wonder whether a unit should prep fire or move: Move!
- If you wonder whether a unit should fall back or hold position for just another turn: Fall back. It might already be too late.

I'm sure there are more. Is there an extensive list somewhere?
 

Proff3RTR

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This is going to sound like a joke, but it isn't. I'm totally serious. The best rule of thumb is there is no rule of thumb.

One of the things ASL does best is to offer a wide variety of situations and circumstances. Therefore, what you might NEVER do in most circumstances becomes exatly what you should do in some others. How do you know the difference? Experience and practice. The correct mindset is what is the best thing to do in THIS situation. Not what is the rule of thumb. If you start getting caught up in rules of thumb then you will lack the tactical flexibility to do what is right in a given situation.

That's the beauty of ASL. Many different situations and you have to dope it out according to your own rules and tactical knowledge. That is what will allow you to best know what to do in the diverse situations you face in ASL. How do you get more of that? Play/read/play/read, repeat as neccesary. Also, play as wide a variety of opponents as you possibly can. Since everyone has different methods and styles of approach to the game, you will be amazed how much your game gets influenced by playing others.

Good luck learning the game. It is more than well worth the time.
A very good easy to understand bit of advice, one that I think would stand most ASL players in good order, no matter who they were up against, also a very good mind set to have.
 

von Marwitz

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All right. Not exactly tactical rules of thumb, but what about this?

FINER POINTS

The rules are complicated enough that it's easy to forget some of the finer points of the game. Most of the below points will be obvious, but you may be surprised at what you've forgotten. The list below is not inclusive; it is not meant as a synopsis o f the rules; nor is it meant as a tactical discussion. Some of these points may be out of context, so double check the cited rule if you think I've made a mistake. I've so far made two and have had to clarify two more. There are 86 pointers. How many of them do you know?

Infantry Drills: Chapter A.
Lay of the Land: Chapter B.
Gun Points: Chapter C.
AFV Treads: Chapter D.


Infantry Drills
Stationary MMG or HMG can be Recovered and fired at half during the AFPh (4.41).
SMC can take SW away from Broken units with dr <6 (4.44).
CX penalties apply to IFT, TH, Labor, IPC, CC, Search, Recovery, Ambush, MOL, DC detonation, ATMM check, PF check (4.51, and various sections).
Routing units ignore concealed units (10.533).
Infantry using Assault Move are subject to FFNAM and FFMO if they break (4.61).
Infantry and guns cannot fire out of their hex if an attacking unit is in the same hex (EXC: unarmored vehicle) [aka: the Vehicular Freeze Tactic, it also applies to VBM] (7.212).
Pin negates FFNAM and FFMO (7.83).
FT not halved for Advancing Fire (7.24, 22.1).
Defending infantry cannot use SFF against units farther away than the closest armed and known enemy infantry within Normal Range (8.3).
FPF can be used as many times as possible, but is required for within hex fire. The IFT attack is used as MC on the FPFing infantry (8.31).
Hindrances do not affect the placement or strength of Fire Lanes (EXC: >+5 Hindrances, and only if they exist prior to the FL) (9.22).
MG Field of Fire only applies over 1 Phase and only from woods, building, rubble (9.21).
Sustained Fire is NA to AFV MGs (EXC: MA) (9.3).
Bore Sighted MGs only get BS advantage in Defensive First Fire (MGs not MMCs) (C6.44).
Save HMGs in exposed positions by Dismantling them to rout with units that will probably break and rout away (9.8).
Leadership modifiers apply as positive DRM for LLMCs and LLTCs (10.2).
Routing units ignore concealed units (10.533).
Ambusher can "withdraw" 1 hex before CC or after successful CC (11.41).
Concealed units do not lose Concealment for fire attacks and CC while solely against Broken units (12.14).
HIP Fortifications must be revealed if enemy has LOS and is within 16 hexes (EXC: G.2) (12.33).
In cases of ties, SAN results are applied to one unit with a new SAN roll for the other (14.2).
Heroship modifier can be used in multi-hex FG but only within Normal Range of Hero or his SW (15.24).
DC FP modified only by Concealed units (23).
DC can be placed against Fortified Buildings for full effect as the placing unit does not actually expend MP in the "placed" hex (A23.3).
SMOKE does not apply in Mud, Deep Snow, Rain, or Heavy Wind (24.6).

Lay of the Land
Bridges have +1 TEM; they do not provide HD status (6.31).
Infantry advancing out of Tunnels gain automatic Concealment (8.61).
AFV denied WA can use BMG to fire over the wall (9.321).
Elevation effects change TEM to Walls/Hedges, Shellholes, Entrenchments and OT Vehicles (9.33, D6.61).
Guns cannot change CA and fire in Bocage (cf. Conditional ROF) (9.531).
Bocage is concealment terrain even in LOS of enemy (9.55).
Broken units on Wire are eliminated if unsuccessful in routing away from an adjacent enemy (26.41).
Infantry cannot CX to move beneath Wire (26.46).
Entrenchments (and Shellholes) are not considered OG to routing units if they pay the MF cost for the entrenchment (27.41).
AFV are HD if under a Trench (27.52).
Infantry do not lose Concealment while moving through Trenches (27.54).
Occupants of a Pillbox can only fire at units in their CA or those moving through the vertices of the CA in their hex. They can only CC, place smoke, and throw DCs in their non-CA hex location (30.2).
Pillboxes can be attacked by AP (HE equivalency) without using the PB TEM for TH purposes (30.35).
Placed or Set DCs gain a -2 DRM to Pillbox Elimination attempts (TEM < DC KIA#) (30.92).

Gun Points
When using OBA, always have LOS to the AR request hex (1.3, 1.4, 1.6).
OBA and Indirect Fire can be effective against AFVs (1.55).
Radio Contact and Maintenance are automatic for Offboard Observers (1.63).
OBA attacks add +1 per level against targets in lower levels of building hexes (B23.2).
OBA FFEs greater than or equal to 70 mm are +1 Hindrances and are not cumulative with same OBA-FFE hindrances (1.57).
A module of Rocket OBA only gets 1 fire mission (i.e., 2 Fire Attacks, with no correction for the second attack) (1.9).
Guns lose concealement on colored die TH DR >4, or for changing their CA (A12.34).
Stationary Guns can be Recovered and fired in the AFPh (A4.41, C2.7)
Guns can only change their CA in a Fire Phase. A Gun can change its CA in PFPh and fire in fire in AFPh without Case A penalties (3.22).
Hits using Area Target Type affect all units in LOS in a hex. MRT hits affect all units regardless of LOS (3.33).
MRT do not lose ROF for Area Target Type, hence they can fire SMOKE without losing ROF (3.33).
Infantry and Area Target Types can be used to attack a hex devoid of targets (3.41), but Acquisition is only gained when using Area Target Type against Concealed or HIP targets (6.57).
Critical Hits affect one target in hex. Use Random Selection to determine target (3.74).
During that phase, a Gun cannot change its CA after having fired in a woods, building, rubble hex (5.11), even for OVR protection (5.64).
Deliberate Immobilization cannot be used against immobilized vehicles (i.e., to draw a TC) (5.71). The crew of immobilized vehicles take a TC only if the TK# is > 5 (D5.5).
Point Blank modifiers (Case L) are not applicable if the firer or the target are in motion/moving that turn (6.3).
Concealed units cannot be acquired as Vehicle or Infantry Target Types (unless broken/hit by the firer) (6.57).
Smoke fired in any phase other than PFPh is dispersed (8.52).
Some players use the Depletion rules to gain "extra" shots against valid targets (8.9).
RFNM Guns cannot change CA (10.25).
Gunshields add +2 unless struck by a Direct Hit (11.24).
MRT are the only Guns allowed on Rooftops or in Crags (B17.4, B23.85).
Cannister gets ROF [NB: should probably be ROF-1 like IFE but that remains to be determined] (Q&A 1996).
PF usage is equivalent to SW usage, except a PF attack can only effect one unit (EXC: random selection ties (A7.351, C13.31).
Backblast affects units in buildings, and rubble unless using Opportunity Fire (3, 13.8).
PF, BAZ, PIAT, PSK are effective against Infantry only when in/behind walls, buildings, rubble, and pillboxes (8.31).
PIAT attacks do not suffer Backblast (13.8).

Tank Treads
Normal range for vehicular FTs is 2 if the FT is underlined (1.8).
AFVs lose Acquisition if their CMG fires at other than the acquired location (C6.5, D1.82).
AFVs are useful for "pinning" infantry via VBM (A7.212).
Vehicles can make Motion attempts if threatened by enemy AFVs (2.401). This tactic can keep weak tanks in the game when coupled with sD, sM, sP, or sN.
AFVs are not eligible for Opportunity Fire (3.3).
Vehicular MGs make only 1 fire attack unless it is MA (EXC: CC, OVR) (3.5).
After firing a weapon, an AFVs TCA and/or VCA can only change if firing on a Known enemy unit (3.51).
The AFPh penalty, Case B, does not apply to AFV MGs if the AFV did not move during that turn (3.53).
An AFV is Recalled if its MA becomes disabled (X) (3.7).
AFV can attempt to set up HD on crests (4.221).
CE status is required for any OT AFV to fire any non-bow mounted weapon (5.3).
Elevation effects can reduce CE TEM to 0 (D6.6).
Some inherent weapons (MG, PSK) can be Removed (6.631) not unloaded.
Certain AFVs can form FGs with PRC and Infantry within their hex (6.64).
Street Fighting cannot be used if marked with FF, etc. (7.211).
AFV/wreck TEM doesn't apply to within location attacks (TPBF, OVR) (9.3).
Smoke dispensers do not break nor do they run out of smoke (13.3).
Smoke dispensers have +1 BU modifiers. sM have +2 motion, and Case A modifiers.

_________________________________________

Credit for this list goes to Jeffrey Shields. I have a print-out of this list made sometime in 2005. Now and then I read through it asking myself if I already knew (or remembered) the points. It fact, it seems that over the years I am getting better...

Here is a link to the oldie-but-goldie website:
http://www.vims.edu/~jeff/asl/

Here is a link to the Tactical Tips section - you may find rules of thumb here:
http://www.vims.edu/~jeff/asl/asltips1.htm

Here is a link to the list posted above:
http://www.vims.edu/~jeff/asl/finepts.htm

All this might be what you are looking for.


von Marwitz
 
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Paul M. Weir

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von M, that is a good and useful list, thanks for reposting that. Unfortunately rep verboten.
 

von Marwitz

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Besides the above, maybe a short list of "rules of thumb" from me:

- ASL is a game of chances. One little thing might not make much of a difference, but not thinking about the chances of success before you roll the dice and on how to get that extra -1 DRM to your favor will add up against you.
- Always try to put difficult decisions on your opponent. If you can force him to contemplate difficult alternatives, then you are doing something right and can exploit his mistakes.
- ASL is a game of movement. If you are not sure whether to Prep Fire or Move, take the latter option.
- Try to avoid the dreaded -1 FFMO and -1 FFNAM. This will often be impossible, but you can do a lot to that end by sending out the notorious "volunteer" Half-Squad to trigger DFF and limit the defenders range down to the closest enemy unit in sight. Use SMOKE to counter those modifiers.
- Try to take advantage of Concealment as much as possible. It halves IFT-Attacks and makes you harder to hit, helps you in CC or during Ambush, in short, it's generally good to have. Try to regain concealment. On the other side of the coin, try to deny Concealment to your opponent as much as seems reasonable.
- Read AND re-read the VC and SSR. And read them yet another time. Always a good tactic to be aware of and to understand what you are supposed to do if you want to win.
- Always look at the Vehicle- and Ordnance-Notes of the units in your and your opponent's OoB. You will be pleasantly and un-pleasantly surprised time and again.
- Know the basic probabilities of DRs. Of each sum (for example chances of rolling exactly 7 are 16.7%) and the cumulative probability (for example chances of rolling 7 or less are 58.3%).
- Know how to calculate LOS without stringing it. There is a splendid article out there called "The Geometry of ASL". This will help BIG time.
- When you defend or attack, think of safe havens to rout to for rallying (i.e. locations out of LOS of your opponent)
- On the defence, always consider if "Skulking" could make sense (i.e. Assault Moving back out of LOS of the attacker to avoid his PrepFire and possibly Advancing Fire, than move back forward in the Advance Phase).
- Use Residual Firepower and think about Fire Lanes. You can build walls of fire with Residual FP that are very challenging to pass even if of low FP - especially if placed in Open Ground.
- Play opponents that are more experienced and better than you. You will get whacked, but you will learn much quicker and observe their tricks.
- Don't curse the dice. Everyone knows, that in certain circumstances a bad DR can screw up the scenario. The more DRs and drs there are, the more things will even out. Overall, chances are that the trouble is not the dice but the one who's throwing them.
- Remember that rules of thumb are just that. Don't rely on them but ask yourself if they fit to your current situation.

von Marwitz
 
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Kevin Kenneally

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Besides the above, maybe a short list of "rules of thumb" from me:

- ASL is a game of chances. One little thing might not make much of a difference, but not thinking about the chances of success before you roll the dice and on how to get that extra -1 DRM to your favor will add up against you.
- Always try to put difficult decisions on your opponent. If you can force him to contemplate difficult alternatives, then you are doing something right and can exploit his mistakes.
- ASL is a game of movement. If you are not sure whether to Prep Fire or Move, take the latter option.
- Try to avoid the dreaded -1 FFMO and -1 FFNAM. This will often be impossible, but you can do a lot to that end by sending out the notorious "volunteer" Half-Squad to trigger DFF and limit the defenders range down to the closest enemy unit in sight. Use SMOKE to counter those modifiers.
- Try to take advantage of Concealment as much as possible. It halves IFT-Attacks and makes you harder to hit, helps you in CC or during Ambush, in short, it's generally good to have. Try to regain concealment. On the other side of the coin, try to deny Concealment to your opponent as much as seems reasonable.
- Read AND re-read the VC and SSR. And read them yet another time. Always a good tactic to be aware of and to understand what you are supposed to do if you want to win.
- Always look at the Vehicle- and Ordnance-Notes of the units in your and your opponent's OoB. You will be pleasantly and un-pleasantly surprised time and again.
- Know the basic probabilities of DRs. Of each sum (for example chances of rolling exactly 7 are 16.7%) and the cumulative probability (for example chances of rolling 7 or less are 58.3%).
- Know how to calculate LOS without stringing it. There is a splendid article out there called "The Geometry of ASL". This will help BIG time.
- When you defend or attack, think of safe havens to rout to for rallying (i.e. locations out of LOS of your opponent)
- On the defence, always consider if "Skulking" could make sense (i.e. Assault Moving back out of LOS of the attacker to avoid his PrepFire and possibly Advancing Fire, than move back forward in the Advance Phase).
- Use Residual Firepower and think about Fire Lanes. You can build walls of fire with Residual FP that are very challenging to pass even if of low FP - especially if placed in Open Ground.
- Play opponents that are more experienced and better than you. You will get whacked, but you will learn much quicker and observe their tricks.
- Don't curse the dice. Everyone knows, that in certain circumstances a bad DR can screw up the scenario. The more DRs and drs there are, the more things will even out. Overall, chances are that the trouble is not the dice but the one who's throwing them.
- Remember that rules of thumb are just that. Don't rely on them but ask yourself if they fit to your current situation.

von Marwitz
Excellent Advice.
 
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