ATS 2.0 Examples of Play 

 

MOVEMENT EXAMPLE 1

It is the Russian impulse. Squad 1 declares an ASSAULT MOVE (maximum Movement Points =4) and pays 1 MP to enter NN2; it then pays 1 MP to enter OO3; the move is concluded by paying 2 MP to enter the building hex PP2. A total of 4 MP have been used. This represents the use of ONE impulse.

 

 

FIRE EXAMPLE 1

It is the German impulse. The German player decides to combine the GUNFIRE FACTORS of Squad 6 (a 6|5|6 Personnel unit) with his MG 34 L|MG (a 5|8 Light Weapon). Instead of '11' GF, this attack comes to a total of '10' since 1 GF is deducted from the squad for carrying the L|MG. Uses the '10' GF column on the Casualty Table. The targeted hex, SS2, is OPEN GROUND, and thus, the Russian 1|1|7 NC and 6|4|8 squad derive no column shift benefit when fired on in this terrain type. The German player marks BOTH the squad AND the L|MG with a 'Fired' marker to denote that each unit has fired ONCE during the turn.

Immediately after rolling for the shot, a Continued Fire 'C' marker is placed in the hex since the firepower meets the requirement of '6' GF or more needed for the placement of this marker. Note, the 'C' marker is placed in the HEX, not on the units fired on. There is no connection between the outcome of the attack and the placement of a 'C' marker.

 

 

The German attack in FIRE EXAMPLE 1 uses the '10' GF column on the Casualty Table. The German player rolls a '7' on one die, resulting in a 'C1' outcome. The effect is a total of '1' Casualties needs to be applied to the Russian targets. The Russian player makes the choice of Personnel target that must 'absorb' these Casualties, and he chooses his 6|4|8 squad, marking it with a 'Casualties' marker.

We are not done yet! Any surviving units following an effective attack on the Casualty Table (i.e., one that results in a 'C1' or greater) ALSO requires all surviving units to CHECK MORALE. We have two units in the hex that will be rolling some morale checks.

 

 

The Morale Table is consulted to see if any modifiers apply to the impending morale checks. These modifiers apply to all Personnel units. The leader's morale rises to an '8' due to the friendly squad. The squad's goes up one due to the friendly leader.

 

 

FIRE EXAMPLE 1a

The 1|1|7 NCO checks first, rolling a '4' on one die. This represents a 'pass' and there is no further effect on the 'leader'. His morale for this roll was a cumulative '7', due to the increase of +1 due to the squad AND the reduction of -1 due to the C1 result (this reduction actually is the application of a +1 DRM to the actual morale check roll).

The 6|4|8 squad rolls second. It's morale of '8' is increased to '9', due to the Morale Table modifier applied for the Leader. Note that if the leader FAILED its morale check this increase would be waived since the Morale Table states "Non Broken Friendly Units". A +1 die roll modifier is applied due to the 'C1' result (each increment of Casualties from a Casualty Table outcome is used as a die roll modifier).

The Russian player rolls a '9', causing the squad to become BROKEN. Mark it accordingly. The German impulse is now concluded and markers have been placed in keeping with the above example.

 

 

FIRE EXAMPLE 1b

During his impulse the Russian player decided to use CRAWLING movement to move his 5|4|7 squad '1' from hex QQ2 to PP2. The German player decides to use OPPORTUNITY FIRE at this moving target.

The MG 34 L|MG in hex RR3 has fired ONCE during the turn. The '2' inside the blue box on its counter signifies this weapon has a Rate of Fire of two, allowing it to fire once more during the turn. The German 6|5|8 squad may fire the weapon, but it may NOT use its own printed Gunfire Factors again as the default ROF for all units is '1' (i.e., those lacking a blue box signifying a ROF greater than one may only fire once per turn).

This 5|8 weapon has '5' GF available for the attack subject to column shifts on the Casualty Table due to terrain and movement in the target hex and by the targeted unit(s).

 

 

Since the Russian squad in hex PP2 is NOT in Open Ground, the Cover State Effects Table is consulted to determine the effect of the terrain in the target hex location. In this case it is IMPROVED terrain, resulting in a TWO column shift LEFT on the Casualty Table. Any LEFT shift improves the target's chances for survival. The CRAWLING movement used by the Russian squad results in a listed column shift of NONE on the table (i.e., no change).

 

 

A '5' GF attack on the Casualty Table normally uses the '4' column. However, after applying the two LEFT shifts, the '1' column is used for this attack. The German player rolls a '5' on one die, resulting in a '-' outcome representing 'No Effect'. The German L|MG is marked with a SECOND 'F' marker to denote it has fired twice during the turn.

 

 

FIRE EXAMPLE 2

It is the German impulse and we find a Panzerkampfwagen IVf2 in hex PP5 squaring off against enemy Personnel ensconsed in some fields of Crops in hex SS6. The German player decides to fire the GUN that this AFV is armed with, in this case a 75|B weapon, using High Explosive (HE) ammunition. When using this weapon a hit will have to be secured on the Hit Probability Table in order to affect the enemy Personnel.

 

 

FIRE EXAMPLE 2a

Typically, the first action taken when a player announces he'll be using an impulse to fire at the enemy is a check of the Line-of-Sight between firing and target hexes. A straight edge is simulated by the red dashed line in Example 2a and it should be noted the LOS touches Crops in hex QQ6 and RR5 before arriving in hex SS6. A check of the Play Aid 7, the TERRAIN CHART, indicates Crops are 'Obscuring' terrain, but no cover benefit is obtained for stationary units IN a Crops hex. Each Crops hex ALONG the LOS (i.e., we do not count the target hex when considering hexes along an LOS, only the hexes BETWEEN target and firing unit) creates a ONE column shift LEFT on the Casualty Table. For EACH column shift left, a +1 DRM is applied, making it MORE difficult to obtain a hit on the target.

 

 

We use the 'B' row (since this is a 75|B gun), and cross-reference this row with the appropriate column for range, in this case '3-8' since the target hex is THREE hexes from the firing unit's hex. The base Hit Probability Number is an '8'. To this an HPN DRM of +2 must be applied, noting this number is ADDED to the die roll, NOT the number needed to obtain a hit. Thus, a roll of '6' or less will result in a HIT on the target hex.

 

 

FIRE EXAMPLE 2b

The German player rolls a '5', resulting in a hit on the target hex. Using the '14' column of the Casualty Table, i.e., the one that corresponds to the '75' HE for the 75|B gun of the Pzkw IVf2, a '2' is rolled, resulting in a 'C4' combat result on the table. A Continued Fire marker was placed in the hex immediately after the hit was obtained, since '14' exceeds the minimum of '6' GF needed to place one of these markers.

We continue, using the example above to illustrate the Russian player's choices regarding the distribution of the FOUR casualties that resulted from the attack. He decides to flip the 1|1|7 to its 1|1|6 'wounded' side, absorbing ONE casualty. Flipping the 5|4|7 squad to its 3|4|6 reduced-squad side absorbs antother TWO casualties (marking the 5|4|7 with a Casualties marker would have absorbed one; flipping it absorbs another one). And he marks the 6|4|8 squad with a Casualties marker, applying the FOURTH and final casualty resulting from the 'C4' roll on the Casualty Table.

 

 

FIRE EXAMPLE 2c

AFTER applying the casualties created by the 'C4' result, the Russian player has to make die rolls for the morale checks that follow any 'C1' or greater result. We again consult the Morale Table on Play Aid #1, noting the reduced squad provides NO benefits as it does not meet the criteria of '3 Stacking Point Personnel Unit'. The Casualties-marked 6|4|8 does, providing a +1 to the leader's '6' morale, increasing it to '7'. The 'C4' adds a +4 DRM to the roll, effectively REDUCING the morale of all surviving units by four. Thus, the leader will need to roll a '3' to pass. He rolls a '6', and fails. Mark the leader with a Broken marker.

The Russian player should note the leader's morale check failure means this unit no longer adds a +1 to the morale of the two squads in the hex. The 3|4|6 rolls next, receiving the +1 to its morale provided by the 6|4|8. To this morale of '7', the +4 DRM is applied. The reduced squad rolls a '1', automatically passing the morale check. The 6|4|8 recieves NO benefits to its morale, while still adding the +4 C4-caused DRM. The Russian player rolls a '3' for this unit, and it also passes its morale check.

 

 

FIRE EXAMPLE 3

The above AFV 'standoff' example will be used to illuminate a number of points about tank combat. It is the German Impulse and his StuG IIIg is parked up on a Hill hex, +10 levels higher than two American M4A1 Shermans.

If the StuG fires on the M4A1 in hex R14, the latter is in Hull Defilade to the SP-gun's fire. Thus, the facing of the Turret ONLY is considered AND only a Turret (TUR) aspect will result in a hit. The StuG IIIg is also in H-D positions, up on the Hill, for return fire from both M4A1 'C' in hex R14 and 'D' in hex O13.

 

 

FIRE EXAMPLE 3a

To obtain an effective hit on the H-D M4A1 'C' in hex R14, a TUR aspect must be rolled. Table 'B' is consulted after a hit is obtained using the HPT. On a die roll of 1-3, a Turret aspect is struck, resulting in a hit. However, there are some die roll modifiers provided on Table B, for use only on that table. One is for target size. The M4A1 is a 'Large' target, and a -1 DRM is applied, making it EASIER to obtain a TUR hit (and thus hit a large H-D tank). Thus, on an aspect die roll of 1-4, the Sherman is hit in its turret. An aspect die roll of 5-0 results in an ineffective result and is treated in the same manner as a 'miss'.

 

 

MOVEMENT EXAMPLE 2

The Grant tank may move FORWARD into either of the front two hexes, defining its Vehicle Covered Arc. It pays ONE Movement Point to enter the hexes shown. It must change its facing to enter other hexes outside its VCA.

 

 

MOVEMENT EXAMPLE 3

The Grant tank may move in REVERSE into either of the rear two hexes in its Vehicle Covered Arc. Using reverse movement costs DOUBLE the normal MP to enter a hex, in the case of Open Ground, TWO MP per hex.