Squad Leader Classic Version 1.2 December 2003
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Squad Leader Classic Version 1.2 December 2003 - 1 - Editors Notes because the traceability requires no more. Some of the paragraphs have been re-phrased This document is an attempt to make the Squad for clarity and I cannot trace some of the Leader rules more accessible. I, like many gamers paragraphs (duh!). I have included some of the I suspect, bought and played first Squad Leader original diagrams but by no means all. In and then the supplements (Cross of Iron, particular, I have left out all or most of the Crescendo of Doom and GI) and found the game examples for the sake of conciseness. excellent but the rules disorganized. The structure of the rules was good for learning the rules but poor I have included questions and answers. I have for use as a reference (even with an index). Some chosen to do this by including them in italics at of the rules were changed in each supplement that the end of the section to which they apply made correct play challenging to say the least. In (although in some cases I have chosen to an attempt to counter this I used a photocopier, amend or extend the main rule if that is more scissors and glue to 'cut and paste' my own version concise in which case I have tried to italicize of the rules with all the rules brought together in a the extension . In a number of cases some more consistent order. This was useful but not answers are made obsolete (or contradicted!) perfect so I have tried in this document to use by later rule sets. In these cases I have left out modern techniques to create another version of the the incorrect answers in an attempt to have a rules. GI-compatible set of rules. I may have missed some of the contradictions (due to the sheer These are the rules from Squad Leader and all of volume of Q&As) in which case I apologies. the supplements brought together and (I hope) The credit for compiling the original set of rationally organized (Squad Leader fourth edition, complete questions and answers which I Cross of Iron third edition, Crescendo of Doom and cannibalized must go to Roland Gettliffe GI probably first edition). I have not changed any of <[email protected]> but any errors the rules, just removed those rules that were that have been introduced by my arranging of overridden by later changes. I have not played them must be attributed to me. I have also Advanced Squad Leader (put off by the amount I included relevant sections of Bill Thomson’s would have to pay out to get a set of rules less War games Academy conventions. As these complete than those I already possessed) so this are not ‘official’ they are italicized and denoted set of rules is Squad Leader 'Classic'. with SQLA-. I have not included the specifically PBEM conventions. These rules assume that you own Squad Leader at least. You will need the boards, counters and One factor has become apparent while scenarios to play with these rules and I have no organizing this document. A number of intention of undermining Avalon Hill's (now MMP’s) sections could sensibly be inserted in two or copyright by changing this. However, if you do not more locations and I have had to make a have all of the supplements then you will still be decision that not all readers may agree with. In able to use all of the rules with the earlier counters some cases I repeated single paragraphs in (although half-squads are useful from GI). several sections where it seemed to me that this helped but I have not been prepared to My aim with this document has been to create a 'balloon' the size of the rules by more than single coherent set of rules. I have not been minimal repetition. concerned with the history and evolution of the rules so I have deliberately sacrificed traceability. This version of the document includes some Originally I removed all of the paragraph numbers final proofreading corrections. Artillery and as I inserted text. I have now put them back (at vehicle listings are available separately. least some of them) for the benefit of players who want to check where I got rules from. Where a If you think I have made mistakes (or you like complete section in the original rules maps simply what I have tried to do) or you have views on to a complete section (or part of a section ) here I what content you would like to see next then have simply included the major paragraph number please email me. Squad Leader Classic A-1 4/3/2004 Ian McDowall <[email protected]>, December 2000 Notes on Changes to First Edition This addition is an attempt to create a more readable and understandable set of rules. Thus much of the text has been grouped more functionally and colour is used to for different parts of the text: a. Black standard font – basic rules; b. Red standard font in smaller format – questions and answers on the rules; c. Blue standard font in smaller format – examples that illustrate the rules; d. Black Thick bold font in smaller format – SLQA illuminations and clarifications; and e. Orange standard font in same size format – Original Squad Leader Rule numbers. This edition also features full colour graphics and illustrations. Dan Fraser, BBA, BComm, CD [email protected] Squad Leader Classic A-2 4/3/2004 1. INTRODUCTION TO THE GAME point at which their will to survive overcomes army discipline. 1.1 Unit Counters For example, a German 4-6-7 unit is the standard German line infantry squad. 1.1.1 The die-cut cardboard pieces (henceforth referred to as unit counters) represent infantry Leaders have a description of the form squads, their officers and NCO's (henceforth Morale-Leadership and they typically range collectively referred to as leaders) and various from 7-0 through 10-3. support weapons used in the play of the game. The numbers on the unit represent that unit's 1.1.2.4 2.6 LEADERSHIP is the relative capabilities and characteristics. rating of a leader's tactical competence and ability to get the best out of his men. This modifier, usually negative, is added as a modifier to the morale or firepower dice rolls of any squads influenced by the leader. 1.1.2.5 Support weapons have different descriptions for their different types but Machine Guns (as the most common support weapons) have a description of the form Firepower-Range. With MG's the firepower is also the penetration value. Support weapons cannot fire by themselves. They must be used by a unit to have any effect. 1.2 The Map Board 1.2.1 3.2 Superimposed over the map board is a hexagon network used to determine movement and range. 1.1.2 Multiple Men Counters (MMC) have a description of the form Firepower - Range – 1.2.2 3.3 Within each hexagon (hex) is a Morale. white dot (or square) that marks the absolute centre of that hex. As all firing is 1.1.2.1 2.2 FIREPOWER is the basic strength a done from centre of hex to centre of hex, Counter can attack with in combat. these dots become the reference points for determining the LOS 1.1.2.2 2.3 RANGE is the number of hexagons away from the hex of the firing unit that the 1.2.3 3.5 GRID CO-ORDINATES - Each hex counter can reach with its normal firepower has its own identifying grid co-ordinate factors. Range to a target is calculated as the printed in the top centre of the hex. The full least number of hexes from the firing unit to the grid co-ordinate is composed of the board target hex inclusive regardless of actual number number, hex row letter, and the hex number of hexes crossed by the Line of Sight (LOS). within that row. For example, hex 2BB5 contains the hill symbol ‘A538’. 1.1.2.3 2.4 MORALE is a relative rating of a unit's ability to withstand punishment before 1.2.4 Whenever two boards are butted "breaking" and running for cover. This is the together the half hexes of each board edge combine to form an entire hex. If only one Squad Leader Classic A-3 4/3/2004 of these half hexes contains a grid co-ordinate 1.11 Check morale of Pre-1942 or the combined hex is considered part of the Inexperienced Infantry, which start their board containing the grid co-ordinate. If neither RPh adjacent to an enemy AF V or both hexes contain a printed grid co-ordinate the hex derives its board number and row letter 1.12 Remove DM counters, and check from the north-eastern most board in the map for Surrender possibilities. board configuration. The row position number 1.13 Evaluate Command Control and would be either 0 or 10 depending on the co- place Prep Fire markers on counters that ordinate of the adjacent hex in the identifying cannot move or fire. row. 1.2.5 3.6 The sidewalk or path illustrations 2. PREP FIRE PHASE (PFPh) (example: hex 1BB5) play no role in the game 2.1 Remove your Dispersed smoke. and are included for aesthetic purposes* only. Replace your smoke with Dispersed 1.2.6 3.7 Board edge half hexes are playable smoke, and then place new smoke.