Difference between revisions of "A0.2"

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'''<big>A.1 ERRORS</big>'''
'''<big>A.2 ERRORS</big>''': All results stand once play has progressed past the point of commission. In other words, if an error is discovered after play has passed that point, the game cannot be backed up to correct the error, even if such an error is in violation of a rule. For example, assume an attack is resolved without the application of a proper Dice Roll Modifier, and a susequent attack is resolved, or another unit moved, or play proceeds to another phase before a player remembers he was entitled to a DRM in the previous attack, thus changing the result. His failure to apply that DRM at the time of commission has cost him his right to claim that DRM. Or perhaps a player moves a unit before remembering that he wanted other units to attempt to Rally in the Rally Phase or fire or entrench in the Prep Fire Phase. Once the Phase for execution of a particular action has passed, the player has lost any claim to that capability.
 
To the unscrupulous, these mechanics for handling errors might be viewed as a license to steal. We do not mean to insinuate that cheating is acceptable behavior; rather, that backing up a game to accomodate a forgotten rule/unit is a drag on play. In essence, the player's knowledge of the system and methodical application of its benefits as opportunities present themselves becomes an added skill factor better reflecting the abilities of an experienced battlefield commander. Ultimately, the only protection against a cheater is not to play him.
 
== Rule Clarifications ==
== Rule Clarifications ==
None yet.
None yet.

Revision as of 18:53, 19 July 2010

A.2 ERRORS: All results stand once play has progressed past the point of commission. In other words, if an error is discovered after play has passed that point, the game cannot be backed up to correct the error, even if such an error is in violation of a rule. For example, assume an attack is resolved without the application of a proper Dice Roll Modifier, and a susequent attack is resolved, or another unit moved, or play proceeds to another phase before a player remembers he was entitled to a DRM in the previous attack, thus changing the result. His failure to apply that DRM at the time of commission has cost him his right to claim that DRM. Or perhaps a player moves a unit before remembering that he wanted other units to attempt to Rally in the Rally Phase or fire or entrench in the Prep Fire Phase. Once the Phase for execution of a particular action has passed, the player has lost any claim to that capability.

To the unscrupulous, these mechanics for handling errors might be viewed as a license to steal. We do not mean to insinuate that cheating is acceptable behavior; rather, that backing up a game to accomodate a forgotten rule/unit is a drag on play. In essence, the player's knowledge of the system and methodical application of its benefits as opportunities present themselves becomes an added skill factor better reflecting the abilities of an experienced battlefield commander. Ultimately, the only protection against a cheater is not to play him.

Rule Clarifications

None yet.


Playing Aids

None yet.


Tactiques / Analysis

None yet.


Errata / Q&A

None yet.