A0.9

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A.9 RANDOM SELECTION: Whenever an event occurs calling for the Random Selection of one or more units in a hex, a die roll is made for each such unit therein. The unit with the highest die roll is the one affected by that event. If there is a tie for the highest die roll, all of the applicable units which rolled that number are affected equally. The process can be speeded up by the application of assorted "House Rules" of the player's choice. We recommend using four dice of different hues to resolve Random Selection with a single Dice Roll. The lightest colored die roll applies to the top appicable unit in any stack, the next darkest to the next applicable unit in the stack, etc.

EX: a leader, crew, half-squad, and squad are stacked in that order from top to bottom in a hex which has just been attacked on the Infantry Fire Table yielding a K/1 result (7.302 - Fire Attack Resolution). The Random Selection dice are thrown and result in a white 3, a green 1, a red 2, and a black 3. As a result, the leader is wounded and the squad reduced to a half-squad. The crew and both half-squads suffer a 1MC (Morale Check).

Random Selection among concealed units to select which units are revealed must include a die roll for every counter beneath the top "?" counter in a stack; any Dummy unit selected is eliminated and the Random Selection process continues using the next lower die roll of the same Dice Roll until a non-Dummy unit is revealed. If a Support Weapon is picked to be revealed, reveal its possessor instead. If the Support Weapon is unpossessed, use the next lower die roll of the Random Selection Dice Roll.


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