Chapter B

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B. TERRAIN

B.1 Symbology
B.2 COT
B.3 MP Costs
B.4 Hindrance Level
B.5 Continuous Slope
B.6 Inherent Terrain
B.7 LOS & Terrain Checks
B.8 Random Direction
B.9 Artificial Terrain
B.10 LOS Hindrance Blockage

B1. OPEN GROUND
B1.1
B1.11 Roads
B1.12 Runway
B1.13 Shellholes
B1.14 Hills
B1.15 Bridges
B1.16 Hexsides
B1.17 Artificial Terrain
B1.2
B1.3

B2. SHELLHOLES
B2.1
B2.2
B2.3
B2.4

B3. ROADS
B.1
B3.2
B3.3
B3.4
B3.41
B3.42
B3.43 Road-Negating Terrain
B3.5

B4. SUNKEN ROAD
B4.1
B4.2
B4.3
B4.4
B4.41
B4.42
B4.43 Sunken Lane
B4.5

B5. ELEVATED ROAD
B5.1
B5.2
B5.21
B5.22
B5.3
B5.4
B5.41
B5.42
B5.5

A6. BRIDGES
B6.1
B6.2
B6.3
B6.31
B6.32
B6.33
B6.331
B6.332
B6.4
B6.41 Pontoon
B6.42 Collapse
B6.43 Width
B6.431 One-Lane
B6.44 Foot Bridges
B6.45 Underwater
B6.5 Burning
B6.6

B7. RUNWAYS
A7.1
B7.2
B7.3
B7.4
B7.5

B8. SEWERS & TUNNELS
B8.1 Sewers
B8.2 Sewer Location
B8.3 Attacks
B8.4 Sewer Movement
B8.41
B8.42
B8.43
B8.44 APh/CCPh
B8.45 Broken & Berserk
B8.5
B8.6 Tunnels
B8.61 Movement
B8.62 RtPh
B8.63 Destruction

B9. WALLS & HEDGES
B9.1
B9.2 LOS
B9.21 Entrenchments
B9.3 TEM
B9.31
B9.32 Wall Advantage (WA)
B9.321
B9.322
B9.323 Mandatory WA
B9.324 Concealment
B9.33 Elevation Effects
B9.34 Indirect Fire
B9.35
B9.36 Hulldown
B9.4 Movement
B9.41
B9.42 Vertex LOS
B9.5 Bocage
B9.51
B9.52 LOS
B9.521 Hexside LOS
B9.53
B9.531
B9.54 Movement
B9.541 Breach
B9.55 Concealment
B9.6 Hillside Wall/Hedge
B9.61 LOS
B9.62 Elevation, TEM & Wall Advantage
B9.7 Cactus Hedge

B10. HILLS
B10.1
B10.11 Crest Line
B10.2 Different Level LOS
B10.21 Same Level LOS
B10.211 Alpine Hill Option
B10.22
B10.23 Blind Hexes
B10.3
B10.31 Height Advantage
B10.4
B10.5 Abrupt Elevation Change
B10.51
B10.52 Double-Crests

B11. CLIFFS
B11.1
B11.2
B11.21
B11.3
B11.31
B11.32
B11.4 Climbing
B11.41 Falling DR
B11.42
B11.43
B11.431
B11.432 APh
B11.433 Commando
B11.434 CX

B12. BRUSH
B12.1
B12.2
B12.3
B12.4
B12.5
B12.6
B12.7 Vineyard

B13. WOODS
B13.1
B13.2
B13.3 Air Bursts
B13.31
B13.32
B13.4
B13.41 Vehicles
B13.42 Fully-Tracked
B13.421 Trail Break (TB)
B13.4211
B13.4212
B13.43
B13.5
B13.6 Paths
B13.7 Forest
B13.8 Pine Woods
B13.81 Obstacle Height
B13.82 MF Cost

B14. ORCHARD
B14.1
B14.2 Seasons
B14.21 Same Level Hindrance
B14.3
B14.4
B14.5
B14.6 Orchard Road
B14.7 Cactus Patch
B14.8 Olive Grove

B15. GRAIN
B15.1
B15.2
B15.3
B15.4
B15.5
B15.6 Seasons

B16. MARSH
B16.1
B16.2
B16.3
B16.31
B16.32
B16.4
B16.41
B16.42 Amphibians
B16.43 Bog
B16.5
B16.6 Water Depth
B16.7 Mudflats
B16.71
B16.72
B16.8 Weather

B17. CRAG
B17.1
B17.2
B17.3
B17.4
B17.5

B18. GRAVEYARD
B18.1
B18.2
B18.3
B18.4
B18.41
B18.42
B18.43

B19. GULLIES
B19.1
B19.2
B19.21
B19.3
B19.4
B19.5 Hill Depressions
B19.51
B19.52

B20. STREAMS & CREST STATUS
B20.1
B20.2
B20.3
B20.4 Depth
B20.41 Dry
B20.42 Shallow
B20.43 Deep
B20.44 Flooded
B20.45 Exit
B20.46 Vehicles
B20.5
B20.6 Fire
B20.7 Frigid/Frozen
B20.8 Fords
B20.81
B20.82
B20.9 Crest Status
B20.91
B20.92 TEM
B20.93 MPh/APh
B20.94 Fire/CC
B20.95 SW
B20.96 Broken Units
B20.97 Fortifications
B20.98 Stacking

B21.WATER OBSTACLES
B21.1
B21.11 Canal
B21.12 River
B21.121 Current
B21.122 Depth
B21.13 Pond
B21.14 Lake/Ocean
B21.2
B21.21
B21.3
B21.4
B21.41 Fording
B21.42
B21.43
B21.5
B21.6 Ice

B22. VALLEY
B22.1
B22.2
B22.3
B22.4

B23. BUILDINGS
B23.1
B23.2
B23.21 Single Story House
B23.211 Lumberyard
B23.22 Two Story House
B23.23 Multi-Story Building
B23.24 Third Level Structures
B23.25 Adjacent Building Hexes
B23.26 Stairwell
B23.3
B23.31
B23.32 Indirect Fire
B23.4
B23.41 Cellars
B23.42
B23.421 Upper Levels
B23.422
B23.423 Guns
B23.424 Scaling
B23.5
B23.6
B23.7 Special Building Types
B23.71 Rowhouse
B23.711 Breach
B23.72 Split Level Buildings
B23.721
B23.722
B23.73 Marketplace
B23.731
B23.732
B23.733
B23.74 Factory
B23.741 LOS/TEM
B23.742 MF/MP
B23.743 Factory Rubble
B23.8 Rooftops
B23.81 TEM
B23.82 Concealment
B23.83 Rally
B23.84 Obstruction
B23.85 Guns
B23.86 Rubble
B23.87 Factory Rooftop Access Points
B23.88 Attack Effects
B23.9 Fortified Buildings
B23.91
B23.911
B23.912
B23.92
B23.921 TEM
B23.922 Entry
B23.9221 Breach
B23.93 Guns
B23.94

B24. RUBBLE
B24.1
B24.11 Creation
B24.12 Falling Rubble
B24.121
B24.2
B24.3
B24.4
B24.5
B24.6 Fire
B24.7 Clearance
B24.71 Rubble
B24.72 Fire
B24.721 Hamper
B24.73 Wire
B24.74 Minefield
B24.75 Set DC
B24.76 Roadblock
B24.8 Labor Status

B25. FIRE
B25.1
B25.11 Kindling
B25.12 FT
B25.13 HE
B25.14 Wreck Blaze
B25.141 Movement
B25.15 Flame
B25.151 Blaze Creation/Flame Extinguishing
B25.2 Smoke
B25.3
B25.4 Entrance/Exit
B25.5 Environmental Conditions (EC)
B25.6 Spreading Fire
B25.61
B25.62
B25.63 Wind Force
B25.64 Wind Direction
B25.65 Wind Changes
B25.651 Gusts
B25.66 Collapse
B25.7 Extinguishing Attempts

B26. WIRE
B26.1
B26.2
B26.3
B26.31
B26.32 Location
B26.4
B26.41 Rout
B26.42
B26.43 Vehicles
B26.44 Bypass
B26.45 DC
B26.46 Double Time (CX)
B26.5 Clearance
B26.51 DC
B26.52 FFE
B26.53 Fully-Tracked Vehicles

B27. ENTRENCHMENTS
B27.1 Foxhole
B27.11 Entrenching
B27.12 Capacity
B27.13 Location
B27.2
B27.3
B27.4
B27.41 RtPh
B27.42 MPh
B27.43
B27.44
B27.5 Trenches
B27.51
B27.52
B27.53
B27.54
B27.55
B27.56 Anti-Tank (A-T) Ditch
B27.6 Lower-Level Locations

B28. MINEFIELDS
B28.
B28.
B28.

B29. ROADBLOCKS
B29.
B29.
B29.

B30. PILLBOXES
B30.
B30.
B30.

B31. VILLAGE TERRAIN
B31.
B31.
B31.

B32. RAILROADS
B32.
B32.
B32.

B33. STREAM-HEX TERRAIN
B33.
B33.
B33.

B34. TOWERS
B34.
B34.
B34.