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SQLA Rule Conventions

Squad Leader Academy Rule Conventions clarify and modify the published Pre-ASL rules and provide rules for VSQL PbEM play.  

Significant Rule Modifications (adopted by tournament): 
  1. Building containing a staircase are considered a level 2 1/2 obstacle for LOS purposes [7B]
  2. Once a unit (infantry or vehicle) is fired upon in a certain location in their movement, they cannot be shot at in some earlier location. [16B, 55B]
  3. If an AFV carrying passengers fires any armament other than AAMG, Smoke Candles, or is hit by any type of ordnance or FFE not resulting in elimination of the AFV, all passengers must 'bailout' into the AFV hex (not adjacent.)  Such units may not Prep Fire, Defensive Fire or Advancing Fire that player turn.  They may advance normally in the Advance Phase. [31B]
  4. Units may use the Advance Phase to either move one hex or climb or descend one level in a staircase hex (not a sewer entrance) of a multi-level building. [57A]
Complete Rules (subject to agreement of both players, some do not agree with Rulebook and Q&A:
  • [VSQL protocol] Players may send partial moves (pulses) to force defender to make a decision on shot vs. moving AFVs and similar units requiring immediate defensive fire. Following a defensive fire shot, HIP minefield attack, immobilization result or other action, regardless of outcome, the balance of the move is cancelled and subject to revision by the moving player.
  • [VSQL protocol] Due to the the shared mapboard, inherent LOS checking ability (if player enabled), and potential LOS checking errors, unlimited LOS checks are allowed. This is not true in FTF as a shared map is in use.
  • [VSQL protocol] VSQL boards are the valid boards for LOS checks as both players are using the same boards (unlike printed boards which vary by printing edition, alignment, mounting and other factors. Using VASL  boards, all player possess the same LOS  whereas actual boards differ with printing and mounting.
  • [Tournament protocol] In tournament settings, once both players agree a phase is over, forgotten activities are considered lost opportunities. Exceptions are made for instance resulting in clear violation of the rules and one player clearly benefited Should players seek to create a long term friendship and ongoing opposition, enforcement of this is optional if discussed prior to play. The normal leniency of PREASL play is normally lacking in tournament play; lessons are learned the hard way.
  • [FTF protocol] If either die is cocked or out of the rolling area, both are to be rolled over.
  • [FTF protocol] If a LOS is shown to be invalid, the firing unit is still considered to have fired and an appropriate DR is required for malfunction check purposes.
  • [VSQL, FTF and ESPECIALLY Tournament protocol]; when lurking or observing, NEVER make game related comments, rule clarification or touch any opponent's units unless at the player's requests.
  • [Tournament protocol] Players are not entitled to perform past forgotten actions, retract movement once a new hex is entered. If the option is granted, the opponent is enabled to make the same number of revisions. In championship tournament play, this is practice is discouraged. in friendly play or when training novices, error correction should be allowed liberally unless a ongoing gaming relationship is not desired.
  • [PBEM Tournament protocol] Die Result Generation:
    • In real time server mode to use the die roller with each player rolling their own die. in beam mode, the default is web die roller that simultaneously sends an email to both players in addition to giving the originator identical real time results. (example:
    • Optional PBEM mode, if both players agree, the inherent server can be used.
    • In PBEM mode, players always roller their own rallies and CC die rolls at the break between end of turn (with phasing player CCPH rallies, and the other player rolling in the next RPh.PFPh/MPh mailing. The normal FTF requirement that both players designate all CC before rolls are taken in ignored.
    • Possession of any hex for Victory Condition purposes which is on fire at scenario end is given to the opponent of any player who deliberately set the fire [COI fire setting] even if that fire spread from another hex. GIA 169.8
    • Players are not held responsible for fires started randomly by HE attack, FT, or burning vehicles. Possession of hexes burnt in this manner is given to the player who last solely occupied the most non-burning hexes adjacent to the victory determinant hex in question. GIA 169.81
  • [5A, 30A] Entry from off the map along a road is assessed at the 1/2 MP road rate. (Modified by vehicle sequential entry in COI).
  • [5B] No SW equipment possession by units in a hex. Any unit surviving a fire phase unbroken may use the SW. GIA introduces the concept of equipment possession.
  • [5C] Walls and hedges are defined by the hexside not by the artwork. Walls and hedges exist along the entire length of the hexside regardless of the artwork presentation. SEE [11.5 A&B] Rule 11.5 introduces Walls and Hedges, but is often a source of confusion among Squad Leader players. Perhaps because these rules are not actually used in the original scenarios until #4, a considerable time after their introduction. Two interpretations exist: that the wall or hedge SYMBOL dictates LOS presence or blockage (consistent with rule 7.2) or the alternative, that the Wall or Hedge HEXSIDE dictates LOS presence or blockage (consistent with rules 5.51, 11.5, and 11.51). Alan Yngve: [9/23/96]
  • [6A] Two crews equal a squad for vehicular stacking purposes, but not for hex capacity limits. Clarified by G142.32. Reference to GIA half squad is deleted.
  • [7A] Units in hexes X8 and P7 on board 4 are in a building although for LOS purpose, the hex center dot is used.
  • [7B] All buildings containing a staircase symbol are considered level 2&1/2 obstacles for LOS and cast a two hex blind zone for LOS to or from a higher level. Much confusion results regarding two story (multistory) buildings in SQL. Until clarified by GIA rule 155.13 which is paraphrased in 7B, units on a second level are equivalent to a level two hill while the building itself is also equivalent to a level two hill. Although illogical, the latter is supported by the confusing rules, LOS example and LOS course. Clarity is not achieved until GIA; hence the rule is moved forward.
  • [8A] Halftracks may form a firegroup with passengers, infantry in the same hex, adjacent halftracks and/or adjacent infantry. Note SQL 33.8 "33.8 AFV’s may not combine fire with any other AFV or infantry - even if adjacent". Halftracks forming firegroups with passengers is explicitly allowed by SQL 47.4; forming firegroups with other halftracks is allowed explicitly by Q&A; forming firegroups with infantry in hex and adjacent hex meets firegroup requirements of rule SQL 8.6.
  • [9A]Units are considered adjacent for most game purposes (firegroups) if either play could conceivably move an infantry unit from that hex into the adjacent hex in question during the ensuing Advance Phase. Units in adjacent hexes are considered adjacent for point blank Fire and routing (13.20)purposes only if they have an uninterrupted LOS and there is no more than a one level elevation difference between them. This clarification if found in GIA rule and is pulled forward.
  • [11.5A] The thick terrain depiction, as well as the hexside itself (inclusive of vertices), represents the wall/hedge and will affect any LOS through it, except for obvious breaks for roads in the depiction such as 6X9/W9 (see illustration below). This is pulled directly from ASL B9.1 and B9.2. Pulling this rule forward terminates endless debate.
  • [11.5B] Walls and hedges are Half-Level obstacles to LOS (A6.21) even if they lie lengthwise (on a hex spine) exactly along a LOS unless the viewing/target hex is formed by that hexside/hex spine. This is true even if the hex spine to/from the target/firing hex also directly connects with other wall edge hexside vertices which are not part of either the firer/target hex. A wall/hedge hexside never blocks LOS to any portion of its own hex. This is pulled directly from ASL B9.1 and B9.2. Pulling this rule forward terminates endless debate.

1.      EX: An attack from 6Y6 to Z7 is affected by the hedge hexside Y7-Z7 even though the hedge depiction does not actually extend to the vertex.

2.      EX: The 4-4-7 in 6Z9 can attack the 8-3-8 in X6 with a +2 DRM for the wall because both intervening hex spines are part of either the firing or target hex. If the Z8-Y9 hedge did not exist (or were actually at Y8-Y9), no LOS to X6 from Z9 would exist. If a German unit were in Y8, both it and the 4-4-7 would qualify for the + I TEM of the Y8-Z9 hex spine when firing at each other.

                        [13A] A player cannot purposely rout his units in such a fashion as to ensure their elimination if a safe rout path exists.

                        [13B] A unit is required to rout when adjacent to any type of enemy unit (infantry, vehicle etc.). However, unarmed vehicles do not cause the removal of concealment counters. (COI+: armed halftracks must be CE to be considered armed for this purpose.)

                        13.2 Opposing squads begin the rout phase adjacent to each other, neither with any other adjacent units. Is the need for rout determined during a rout phase (with Phasing player routing first); is the broken unit of the non-Phasing player required to rout after the Phasing player’s broken unit routs away? A: No {MMP} [previously identified as Consult #02]

                        [14A] Units, which voluntarily break, are not considered DM unless shot at since the previous rally phase. Otherwise units which break are considered DM except due to pre-game MC ; Example, SSR in Scenario 5.

                        [14B] Units are not considered 'shot at' for DM if targeted but missed by a gun. Should the gun score a hit but resolved as NE, targeted broken units are now considered DM.

                        [16A] The Moving in the open ground -2 DRM applies cumulatively to smoke, shellholes, under stationary AFVs, behind walls and behind hedges.

                        [16B, 55B] Once a unit (infantry or vehicle) is fired upon in a certain location in their movement, they cannot be shot at in some earlier location. Example: If unit moves to A to B to C and shot at in C, you have forfeited your chance to shoot at them in A or B. If such a unit stumbles into a minefield in C, execution of the minefield attack in C infers you forfeit Defensive Fire in A or B. In this case, one must fire as they move as the phasing player's subsequent, movement occurs with the knowledge of the minefield hex.

                        [17A] Penetration attacks may occur either before and/or after the target hex. All hexes are subject to the same attack DR and leadership DRM. This applies to AFV MGs as well with the additional constraint in SQL that non360 machine guns must fire at the same hex as the main armament. (This is not altered until GIA 143.2; MG may fire independent of the main armament as of COI 64.4))

                        [17B] If a leader mans a MG (either singly or in combination with another leader) he loses any leadership DRM he may have exerted over other firing units in the same hex. However, he would maintain the leadership DRM for his own fire provided he is not part of a FG which would otherwise not have that leadership DRM. Clarification regarding use of leadership drm provided by 143.111.

                        [17C] Crews/HS’s may fire any one MG with full FP but in so doing lose their inherent FP for that player turn (EXC: only LMG’s may be used in CC). A crew/HS which fires a LMG in CC would be unable to also fire its inherent FP during that CCPh. Clarification provided by GIA 143.12 to SQL by 41.2.

                        [17B] No MMG, HMG, mortar, or 5/8" non-vehicular ordnance counter which changed location during the movement phase may fire during the ensuing Advancing Fire Phase. SQL rule 5.74 prohibits any squad carrying 4 or more portage points Movement Phase from firing a MMG/HMG it moved in ensuing Advancing Fire Phase by due the portage costs of such weapons. While many extend this simply to mean MMG/HMG may not be fired in the Advancing Fire Phase if they were moved, others will argue a different unit may fire this SW for reasons which defy time and space. To end the debate fueled by lack of treatment in the later PREASL gamettes and Q/A, the ASL rule 4.41 is moved forward.

                        [18A] If, in the act of charging the nearest enemy unit in its LOS, a berserk unit moves into the LOS of a closer (in hexes) enemy unit, he charges that unit instead. Should the enemy unit being charged no longer be in the berserk unit's LOS in the interim, the berserk unit still charges the hex originally occupied by that unit.

                        [22A, 23A] German 838s, Russian 628s, and American 847s may use DC and FT of their own nationality without penalty unless restricted by SSR. Flamethrowers have a range and penetration of two hexes. Until the use of COI Rule 90 (Captured Equipment & Vehicles), only qualified American units may use captured FTs at the SQL rules level. Per the game card, captured use of a FT is per Notes A (Must have a leadership modifier of -2 or -3), C (Must be Assault Engineer), H (Must be American Unit). The 11/14/05 conversation with the rules authorities is summarized as follows: American -2/-3 leaders or an American 847 Assault Engineer may use captured FT counters.

                        [22C] The -1 applies to a target hex for each FT; even if the attack is made by a FT.

                        [23A] See [22A, 23A]

                        [24A] German 838s always have smoke-making capability unless modified by SSR. All other units do not have smoke-making ability unless modified by SSR

                        [27A] No units may use Sewer Movement except by SSR.

                        [30A] It costs an AFV 4 MP + COT to move through enemy AFV. The COT is 1 MP if shell hole or road.

                        [30B] COT for a vehicle to move through a shell hole hex is 1/2 MP for AFVs when traveling down the road. (The large rulebook illustration SQL4th near rule 30A showing truck and halftrack movement). Note, in COI it is stated one must pay the other terrain in the hex rate.

                        [30C] Any vehicle or wreck in the road hex negates road movement for other vehicles entering the road hex.

                        [31A] Passengers of a vehicle, which becomes immobilized or bogged in a MPh or due to DF, may unload if the vehicle would normally have 2 MP left the time of immobilization. Otherwise they must wait until the next Mph unless routing during the rout phase. Based on GIA 144.932. This allows passengers to get out as there is no reason to stay inside.

                        [31B] If the AFV carrying passengers fires any armament other than AAMG, smoke candles, or is hit by any type of ordnance or FFE not resulting in elimination of the AFV, all passengers must "bailout" into the AFV hex. However such units may not Prep Fire, Defensive Fire or Advance Fire as appropriate that player turn. They may move normally in the Advance Phase. Based GIA: 144.93. This rule is moved forward as clarification does not exist previous to GIA. This prevents the tacky move of parking AFV two hexes away, fire in AFPh, unload passengers who also fire in the AFPh and advance into Close Combat vs a target with no LOS/DFPh opportunity.

                        [31C] Ordinance cannot select exposed passengers/crew as an infantry TO HIT target type. Such units suffer damage only as a secondary result of a hit on their carrying vehicle. Therefore, TEMs to which the infantry are entitled (such as CE: +2) would be added to the subsequent TO KILL DR - not to the vehicular TO HIT DR. The vehicle destruction by HE and the infantry IFT attack are resolved using the same DR. Based GIA 145.11 . This is another clarification appearing in GIA that ends the debate of this topic hence rule is moved forward.

                        [31D] Passengers may unload into an adjacent hex only if the transporting vehicle spends 2MP (see 31A). The unloading passengers may be targeted in the vehicle hex with the appropriate DRMS (moving in the open, +1 for AFV, etc.) ONLY if the shot is taken as they unload or the vehicle remains in the hex. The vehicle is free to move away from the unloading hex after any defensive fire shots are taken. The protection during unloading is inferred by the 2MP cost expended but fuels debate regarding additional shots vs the unloading hex after the transporting AFV moves away.

                        [32A] Defensive fire against infantry traveling on foot with an AFV does not affect other units which later move through this target hex, unless the defensive fire is occurring after all enemy movement is completed. If the +1 vehicle DRM is claimed by the moving player, the vehicle must end it movement with the infantry and may not separate from it during that movement phase. The vehicle must slow down and regulate its movement to the protected infantry on foot to impart the +1 DRM.

                        [33A] A vehicle pivoting its turret during Prep fire (in Squad leader; when case D is used; firing outside of covered arc) is not considered a moving target. [EDIT delete:" A vehicle pivoting its hull during Prep fire to fire in the ensuing Advancing Fire Phase (in Squad Leader; case E or I) is considered a moving target."]

                        [33B] It is tactically recommended but not required that vehicle type units, which must be shot at as they move (Vehicles, scouts, cavalry, etc.), must move before infantry.

                        [33C] Vehicles can be fired at both before and after changing facing, except in their starting hex in which case they can only be fired at after changing facing or a MP expenditure (i.e. changing covered arc at the cost of 2 MP).

                        [33D] An AFV/gun may pivot in a legal fire phase without having to fire the gun.

                        [33E] SP guns/guns may not fire in a Prep Fire phase outside their covered arc, they may only pivot in preparation for Advancing Fire.

                        [33F] A MG firing against an moving AFV forfeits any penetration unless the defensive fire is occurring after all enemy movement is completed.

                        [33G] Russian 76L guns on both Russian AFVs and ART TO HIT with the 76L benefit but TO KILL as a 76 using RED numbers. The German 76L ATG uses the 76L for both TO HIT and TO KILL using black numbers. Note MM on the COI4th rulebook is found on the Russian AFV page only. ASL has a specific TO KILL column (weaker than the standard 76L column) applicable for all Russian 76L guns. The German 76L ATG per ASL notes sources from captured Russian 76L ART stocks but the design has been modified and uses the standard more potent 76L TO KILL column based on superior German manufactured ammunition.

                        [33.H & 102B] [102B &33H ] Bow mounted FT may not fire in the APh after the vehicle moves to a new hex during the previous MPh.

                        [33.I] When targeting a crew in the act of bailing our with ordinance, use the infantry in open with moving DRM. Per 2006 Q&A committee; not yet in published Q&A.

                        [34A] The MkVIF1 has Canister unless restricted by SSR.

                        [35A] Units in a wooden building which is being overrun are attacked at full strength with the +2 modifier. If the survive, they are placed into an adjacent hex per rules then the building is rubbled if the AFV remains in the hex and in Squad Leader the crew passes its morale check (otherwise the crew will be close combat with the enemy troops present. Some have contended in past tournaments the creation of the rubble eliminated all building occupants. Argument was derived by applying HE KIA rubble creation to any AFV overruning units in a wooden building without regard to AFV strength or overrun attack die roll.

                        [35B] When an AFV crosses a wall/hedge to initiate an overrun, the wall/hedge TEM is applied to the Overrun attack.

                        [36A] Units, which fail Pre-AFV MC in the advance phase, or MC for entering a burning wreck, may make an alternate advance/movement.

                        [36B] Crews may not attempt AFV immobilization.

                        [36C] A PreAFV MC is required for infantry to place a DC on an enemy AFV.

                        [37A] ATRs, and shaped charged weapons (panzerfuasts, bazookas, panzerschreck, piats) may target ATG/guns using their reverse side TO HIT table. The Don Greenwood design article viewpoint is used as a basis. Leadership, target TEM, moving target modifiers and target size, where applicable, apply to the TO HIT DR.

                        [37B] All SCW attacks (panzerfuasts, bazookas, panzerschreck, piats) TO HIT numbers are modified by readership, target TEM, moving target modifiers and target size, where applicable. They are not modified by range (adjacent or GIA range=2) but rather using the counter reverse side TO HIT chart.

                        [37C] Bazooka and COI Panzerschreck HE attacks do not benefit from PBF. This is not stated in the rules but rather denoted on the chart symbolology.

                        [37D] Rule 37.1 exempts Infantry armed with special Anti-Tank weapons from the requirement take a Pre-AFV Attack Morale Check to attack an AFV with the SW. However such an equipped squad is still required required to take a PreAFV MC to attempt infantry immobilization. Note use of a SW precludes an attempt infantry immobilization.

                        [37.E] Point blank fire modifiers do not apply to Bazooka type (Panzerschreck, Piat) weapons. Reference the open box notation on the QRC.

                        [40.6A, 41.1A] Non destroyed AFVs afford the same hull down status as Wrecks should the LOS intersect the AFV outline adjacent to the target hex. Although only Wrecks are mentioned in these cited rules, the illustration text on SQLA4th Page 10 above paragraph 32.4 clearly enables an non-wrecked AFV to provide the same hull down status. [EDIT replace 'Non destroyed AFVs' with 'Wreck']

                        [42A] All hidden counters are revealed when an unbroken enemy unit is adjacent at the end of the defensive fire phase or Advance phase unless (changes in COD) per SSR.

                        [42B] Hidden units in a location are not revealed when other units in a hex fire. However are revealed when suffer a NMC area appropriate AREA modification (OBA hits at full strength)

                        [42C] Regarding hidden units:

o    [42C.1] If a vehicle moves into a hidden unit hex an overrun occurs 42.6.

o    [42C.2] If infantry moves into a hidden unit, execute 42.5. it is immediate bounce back and all further movement by that unit is canceled

o    [42C.3] Hidden and concealed units are revealed via 25.4. This includes any fortifications unless stated otherwise in SSR.

                        [42D] Normally infantry can be returned to a point in its movement path for defensive fire. However, if one of the units is allowed to progress to hexes to discover mines or HIP units, the defender must conduct Defensive fire prior to resolving the minefield attack. This does not prohibit additional defensive prior in the minefield or latter hexes moved into.

                        [42E] When units are granted HIP status by a scenario, the fortifications in the same hex are considered HIP as well if setup in concealable terrain. This point is debated in many Scenario 11 "St. Goar Assault" games. Although it is unknown what the scenario designer intended, this convention resolves the issue.

                        [43A] All hexes of a hill (i.e. 621) are part of the 'same hill' for LOS purposes.

                        [44A] Infantry cost into a shellhole hex is 1 MF in addition to any other costs (i.e. walls, smoke). The cost to enter a shellhole roadhex from another road hex remains at 1 MF in addition to any other costs (i.e. walls, smoke). Movement through shellhole hexes (example, 4s3) that are also road hexes is a source on contention among Squad Leader players. Two interpretations exist; that road movement is unhindered by shellholes due to rule 44.3 "Shellholes have no special effect upon infantry movement ..." and rule 5.52 "... moving into a road hex is 1/2 MF only if the hex is entered through a hexside crossed by the road" OR that entering a shellhole hex, even if along a road, costs 1 MF, an interpretation derived primarily from the inclusion of shellhole hexes with "open ground and Wheatfields on the movement chart (rule 5.5). Alan Yngve: [9/23/96]

                        [44B] Wheatfields in effect only during appropriate months (June through October)

                        [45A] OPTIONAL RULE (but required by SSR in SQLA half-bid scenario designs) Following definition of the opposing units, the player owning OBA secretly chooses if his OBA module is 4 missions of 80 mm, 3 missions of 100 mm, 2 missions of 120 mm, or 1 mission of 150 mm. Radio contact can be attempted in the initial rally phase of the game if immediately available unless restricted by SSR. (5). This rules is used in half bid scenarios as the great possible variation due to die rolls for OBA caliber and number of modules often is the dominate factor influencing which side wins. It is suggested for other scenarios at the player's discretion.

                        [45B] Artillery owner need not start caliber and number of missions until used.

                        [45C] Once all available missions are used, a player may not continue to place AR/SR with the depleted module.

                        [45D] If a side has multiple artillery modules in play; simply state whether using module A or B when making radio contact.

                        [45E] Multiple radios may be in contact with the same module.

                        [46A] For purposes of spotting/correcting fire, any SR/FFE is considered to be 2 levels high for vision purposes. The spotter would still require a LOS to the hex the SR/FFE is intended to land in as well as to the SR/FFE (RE: 46.7). 46A: This is GIA 163.4 which settles any vagueness of the original SQL 46.7 as two how high is a SR/FFE. AR however still must be place in LOS and subject to normal LOS restrictions.

                        [46B] Indirect fire vs hidden/concealed units is not halved. Clarification via GIA rule 163.3 pulled forward.[Edit: add ' in GIA and halved for SQL, COI and COD']

                        [46C] FFE HE barrages may only be placed if a viable target in the LOS of the spotter is in one of the barrage hexes. This convention prevents players from attacking units it has no LOS to and in theory no knowledge of using the seven hex barrage. This is not covered specifically in the SQL Series rules. ASL does allow it but an additional battery access draw is required to place the AR, with additional draw during FFE placement if not viable target is within LOS of a unit. Although still possible, increasing the number of draws from two to four, make such used improbable and a questionable use of resources.

                        [47.1] M16s and other ordinance-armed halftrack may not carry passengers. (Note the SQL M16 counter is missing the typical 'P5' notation indicating it has a portage capacity of 5).

                        [48A] An AT (and COI: INF) gun's Crew Protection Factor does not apply in the Defensive Fire Phase immediately following a Movement Phase in which the gun was pushed or unloaded from a vehicle

                        [48B] Ordinance fire vs. a gun crew uses the corresponding gun target classification. If the gun is not hit, the crew is not affected. Additionally, if the gun is hit, the crew benefits from the +2 shield DRM if appropriate.

                        [48C] No 5/8" counter may enter or leave a pillbox during play except as a dismantled SW. The term 'dm' is introduced in GIA, dismantled state for MMG, HMG, and some mortars. ASL Rule C30.45 pulled forward as issue not treated in SQL-GIA [Refer to RuleConsult10].

                        [48D] Prior to COD 107.2; do any modifiers apply to SCW (bazooka, panzerfaust, panzerschrecks) when targeting guns, aside from ‘moving target’? Does TEM apply? Does V target size matter? A: Moving target and TEM apply. No V size gun target modifiers exist. [previously identified as Consult #01]

                        [48E] HE shells 37mm and larger destroy ATG in the same manner as AP hits.

                        [48F] Other gun types be destroyed by hits using the Gun Target classification similar to ATGs.

                        [49A] The entire SQL Section 49.0 Night Rules has been replaced with the SQLA (a.k.a. 5th) edition rules which is found as a separate document on the SQLA website. Due to the significant shortcomings of Night Rules through GIA and the necessary player interpretations; SQLA recommends not playing night scenarios.

                        [51A] Truck Wrecks are a LOS block only similar to a AFV/AFV wrecks but do not provide a protective +2 TEM wall similar to a AFV/AFV wrecks. Exception of German SdKfz vehicle types. SQL 51.3 states "Unlike AFVs, units do not receive a terrain effects modifier for being underneath a truck counter. Truck outlines do serve to block same level LOS (32.3,32.7) as if the truck were a stone wall on the second hexside of the vehicle hex through which the fire is traced." To infer truck wrecks are equivalent to earlier introduced AFV wreck when rules explicitly state trucks do not provide same TEM benefits as trucks is a questionable stretch in logic.

                        [52] SW on jeeps may be unloaded either by a moving jeep spending 2 MP in a hex containing stationary infantry OR by infantry advancing into the jeep hex and taking possession, or a unit starting in the advance phase in the jeep hex advancing with the SW. The methodology to remove a loaded SW from a jeep is never treated in any rulebook through ASL until a 2002 ASL Q&A

                        [54A] A Crew needs a 4 DR in order to entrench (54.2), but once entrenched provides entrenchments sufficient for an entire hex’s infantry stacking limit (there is no such thing as a half entrenchment). A SMC may never dig an entrenchment. Although introduces by a Q/A. the GIA rule 142.34 is explicitly stated. Reference to GIA halfsquad is deleted.

                        [54B] Entrenchments cancel open ground for rout purposes (13.42) only if the routing unit pays the extra MF to enter/leave the entrenchment hex. Although treated in Q/A 13.1, the GIA rule 142.5 clarified this, the balance of rule paragraph is deleted due to GIA changes in routing MFs, and other rout system changes.

                        [55B] See [16B, 55]

                        [57A] ADVANCE PHASE: Units may use the APh to either move one Hex or climb or descend one level in a staircase hex (not sewer entrance) of a multi-level building. A unit in a bunker, entrenchment, or trench may still advance out of that terrain feature and into an adjacent hex and vice versa, but it may not move out of a bunker/entrenchment and into an adjacent bunker/entrenchment in the same APh. The unit would have to remain outside those terrain features even though they could move into the hex containing them. (GIA 143.2; see note 57). SQL rule 57.4 allows advances into a stairwell hex and change levels. However it does not state one can change levels and move into an adjacent hex during the Advance Phase. Appendix rule 4.7 states "The one hex advance during the Advance Phase may include any Movement Penalties for entering or leaving a bunker or, entrenchment, or, changing levels in a staircase hex, plus the act of movement into the adjacent hex." However both instances allow a unit to advance directly into Close Combat without the target unit benefiting from a Defensive fire opportunity vs. this attacker. This is considered a flaw due the the GIA clarification. For this reason, the GIA rule is moved forward.

                        [58A] Rubble building hexes are not considered buildings for rout purposes. This issue is not addressed in PREASL rule sets or Q&A but is in ASL. B24.1: "A building totally reduced to rubble is no longer considered a building. "

                        [59A] Players may agree prior to the start of a match that or Tournament rules may be stated that Fires do not spread with exception to other levels of the same hex per normal procedures (see note 59A) as a timesaving measure.

                        [62A] Roadblocks are removed in rally phase only if removing unit did no actions during own player turn. They are not removed in rally phase following and idle defensive fire phase.

                        [62B] Roadblock placements are limited to road and runway hexsides , or across gaps in terrain so as to block vehicular movement. Other placement would require a SSR.

                        [63A] SQL Howitzer gun shield DRM is not factored in to determine gun destruction.


  • [63A] On board guns using indirect fire take a malfunction check every time during the first FFE attack of a barrage is resolved. The same die roll for this attack serves as a malfunction check.
  • [63B] On board guns using indirect fire must take a malfunction check every time a RSR accuracy is resolved or RSR/FFE is adjusted.
  • [63C] Mortar attacks are subject to the same DRMs as Off Board Artillery.
  • [63D] Appropriate units have Heat unless otherwise stated by SSR. EXCEPTION: Heat is not available to the American Priest SPGs in Scenario #8 "Bitche Salient" unless per player agreement as a pro-American balancing option.
  • [63E] A leader is considered adjacent for spotting for indirect fire if he is within one hex of the firing ordnance and there is no more than a three level elevation difference between them. This clarification is GIA rule 142.212. Third level buildings are introduced in COD, fourth level hills and split level buildings in GIA. This rule sets appropriate spotting limits.
  • [63F] Regardless where used in direct fire or indirect fire; Mortar IF attacks are subject to OBA modifiers, +4 for entrenchments, -1 for Air burst per 109.6. This is valid due to the high trajectory nature of mortar fire.
  • [64A] A turreted AFV may pivot its turret at any point in its movement phase (COI+)
  • [64B] Although a turret may pivot freely in the movement phase w/o additional fire modifier in the Advancing Fire Phase, if the owner pivots in the Advancing fire phase as a distinct action, the modifier applies in addition to the +5 for moving into a new hex.
  • [64C] CE AFV status can only be changed during the Movement and Advance Phases unless stunned by enemy fire result. If a unit Prep fires, it may not change its CE status in the movement phase although some want their cake and eat it too.
  • [64D] Ordinance fire vs. a CE commander or passengers must use the corresponding AFV target classification.
  • [64E] Nahverteidgungswaffe Close Defense weapon are not available until July 44. [COI rule 64.5 states 'mid-1944'. ASL allows it starting July 44.]
  • [64F] Rule 64.46, which restricts the usage of the cmg and MA in the same TCA, is written with the assumption that the AFV main armanent is turrent mounted. This restriction is not applicable when the MA is bow mounted (such as PzKwII Flamingo, Lee, CharB etc.)
  • [66D} In addition to applying the appropriate TO HIT modifier per 66.21, a hull hit must also be secured per COI supplemental Rule M. Deliberate immobilization is not possible against hull down vehicle. Although implied logically, this is not explicitly stated until ASL C5.72.
  • [66B] Deliberate immobilization may be attempted vs halftrack prime movers such as the German SdKfz series. Although providing no passenger protection, these vehicles have all the fortes and foibles of halftracks.
  • [66A] ATRs and other guns may not deliberately immobilize trucks and other non tracked vehicles such as certain AC. Exception: German SdKfz vehicles. German SdKfz vehicle are halftrack prime movers without passenger protection.
  • [72A] For Overrun strength calculations, IFE Main Armament is treated as a MG (at full strength). The Ostwind overrun value is 4+4+12=20af. This is not adequately treated in SQL Series but is in line with treatment within ASL overrun.
  • [72B] AFVs with no functional armament may not enter an enemy hex to overrun, destroy guns, or force evacuation of a occupied entrenchment.
  • [72C] An AFV may only overrun one enemy hex per moment phase; and must attack the first enemy occupied hex entered.
  • [76A] Armor Leaders do not modify the IFE attack of the main gun. Lack of treatment in PREASL rules has led to a MMP Ruling by Alain Chabot (8/00). Only out of respect to Alain do I use his version while I attempt to change his mind.
  • [77A] The CASE C: -3 TO KILL DRM for firing at an Open Topped AFV is never in play; Consider CASE C deleted. CASE B (-1 TO KILL) still applies to all appropriate TO KILL attempts regardless of whether close topped or open topped target. This is one of the great flaws in COI. MMG/HMG with height advantage vs open topped AFVs are immune from TO HIT, smoke, limited LOS and other normal restrictions. The impact of this rule goes beyond the intention as its implementation elates MMG/HMG with height advantage as the greatest threat to open topped vehicles primarily halftracks and there crews. The resulting to kill attempt (net 5 vs. frontal shot vs. German halftracks, 6 for Russian/US). Note in ASL only airplanes get a -1 armor height advantage TO KILL DRM. The optional nature of this rule was dropped 060515. This rule is one of the major foibles of the SQL series rulebooks.
  • [88.1A] ATRs do not benefit from target acquisition. Per 2006 Q&A committee; not yet in published Q&A.
  • [88A] King Tigers cannot be immobilized by ATRs. This was a SSR rule introduced in Scenario 109 "Counterattack on the Vistula" on the basis that King Tigers has armored road wheels. As King Tigers had armored road wheels by design and not limited to this scenario, this SSR has been generalized.
  • [91A] The captured weapon penality (+2 TH, +2 breakdown, Red TH, and no repair) is applied once regardless if a captured gun is fired by an friendly squad or enemy crew. The TH and breakdown penalties are doubled if manned by an enemy squad (+4 TH, +4 breakdown). There are conflicting Q&A answers whether the penalties are doubled for enemy squad usage of captured guns. However the penalties are doubled in ASL.
  • [91B] Only friendly/enemy crews, COD deployed squads (and GIA half squads benefit from the gun shield when using a captured gun.
  • [92A] CLARIFICATION: MGs firing against moving cavalry forfeits penetration capability unless the defensive fire is occurring after all enemy movement is completed.
  • [92B] Ordinance shooting at Mounted cavalry uses the Infantry target classification.
  • [102A] Vehicular-mounted FT's, whether bow or turret mounted, do not need to secure a hit, but the TO HIT DRMs normally associated with a change of CA for that type of mounting (Cases A-E are instead applied as IFT DRMs. These DRMs would also apply to fire and AFV TK#s. Bow mounted FT use DRMs as though they were turreted; they may fire in the AFPh after changing hexes in the MP. GIA rule 144.47 is moved forward to modify the overly potent FT tanks as a DYO purchase in COI.
  • [Vehicle Note KK] Clarification (as applicable to T70); T70 is subject to vehicle note KK (COI introduction of COD One Man Turret 129.4). :Due to the commander also being the loader and gunner, treat as a SP Gun. They may not use Advancing Fire after moving to a new hex. These tanks may change their Turret Covered Arc in the same manner (64.121) as other tanks but must use Hit Determination DRM case D instead of B, and case E instead of A. If CE, no weapons may fire. The vehicle note has been interpreted as both a net +2 and net +1 total DRM. This clarification is consistent with the COD One Man Turret rule.