From The General ADVANCED SQUAD LEADER A2.9 & A6.11 If his side sets up first, may a player check the LOS from his units to "empty" hexes, including for Bore-Sighted/Pre-Registered Hex purposes? What if he sets up second, or setup is simultaneous? A. LOS may he thusly checked only by a Scenario Defender who sets up first [EXC: the player who sets up first may always cheek LOS for Bore-Sighted/Pre-Registered Hex purposes]. A7.34 & A9.52 May Spraying Fire be used versus two adjacent "empty" hexes/Locations during the enemy MPh (e.g., in order to place Residual FP therein)? A. No - at least one of those hexes/Locations must contain a moving enemy unit. A8.26 Is Residual FP lowered by one IFT column if the firer is CX or being directed by a 6+1 leader? A. Yes. A8.31 If a FG of two or more units rolls an Original 2 (or 12) for its FPF attack, does each of those units make a Heat of Battle DR (or suffer a Casualty MC)? A. No - use Random Selection. A9.22 May a Fire Lane be placed along (an Alternate) Hex Grain that at the time of placement contains no moving enemy unit? A. Only as per E1.71 (Bore-Sighted Fire Lane at night). A9.22 & A9.222 How exactly do SMOKE/grain/brush/marsh Hindrances affect Fire Lanes? A. Their DRM affect the MG's original attack (i.e., the attack that creates the Fire Lane), but thereafter have no effect on that Fire Lane's attacks (other than to cancel FFMO; A9.22) and thus cannot be claimed as "non-target-hex DRM" (A9.222). A9.222 May a leader stacked with a MG use his leadership DRM to affect that MG's Fire Lane attacks? If the unit possessing the MG is CX, does the CX DRM apply to its Fire Lane attacks? A. These DRM can apply only to the MG's original attack (i.e., the attack that creates the Fire Lane). A12.152 Can Searching reveal tunnel entrances? A. No. A12.2 If the Location containing a concealed AFV in the LOS of a Good Order enemy ground unit is subjected to a non-ordnance attack that results in at least a PTC result on the IFT, does the AFV lose its "?"? A. Only if the attack is OBA, and/or if the AFV is CE. A15.5 If a unit is subject to No Quarter (and therefore will not surrender Via the RtPh method), what happens if it rolls a Heat-of-Battle Surrender result? A. It becomes berserk. A23.4 If a unit operably Places a DC, and then declares Double Time to gain one MF, does the +1 CX DRM still apply to the DC's attack? If a DC is operably Placed on a concealed target, but that target losses its "?" prior to the DC'S detonation, is the DC attack still resolved as Area Fire (A23.1)? A. No. Yes. A29.61 This rule states that Drifting WP is two levels high, but the Drifting (i.e., gray) WP counters have "level 4" printed on them. Which is correct? A. The counters. Drifting WP (as well as original - i.e., white - WP sources in a Mild Breeze; A24.4) is a four-level Hindrance. A25.23 Although an already-pinned unit cannot move, may it be declared part of a Human Wave in order to help satisfy the "multiple MMC per hex" prerequisite for such an attack? A. No. B13.4212 & B13.43 May Infantry/Cavalry enter woods by using an existing TB in that hex? A. Yes. The cost for Infantry to do so is l&1/2 MF, while that for Cavalry is 3 MF. B26.4 How does wire affect Human Wave movement? A. Each individual unit/stack that is both in the Human Wave and above a Wire counter makes its own Wire Exit dr and may move beneath the wire if so allowed by that dr, but at the end of that Impulse all units in the Human Wave are considered to have expended the highest MF incurred by any unit therein. Note that, if otherwise allowed, a unit/stack may move onto and beneath a Wire counter, or beneath a Wire counter and into the next hex along its path of movement, as part of the same Impulse - but in no case may it enter two new hexes during the same Impulse. C1.57 If a unit's LOS crosses the Blast Area of two different HE Concentrations, is the FFE Hindrance DRM to that LOS +1 or +2? What if its LOS crosses one common hex that is in the Blast Area of two different HE Concentrations? A. In both cases the FFE Hindrance would be +2. Each HE Concentration (or Barrage) is a separate Hindrance. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)