
    PRELUDE TO A OFFICER CADET SCHOOL 
  
   UPDATED 190225 
 
 
  
  
OBJECTIVE
  
     
  
The objective of this section is to provide 
  education to players to accelerate their development towards proficiency. Rules 
  knowledge is an critical skill, in addition to the compiled Questions & 
  Answers and Squad Leader Academy rule conventions. However for many, the acquiring 
  expertise or successful techniques remains a major challenge. The following 
  is an incomplete list of tips to accelerate the SQL player development curve. 
  Normally I have not done this for opponents (this is the first time) but due 
  to the fact we can only meet by mail, such would take years to show you the 
  hard way. Also i have a vested interest in keeping your rating up at other players 
  expense. All are basic guidelines which may be altered in game breaking situations: 
  a) last turn push, b) when disparate, or c) when attempting to remove the last 
  opposition and higher losses are acceptable. All assume SL level as various 
  rules 'tricks' change in each rules set. 
 
  
  
  
  ESSAYS
  
RULES OF THUMB 
  - Know your probabilities. Two die probabilities, hit/kill 
    combinations, chances of breaking/KIA targets for given af or DRM. Not necessary 
    to know numbers but a developed 'game sense' will determine fire selection, 
    whether to shoot or move etc.. Good summary in first General with SL on cover 
    (14#5?). 
- Attack opponent's weakest link. Russians Leaders (not enough 
    of them); Germans (squads; lots of toys less bodies); Americans 6 moral squads 
    (2xBK=KIA).
- 80 and lesser leaders should not be in the front line. 81's 
    are marginal; only if in good cover.
- Keep leaders in cover TEM greater leader modified incoming 
    shot (i.e. +1 woods is no good if -2 leader is directing incoming fire.
- Keep rout locations in mind when doing a setup.
- Don't shoot at broken Russians if they have no chance to 
    rally as they may go berserk.
- Try to kill units by blocking rout paths, more enemy units 
    can be eliminated in this manner than direct fire attacks.
- Artillery, guns best choice is often smoke.
- Use smoke to block incoming fire so you can localize your 
    attack in one direction where you have the advantage.
- Engineers with FT should use there smoke as it does not 
    affect their FT only the enemy rifle.
- Close combat only when modified CC attacks in your favor.
- Russian always try to CC as trading squads is to Russian 
    advantage and enemy leaders die with their squads for free.
- Russian leaders should not be used in CC as too valuable.
- Give the enemy no targets or lots of targets (more than 
    he has shots else you are allowing him to reduce your force).
- Never put your tanks near enemy 628,847,838 especially if 
    they have smoke. Use your engineers to get into CC with his tanks.
- Best way to deal with a powerful enemy stack is to move 
    adjacent with many small stacks and getting some into CC. Alternate is to 
    advance all adjacent for upcoming defensive. Either case he cannot shoot at 
    all your guys if given more targets than he has shots.
- If target in positive TEM, one large attack is usually best. 
    If he is in 0 TEM or moving, many smaller attacks have better chance for KIA 
    or twice broken.
- Leaders with radios are priority targets, breaking the leader 
    gives you a chance to capture/destroy radio and its artillery.
- Destroy all captured SW you cannot use or expect to hang 
    onto. If yours, you can malfunction it to make it useless to enemy but gives 
    you the chance to fix it latter.
- Russian LMG use is best used only for CC or in critical 
    shots due to high breakdown.
- Do not use more SW than needed if will not change af level.
- Use captured MG first before your own if same af.
- Engineers with smoke are priority targets.
- Assign -2 leaders to engineers with DC/FT as they can use 
    them in event engineer breaks.
- Engineer must shoot at same hex as FT/DC. You should move 
    against him from 2+ hexes (instead of one large stack) as he can shoot at 
    only one hex.
- Keep broken units DM to reduce chance to rally. 1af+5drm 
    is sufficient to keep DM.
- American leaders are subject to DM not squads or crew; keep 
    them DM as loss is greater due to thief high rate of rally of non DM units.
- American leaders should not be in front line unless in good 
    cover due to low squad morale and broken leader induced MC.
- Don't be afraid to run American/Russian vehicles in woods/bldg. 
    as only 16% chance of immobilization. Not a good idea for Germs as 33% chance.
- Spread your AT fire out so enemy you get a flank shot. If 
    all frontal shots, it's just a matter of luck unless someone has an advantage 
    of number or armor dr.
- Approach vehicles from flank for CC (moving target; pivot 
    modifiers) preferably from several hexes.
- Overrun guns as first movement from outside their covered 
    arc preferably a multiple number of times.
- If you can get enemy to commit his DEF fire tank/gun against 
    your first tank; you can move adjacent to side/rear with rest (beware of the 
    same).
- Often wise to voluntary break to avoid unfavorable CC. Especially 
    with lone leaders. Remember, if you were not shot at since previous rally 
    you are not DM. Also you are allowed to rout turn you break even if no-one 
    shot at you.
- Killing units my multiple shots
- AMBUSH TRICKS ALLOWED BY RULES; these are prohibited in 
    later rulesets and SQLA conventions.
- a) Can advance into staircase and change levels putting 
    you into close combat. You avoid Def fire. Ex. your in M2.2; I am in N2.1 
    after movement. I can advance into M2.2 for close combat and you did not see 
    me coming. Rules do not say you can change levels and advance into adjacent 
    hex.
- b) Panzergrenedier assault: You are in 2W9. My tank with 
    passengers move Y10 and Y9. I advance fire tank vs. some target on hill which 
    unloads pass into X9. They advance into W9 never receiving defensive fire.