Commonly Forgotten Abridged
Setup
- Before setup, LOS may be checked only by the side setting up first, and only if that side is the Scenario Defender, or has Pre-Registered Fire (C1.73) or Bore-Sighted weapons (C6.41-.42).
- Russian can replace 8-0 with 9-0 and/or 8-1 with 10-0 Commissar during or prior to 10/42
- Bore Sighted MGs only get BS advantage in Defensive First Fire.
- Check for Russian Guard or SS Formation benefits.
- Up to 10% (FRU) of the squads that set up onboard, and up to 10% (FRU) of the squads that enter in a given turn, may be freely Deployed (without leader/TC) prior to setup, if the nationality is capable of Deployment.
- Vehicles may set up in bypass.
- A vehicle may not start a scenario set up onboard in Motion.
- Check Gun setup limitations.
During Play
- DON’T FORGET ENCIRCLEMENT
- Fire as Area Fire into locations to try and reveal HIP units.
- Inexperienced is Conscript or Green. Suffer double column Cower on IFT and 3MF and B#/X# reduced by one. Are considered LAX. Green(only) are exempt if stacked with a leader.
- Pin negates FFNAM and FFMO (7.83).
SW
- All Guns in a FG which roll their ROF # get ROF.
- Final Firing MG reduces B#/X# by two and original B# becomes X#. (Sustained Fire)
- Firelanes are not allowed with Ammo Shortage.
- A Fire-Lane must target a moving unit on an eligible hex grain to be declared.
- A weapon fired during the AFPh cannot use Intensive Fire and is limited to one shot regardless of its ROF.
- If broken unit cannot carry SW then leader can recover it immediately with dr.
- A crew that has fired First Fire (with either its SW/Gun or Inherent FP), can as its next shot do one of the following:
1) Fire its Inherent FP as Subsequent First Fire
2) Fire a MG as Subsequent First Fire
3) Fire a Gun as Intensive Fire
Regardless of which of the three that is chosen, the remaining option is the same: It can now only use FPF/OVR Prevention.
- Elite HS become Disrupted if they ELR.
- The restrictive rules of Inexperienced Personnel always apply to Conscripts/Unarmed-units regardless of leader presence.
Concealment
- Concealed units do not lose Concealment for fire attacks and CC while solely against Broken units (12.14).
- When bump-revealing units use RS to select the unit/s revealed.
- Potential LOS checks to a moving Concealed unit are free and require no attack or penalty for a blocked LOS.
- If a Concealed unit fires on another Concealed unit, if a result of any type is obtained (even KIA) then the firer must reveal.
- Dummy Concealment counters can break out of a stack, when doing so they get a new concealment counter on top.
DC/FT/LATW
- A DC can be thrown in any fire phase (inc. First Fire) and resolved at +2 for the target Location and +3 for the thrower’s Location with seperate DRs. KIA may cause rubble or flame.
- An Assault Moving squad with 4 MF cannot pop smoke in an adjacent OG hex (2 MF) and enter than hex (2MF) since it uses all its MF. But it can do so if accompanied with a leader, since it then has 6 MF. A squad also cannot do the same with a DC.
- ATMM are not represented by counters, but are considered possibly inherent in any German Infantry unit during or after 1944.
- SMOKE does not apply in Mud, Deep Snow, Rain, or Heavy Wind (24.6).
- Rubble may be created by any HE, HEAT attack >=70mm resulting in a KIA.
- If a KIA occurs and no Rubble has been created then roll a subsequent DR and add the EC (unless building) for flame creation.
- The level hit in an Area-Target-Type/OBA attack vs a multi-level building is determined via Random Selection among those levels hit.
- Even if the KIA occurs in a higher building level, there is still a possibility that the entire building will collapse. Roll one die. On a dr 6 the entire building hex is rubbled. There is a +1 drm for every non-rooftop building level above the one in which the rubbled occured.
- Shellholes can only be created by HE FFE >= 150mm.
- Height Advantage is NA if shooting the unit across the hexside it crosses going up the hill.
- Any ground level or level -1 hex adjacent to a marsh/mudflat hex is a Bog hex.
Terrain
Stream
- Units fire out of a Stream as Area Fire.
Walls
- Can be claimed by a unit at five times: during its setup; at the end of any RPh; during its MPh/APh; when losing HIP status; whenever all enemy units lose/forfeit WA over shared wall/hedge hexsides.
- Wall/Hedge TEM is reduced by one for each level above the range in hexes.
- Indirect fire at a unit behind a wall gets +1 modifier.
Bocage
- Locations (eg. Fortifications etc.) in a bocage hex can always be seen. Units can only be seen if they have WA (even if they’re adjacent to each other).
- LOS cannot be traced along a Bocage hexspine.
- A unit in a Bocage hex without WA is out of LOS to all but adjacent.
- Bocage units are always considered out of LOS and in Concealment terrain for Concealment gain purposes.
Ordnance
- Special Ammo such as Smoke/WP/APCR/APDS/HEAT may only be used if the reverse side of the counter has a depletion number.
Area Target Type
- ATT effects all levels/locations in a hex.
- MTRs are the only guns that get ROF with Area Target Type.
- Firing smoke can use Acq. modifier but must then remove the Acq. counter.
- Smoke may be placed by ordnance/OBA only at the start of the owner’s PFPh/DFPh.
- Point Blank fire is not applicable for Area Target Type.
- Indirect Fire (MTR, OBA) is resolved simultaneously with the same Original Resolution DR vs each level of a building (provided it is not an Interior Building Hex), but there is an additional +1 DRM for each non-rooftop level of the building above it.
AFPh Restrictions
- A weapon fired during the AFPh cannot use Intensive Fire.
- Is limited to one shot regardless of its ROF.
- A vehicle (including its PRC) with either a Prep Fire or Bounding Fire counter cannot fire during its AFPh.
- If a vehicle fires any weapon other than its MA during the MPh it may not fire its other weapons/PRC during the AFPh.
- If the vehicle did not exhaust its Multiple ROF during its MPh, and did not fire any other weapons (including PRC) during its MPh, it may fire that Multiple ROF weapon (only) again once (C5.3) during its AFPh using the Case C To Hit DRM for ordnance, or halved FP for MG/IFE if not in Motion; or Case C4/quartered FP, if in Motion.
- Whenever an FFE:1 (HE) is placed onboard it may be declared as Harassing Fire.
- Each OBA [>= 70mm] Blast Zone is a two level +1 hindrance [+1 per blast zone, not per hex]. (C1.57).
- HEAT weapons may only fire at Inf if target has wall/building/rubble/pillbox TEM.
- Beware backblast effects of LATW weapons, can avoid BB if use Case C3 To Hit.
- Point Blank modifiers (Case L) are not applicable if the firer or the target are in Motion/Non-Stopped that turn (6.3). (Moved is OK)
- Frindly units have their Morale Level, or that of its Inherent Personnel, lowered by one while within the Blast Area of a friendly HE/WP FFE or Bombardment.
ROF & Intensive Fire
- No ROF [or Intensive Fire] for pinned units. (A7.81).
- A non-vehicular, non-turreted GUN changing CA loses one ROF for that shot. [Conditional ROF] (C2.5).
- A gun [EXC: some mortars] with no ROF that fires outside its CA is marked as Intensive Fired to indicate it may not IF(C2.5).
- SW (i.e. Light Mortars and LATW) may not Intensive Fire. (C5.6).
- Note that it is legal to be marked with “First Fire” in the MPh (when ROF runs out) and then fire again as “Intensive Fire” in the DFPh (vs. adjacent or same-hex targets only), as described in A8.41.
- A Gun which First Fires in the DFPh may get ROF but may not Intensive Fire.
- It is legal to Intensive Fire as Final Fire in the MPh with no limitation on nearest unit etc.
- Intensive Fire is available only to Guns (not SW), and can be used only if the crew of the Gun is not pinned, shocked, stunned, or marked with a Final/Intensive Fire counter.
IFE
- ROF reduced by 1.
- Firelane not allowed.
- May not attack Armor on the TK table.
- May not be part of a Firegroup.
- Normal range is 16 hexes.
- Behaves like an MG and can use Sustained Fire.
Vehicles
- For concealment gain purposes the Unit Size # is 4 (5 for Large or Very Large).
- Tanks must fire at a target in their own hex!
- Don’t forget Gun Duels.
- A CE crew cannot be targeted by ordnance (D.6).
- No Crew Survival if a vehicle is turned into a Burning Wreck.
- If the AFV has a red CS#, a special -1 DRM applies to the Final To Kill DR for Burning Wreck determination purposes only
- Use of a CMG against other than an acquired target causes loss of any pre-existing Acquisition (C6.5) by the MA.
- Only a Stabilized Gun (D11.1) may claim/retain its Acquisition DRM for Motion/Bounding-First Fire TH attempts.
- A vehicle (and its PRC) which starts its Player Turn in Motion may not Prep Fire and must expend at least one MP (even if just to stop) during its Mph.
- Inherent crews of unarmored vehicles take MC with a Morale Level equal to that crew nationality’s best unbroken 1st Line Infantry.
Partially Armored
- The vehicle is attacked on the * line of the IFT (with no TH required for a squad’s inherent FP) and if destroyed the crew rolls for survival. If not destroyed the crew suffers a collateral attack and could break. ( small arms fire is not subject to hit location; it always “hits” the unarmored portion of that target aspect pointed towards it).
moving: a unit that is currently executing ITS MPh.
Motion: a vehicle that is not moving and not Stopped
Non-Stopped: a vehicle that is moving and not Stopped
Moving Target: a vehicle that is/has been in Motion and/or entered a new hex/used VBM this Player Turn.
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