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Crew served weapons Last man standing

Say you have a HMG with a gunner and loader and a Sergeant commanding.
Massed fire wounds the gunner and Sergeant. If the loader passes his guts
test can he continue firing. Can he move the HMG himself (Not tawards the
enemy).
Also I take it if he joins another unit he loses his HMG and gets a rifle.
Pinned units for the first time.
It says: Pinned units in the open but within their Command Distance of cover
will move into the closest cover available. If there are multiple choices for
cover, the player must choose the cover that is away from the enemy fire.
Say you are a unit of 6 American Infantry that fail your guts test You are in the
open Your guts level is 7. You can move 7. What if cover is 15 away? Do you
move the full 7 and still stay in the open. You move a further 7 next time you
activate unless you pass your Guts test.
Blast
Is this correct
If there are 3 figures in a unit you role 5D10
If there are 7 figures in a unit you role 7D10
Loaders in LMG, BAR and Bren units
Say you have a LMG unit of MG34 gunner, loader with rifle and Sergeant with
a SMG. It states half the unit can fire. So do you count the MG34 gunner
(ROF 4) rifle man (ROF 2). Or is he serving the MG34? You might not be able
to count the Sergeant as his SMG would be out of range.
AFV info sheet and DM
On some of the IFV info sheet, you have a DM in the top right corner. +1 or -1.
You add or take off when you are Penetrating the target after getting a hit. Is
this DM added or taken off the Vehicle Penetration Result chart listed on page
23. Also some Guns have a DM factor. Example Tiger I E (DM -1 in top
corner) and (DM +1 for Gun)
Bailing out and re-crewing vehicles
I understand that if you fail a guts test you bail out and are placed behind the
vehicle with one red pin marker. If they rally, can they re-crew the vehicle?
What if some of crew have been wounded. Do you scrape the dead gut out of
the gunners or drivers position and off you go? I see Loading and unloading
the vehicle may then make a Slow speed movement, and it may not
Fire any weapons.
AFV hull MG Acquisition

Main gun with Co-axial MG must fire on the same target as they come under
one acquisition. What about the hull MG. Do you re-role for that. First if it is
the same target or if it is firing at another target in its ark.
Panzerfaust 60
How do you use an infantry antitank weapon?
Say one unit activates. A corporal and 5 privates all armed with Kar-98K. One
of the privates has a Panzerfaust 60. A unit of 8 American infantry with a
Sherman tank is moving within 12 of the Germans?
Tree burst bonus
This is on page 24 under HE and AT rounds. What is it?

Answer
Just playing my second game using this system today and had
a question about resolving HE fire from a tank against a
infantry unit. These are the steps we followed:
1. Acquire the Target using the Crew's ACC Value. In our case
the Crew ACC was 5 (is it ever not?) while firing the main gun.
The ACC is adjusted -3 as the infantry is in Medium Cover.
2. Acquire the Target with a die roll of 2. Now here's the part
I'm not sure about...
3. Roll 7d10 (7 infantry figures in the unit) against the gun's
AP, which in our case was a 3. After modification by the cover
(Medium) all that will wound is 1s on the die rolls. I think that
it's pretty clear from the rules, it just seems weird to me that
firing an 88 HE shell will only wound on a 1 once a hit has been
made. I guess this is the same for all HE against infantry, you'll
be needing pretty close to a 1 to do any real damage on your
wound rolls once you get a hit. Am I missing something or are
we handling things alright?
Everything is right except subtracting cover from the AP. So when the gun
acquires, then hits as you have done, roll the correct number of dice as you
have done and apply an AP of 3 to the blast. The ACC of the crew is 5, as is
most units in the game (though the ACC can be adjusted up or down
depending on the troops you want to represent (we suggest no more than 6
and no less than 4 ACC).

Howdie. One thing to add, since the blast is inside of a


building, there would be a +1 AP for confined space, meaning
that you would be rolling at AP 4 (3+1) to wound.

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