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D. Vehicles 1.

42 normal ground pressure


1.43 high ground pressure
1.5 Towing (T#)/Portage (#PP)
ORDER OF PRESENTATION Page 1.6 Armor factor (AF)
1. Vehicle counters 2 1.61 front armor
2. Vehicular movement 4 1.62 side/rear armor
3. AFV combat 8 1.63 superior turret
4. Terrain modifications to anti-vehicle fire 11 1.64 inferior turret
5. Inherent crew 12 1.7 target size
6. Transporting personnel 13 1.71 very large
7. Overruns (OVR) 15 1.72 large
8. Immobilization & bog 17 1.73 average
9. Vehicles as cover 18 1.74 small
10. Wrecks 19 1.75 very small
11. Gyrostabilizers & schuerzen 1.76 concealment 3
12. Horse-drawn transport 20 1.8 Vehicular MG/FT
13. Vehicular SMOKE dispensers 1.81 bow MG (BMG)
14. Radioless AFV 21 1.82 coaxial MG (CMG)
15. Motorcycles & bicycles 1.83 anti-aircraft MG (AAMG)
16. DD tanks & amphibians 22 1.84 optional armament
1.9 Wreck
D.1 Vehicle listings
D.2 Animal movement 2. Vehicular movement
D.3 Prep fire 2.1 limits/affects of movement
D.4 CA 2.11 VCA changes
D.5 Secret DR/dr 2.12 starting
D.5a dice up 2.13 stopping 4
D.5b cards 2.14 wreck/vehicles
D.6 Vehicular-target hits vs PRC 2.15 minimum move
D.7 Mobile/immobile 2.16 road rate
D.8 Collateral attacks 2.17 delay
D.8a specific 2.2 reverse movement
D.8b general [collateral attack table] 1 2.21 MP cost
2.22 restrictions
1. Vehicle counters 2.23 start/stop
1.1 Movement type 2.24 reverse motion
1.11 motorcycle 2.3 vehicular bypass movement (VBM) 5
1.12 armored car 2.31 restrictions
1.13 fully tracked 2.32 VCA & target facing
1.14 half-tracked 2.321 bypass TCA
1.15 truck 2.33 VCA changes
1.2 Armor status 2.34 stationary bypass
1.21 unarmored 2.35 firing restrictions 6
1.22 partially armored 2.36 PRC
1.23 open-topped (OT) 2 2.37 LOS
1.24 close-topped (CT) 2.38 TEM
1.3 Main armament (MA) type 2.4 Motion status
1.31 fast turret traverse (T) 2.41 target consequences
1.32 slow turret traverse (ST) 2.42 firing consequences
1.321 restricted slow turret traverse (RST) 2.5 Excessive speed breakdown (ESB) [table]
1.322 one-man turret (1MT) 2.51 mechanical reliability
1.33 non-turreted (NT) 2.52 Axis vehicles
1.34 secondary armament (SA) 2.6 Enemy AFV
2.7 All MP/MF expenditure 7
1.4 Identity & ground pressure 3. AFV combat
1.41 low ground pressure 3.1 Covered arc (CA)
3.11 vehicular covered arc (VCA) 5.42 entry
3.12 turret covered arc (TCA) 5.43 FFNAM
3.2 Target facing 5.5 Immobilization TC
3.3 Bounding first fire 5.6 Crew survival (CS)
3.31 MG/canister/FT fire 5.7 Brew ups
3.32 final fire 8 5.8 Crew FP
3.4 Armor leaders
3.41 counter out of play 6. Transporting personnel
3.42 crews ML same as leader 6.1 Passengers
3.43 affects only its own vehicle/crew 6.2 Riders
3.44 affect of armored leader 6.21 restrictions
3.45 inexperienced crews 6.22 attacks
3.5 Vehicular MG/IFE fire 6.23 target status 13
3.51 maintaining CA 9 6.24 bailing out
3.52 firing outside CA 6.3 Transport
3.53 modifiers 6.31 recovery
3.54 vs AFV 6.4 Loading
3.6 FT 6.5 Unloading
3.7 Malfunction 6.6 Armored halftracks
3.71 low ammo B# 10 6.61 BU
6.62 CE
4. Terrain modifications to 6.63 fire/movement
Anti-Vehicle Fire 6.631 SW removal 14
4.1 Terrain benefits 6.64 FG
4.2 Hull down (HD) 6.65 leadership
4.21 wall/roadblock 6.651 rally/MC/TC
4.22 height advantage 6.66 DM
[HD maneuver attp table] 6.7 Trucks
4.221 successful HD maneuver 6.71 ordnance
4.222 not considered HD 6.72 passenger fire
4.223 HD firer 6.8 Carriers
4.3 Underbelly hits 6.81 PP
4.31 effect 6.82 crews/HS
4.32 Case Q/R TH DRM 6.83 abandon/reoccupy
4.33 underbelly hit attempt NA 11 6.84 CE
6.9 Survival
5. Inherent crew
5.1 Described 7.0 Overruns (OVR)
5.2 Buttoned up (BU) 7.1 Described
5.3 Crew exposed (CE) 7.11 FP 15
5.31 CE DRM 7.12 vehicular targets
5.311 unprotected crews 7.13 restrictions
5.32 ordnance 7.14 multiple OVR
5.33 CE movement 7.15 TEM
5.34 stun 7.16 leadership
5.341 recall 7.17 malfunction
5.342 second stun result 7.2 Reaction fire
5.343 SMC crew 7.21 CC reaction fire
7.211 street fighting
7.212 FPF CC reaction fire
7.22 non-CC reaction fire 16
7.221 FPF non-CC reaction fire
8. Immobilization & Bog
5.4 Abandonment 8.1 Immobilization
5.41 mechanics 12 8.11 multiple immobilization
5.411 self-destruction 8.2 Bog
8.21 bog check [table] 13.32 sM
8.22 bog TC 13.33 sP
8.23 mud & deep snow 13.34 sN 20
8.3 Bog removal [table] 17 13.35 vehicular SMOKE grenades
8.31 mired
8.32 tow 14. Radioless AFV
8.4 Target status 14.1 AFV radio
8.5 MP expended for non-movement 14.2 Platoon movement
purposes 14.21 disposition of platoon 21
14.22 unit lost from platoon
9. Vehicles as Cover 14.23 non-platoon movement
9.1 BU/CE 14.3 penalty/no penalty
9.2 Survival
9.3 AFV/wreck TEM 15. Motorcycles & bicycles
9.31 armored assault 15.1 Described
9.4 AFV/wreck LOS hindrance 15.2 Portage
9.5 Armored cupola 18 15.3 Stacking
9.51 crew 15.4 Movement
9.52 placement 15.41 mount/dismount
9.53 size 15.42 reverse movement NA
9.54 dug-in AFV 15.43 OVR
15.44 splitting 22
10. Wrecks 15.45 terrain restrictions
10.1 Creation 15.46 wreck check
10.2 Movement effects 15.47 bog
10.3 Cover 15.5 Target status
10.4 Removal 15.51 KIA
10.41 fire 15.52 K/#
10.42 pushing 15.53 #MC
10.5 Scrounging 15.54 PTC
10.51 weapons removable 15.55 LLMC/LLTC
10.52 counter representation 15.56 Wounds
15.6 Rider fire
11. Gyrostabilizers & Schuerzen 15.7 Capture
11.1 Gyrostabilizers (G) 15.8 Bicycles
11.11 stopped fire 15.81 movement
11.12 moving fire 15.82 portage
11.13 stabilized CMG 15.83 OVR
11.2 Schuerzen (Sz) 19 15.84 wreck check
11.21 availability 15.85 target status
*11.211 optional availability
11.22 loss
11.23 effect

12. Horse-drawn transport


12.1 Vehicle class
12.2 Transport
12.3 Target status
12.4 Gallop
12.5 Sledge

13. Vehicular SMOKE dispensers


13.1 Types
13.2 Usage 16. DD tanks & amphibians
13.3 Firing 16.1 DD tank defined
13.31 sD 16.11 dropping screens
16.12 requirements to drop screens 23
16.2 land movement rate
16.21 moving into water obstacle
16.22 drift
16.23 bog
16.3 amphibian defined
16.4 combat
16.5 eliminated
16.6 LOS hindrance
16.7 riders in water NA
16.8 offboard setup until used

Ch. D. Footnotes 23-24

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