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    FAQ - CLARIFICATIONS - OPTIONAL RULESvers. 1301

    OPERATION SQUAD RULEBOOK

    INDICATE A TARGET (Page 8 of the Rulebookl)CLARIFICATION

    For mortars ONLY, if a model with a Target Acquiredmarker moves then only remove the marker at the end of the turn.

    FIRST AID ACTION (Page 9 of the Rulebook)

    CLARIFICATION

    A Mediccan perform a First AidAction on himself to heal a wound.

    FIXED POSITION WEAPONS: Movement

    VARIATION OF THE BASIC RULE

    In order to move a model with a weapon that has the Fixed Positioncharacteristic, one of the assistantsmust be adjacent to him. If there is

    no assistantadjacent to the model then he can move anyway but must subtract 1d6 from his movement.

    BUILDINGS: Line of sight towards the exterior

    CLARIFICATION

    Further to the rule on Page 11 regarding Line of Sight, models inside a building or a ruin can only trace their line of sight through doors,

    windows and gaps and must apply the REAL line of sight. Walls or internal walls are not the same as the vegetation in a wood, where a

    small movement is enough to give you a completely different view. For this reason, models adjacent to a window or door only have a 90

    arc of fire. For the same reason, if they cant see all of the enemy model then models inside a building must treat the opponent as being in

    cover even if, normally, the area of cover in which the firing model is located is not considered when the opponent is outside it (Page 13).

    E.g. An American Paratrooper has just moved inside a house and sees a German Grenadier outside the window 6cm away on the other side of

    the house. The real line of sight indicates that he cant see all of the model and so he gets the benefit of cover. On his next turn, with a Move & FireAction, he can move next to the window. This time he can see all of the enemy model who gets no cover at all.

    FIRING AT INFANTRY MODELS (Page 11 of the Rulebook)

    VARIATION OF THE BASIC RULE

    If a model that is leaning out from behind a wall, hedge or is at a window is Pinned (or Wounded) and is no longer visible, he can no longer

    be fired at. Resolve ALL shots from the weapon that fires at him before attributing any damage.

    * FIRE: FIRING BEYOND MAXIMUM RANGE (OR INSIDE THE MINIMUM RANGE) (pages 11-12 of the Rulebook)

    CLARIFICATION

    If a model declares that it will fire at a target that, after measuring, is beyond maximum range (shown as NE on the Weapons Table) we

    assume that the model hasnt taken the shot. If the firing model was Hiddenthen it keeps its marker.

    The same rule applies for minimum distance when using hand-grenades and other indirect-fire weapons.

    Given that the shot isnt taken, single-shotweapons (e.g. hand-grenades), do not run out and can be used later on in the game.

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    COVER (Page 13 of the Rulebook)

    NEW RULE

    Now the last sentence is the following:

    Obviously dont count walls and hedges when the firing model is touching them, nor areas of coverfrom which the firing model is firing

    if the model is adjacent to an edge from which they can trace the line of sightto the target. If the firing model is in a building and firing

    outside then he must be adjacent to a door, window or gap to avoid counting the cover hes in. If the target and the firing model are both

    in the same area of cover then the cover applies.

    PRIORITY TARGETS (Page 13 of the Rulebook)

    OPTIONAL RULE

    The words cover is the same in the paragraph indicate a certain hierarchy of targets. The main target should always be the easiest, so if

    the choice is between one in cover and one not, you can fire at the one not in cover even if it isnt the closest; if the choice is between a

    target in light cover (a hedge, a field) and one in medium cover (woods, wall, building) then you can always fire at the less protected one

    even if its not the closest and so on.

    But when the cover is the same, apply the rule about Priority Targetsto avoid strange situations arising from the application of the game

    mechanics (choosing an assistantas the target even if he isnt the closest one, firing at a model behind another because the one in front

    has already moved or maybe has an unloaded weapon etc). Obviously its impossible to allow for all eventualities in the rules so, if in

    doubt, you can fire at models that arent Hiddenthat arent the Priority Target declaring as much in the Declaration of Intentionsphase and

    performing a Strategy Rollwhen performing the Action. In this case roll 2d6 and add the VT: with 11 or more you can fire at the given target,

    with 10 or less you lose the Action (give the model a Turn Overmarker). Just imagine that the man has lost time aiming at the new target

    in the chaos of battle.

    MODELS ON THE FIRING LINE (Page 13 of the Rulebook)

    CLARIFICATION

    Friendly adjacent models can be ignored for the rule regarding intervening models.

    WEAPONS TABLES: EXTREME RANGE (Page 15 of the Rulebook)

    VARIATION OF THE BASIC RULE

    Rifles with Rate of fire of 1 and Light, Medium and Heavy machine-guns treat Extreme range as 160cm instead of 80cm.

    MULTIPLE SHOTS (Page 17 of the Rulebook)VARIATION OF THE BASIC RULE

    When firing multiple-shot weapons you only declare one target model but if this target is KIA or is no longer in line of sightwhen the Action

    is executed then the firing model can sacrifice one shot and fire the remaining shots at other enemy models up to 10cm away from the

    original target.

    E.g.: Massimo declares that his German Sergeant will fire at an American Paratrooper. Giorgio reacts by declaring that the Paratrooper will fire at

    the Sergeant. Massimo counter-reacts declaring that his Grenadier (armed with an Stg44) will also fire at the Paratrooper. Giorgio counter-reacts

    by saying that his Corporal (Hidden in the same house and 8cm from the Grenadier) will fire at the Grenadier (armed with an Stg44). The players

    roll for priority: the Germans get 11 for the Sergeant and 7 for the Grenadier; Giorgio rolls 10 for the Paratrooper and 9 for his Corporal. Its time

    to Execute the Actions. Massimos Sergeant fires and kills the Paratrooper with his second shot. He loses the opportunity to use the third shot

    since the other American Paratrooper is Hidden and you cant move fire onto Hidden models. Now its the American Corporals turn and he fires

    at the Grenadier (the one with an Stg44) but hes unlucky and the weapon jams after the first shot (an unlucky roll of 1,1,1,2) and doesnt even do

    any damage (6 + VT3 = 9). Now its the Germans turn but his original target is KIA. So he sacrifices a shot (we assume he fired the first one at the

    American Paratrooper) and fires the remaining two shots at the American Corporal who is now visible (he lost the Hidden marker when he fired).

    Hes lucky enough to kill him with the first shot so can fire the remaining shot at an enemy model within 20cm.

    Note: Remember that the 10cm distance only applies in the first situation because its an exceptional case (the declared target is KIA) while

    in the second situation, for the third shot, the normal rule for multiple-fire weapons applies.

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    AMMUNITION BELT: use against more than one model in the same Action/Reaction phase

    CLARIFICATION - OPTIONAL RULE

    The rules state that a model with a machine-gun that has theAmmunition Beltcharacteristic and also has shots to spare can be re-activated

    if an enemy model moves within 20cm of the latest target. If more than one enemy model is activated within 20cm, the model with the

    machine-gun can declare a reaction against each. In this event he only rolls Priority once and applies the result to all enemy Actions

    damage.

    E.g.: Massimo has a Fallschirmjger armed with an Mg34 that is watching a road between two houses. After firing, killing one of Stefanos men

    with the first shot, he places a dice showing the guns 5 remaining shots. In a later phase, Stefano says hell try to cross the same road with another

    man. The American moves within 20cm of the remaining shots dice, so Massimo declares hell react by firing. At this point Stefano says anotherman will move to the corner to shoot at the machine-gunner. Since the second man will also move within range of the remaining shots dice,

    Massimo declares a second Fire reaction. There are no other reactions so the players roll for Priority: Stefano rolls 12 for the first man and 6 for the

    second, while Massimo rolls just once and gets an 8. The first American gets across the road and into cover unharmed, while the second is shot at

    when he gets to the corner (but before he fires). If he survives he will fire.

    MORTARS: indirect fire

    CLARIFICATION

    You cannot fire a mortar if the weapon is inside a Wood or a Building with a roof. You can fire from within some ruins if the roof is missing.

    RANGERS SQUAD (Page 33 of the Rulebook)

    ERRATA CORRIGE

    In the American Ranger Squad, the Sniper weapons should read as follows: M1903 Springfield rifle, MK II Pineapple grenades

    GUARDS RIFLE SQUAD (Page 40 of the Rulebook)

    ERRATA CORRIGE

    In the Russian Guards Rifle Squad, the DP light machine gun variant should read as follows: Up to two men per Squad can replace their

    SVT40 semi-automatic rifle with DP light machine guns and a Tula Tokarev 1933 pistol for +30 points each.

    GRENADIER SQUAD (Page 41 of the Rulebook)

    ERRATA CORRIGE

    In the German Grenadier Squad, the Stg44 assault rifle variant should read as follows: Up to three Grenadiers per Squad can replace theirKar98K rifle with Stg44 assault rifles for +35 points each.

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    VEHICLES! RULEBOOKVEHICLE MOVEMENT: rotations

    CLARIFICATION

    With the introduction of Vehicles you should adapt roads proportionally. If you think about a hypothetical three-point turn, it becomes

    clear that a normal two-lane road (one lane each way) should be at least twice as wide as the length of a normal vehicle. In game terms they

    must be at least 15cm wide, while if its a normal one-lane track then 8cm is ideal. A halftrack would have serious difficulty manoeuvring on

    a road like this in real life a 90 turn is made up of gradual moves and would translate, in the game, into a series of mini-turns costing 2cm

    each. Of course all players tend to go at top speed so when turning 45 in one go they may fish-tail into a building or wall. If the contactis marginal then just consider it to be a small scratch but if theres more than 1cm of contact then treat it as an Involuntary Crash (Page 13

    of the Vehicles Manual!).

    VEHICLE MOVEMENT: Walls, Driving Test

    CLARIFICATION - OPTIONAL RULE

    When talking about walls, it s a good idea to remind players that theres a big difference between going over a wall at an angle and going

    over at a perpendicular angle. In the game we take it for granted that the driver uses common sense when going over these obstacles to

    avoid breaking their tracks (or worse). But if you want you can use the Optional Rule of the Driving Test. In this case every time you try to

    drive over a wall or through some ruins with a Vehicle roll 1d6. If you roll a 1 then the Vehicle is immobilised. Despite the fact that a tank

    can theoretically push down the walls of a house, this is not allowed in the game due to the risks that it entails (falling into the cellar, house

    coming down around it etc.)

    TRANSPORTED MODELS: HIDE ACTION (Page 11 of the Rulebook)

    CLARIFICATION

    Transported models keep their Hiddenstatus even if the Vehicle theyre in is no longer Hidden. You can assign a HideAction to transported

    models even if the Vehicle theyre travelling in isnt Hidden.

    VEHICLES THAT ARE OUT OF CONTROL (Page 13 of the Rulebook)

    CLARIFICATION

    A Vehicle goes Out of Controleven if the driver is Pinnedor KIA. The Vehicles driver is considered to be the man that last performed the

    Move the VehicleAction.

    Example: An American Jeep with two crew declares it will perform an Engage Order. One man uses the Move the Vehicle Action while the other

    uses a Fire Action to fire the jeep-mounted machine gun. After completely executing the Order the driver is shot by a German Sniper in a building

    70cm away. The Sniper Rolls to Hit; he rolls 3d6 + 1d6 (for the range) + VT 4. The American subtracts the total of his two dice for the Cover provided

    by the Vehicle. The Final Result is 14 so the driver is Pinned and Wounded. The Jeep goes Out of Control (even if the other man is still active) and

    must move 2d6 in the direction it is pointing in.

    VEHICLES THAT ARE OUT OF CONTROL (Page 13 of the Rulebook)

    CLARIFICATION

    The rules state that if a Vehicle goes out of control(Page 13) it moves 1d6 or 2d6cm straight ahead; but if, in its last turn, the vehicle had

    reversed then of course this movement is to the rear, i.e. always follow the last direction of movement.

    INVOLUNTARY CRASHES (Page 13 of the Rulebook)

    CLARIFICATION

    If an Out of ControlVehicle hits an element that interrupts its movement, consider the Vehicle to be stationary, as if one of the men inside

    had used a BrakeAction. If the Vehicle declares a FireOrder next turn, none of the crew will be obliged to use a BrakeAction.

    FIRING FROM ONBOARD A VEHICLE (Page 14 of the Rulebook)

    CLARIFICATION

    Transported models cannot fire with weapons that have the Cumbersomecharacteristic while they are on Vehicles, unless the weapon is

    mounted onto the Vehicle and then only using the rules on Page 11. Any exceptions will be shown on the Vehicle Datasheets.

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    VEHICLES: The Re-load Action

    CLARIFICATION

    When declaring your Actions the crew can declare they will Re-loada Vehicle weapon even if, at the time of the declaration, the weapon is

    not yet out of Ammo. Imagine a model ready to load a new shell. If, when Executing Actions, the weapon rolls a triple, it can be re-loaded

    immediately.

    INFANTRY ASSAULTING ARMOURED VEHICLES (Page 24 of the Rulebook)

    CLARIFICATION

    Assault against Armoured Vehicles is not a true Melee: for this reason you are not allowed to use the Re-roll given by characteristics such

    as melee, trained with the bayonetetc.

    VEHICLE CREW SECTIONS: Spotting Test

    CLARIFICATION

    Considering that it is a single unit, the Spotting Testis also performed by the Section, i.e. you only get one Test per Section and not one

    for each model. Considering the short distance between each model we can assume that they can give each other information without

    any problem at all. To this end, even if only one model has Line of Sight without cover towards a Hiddenmodel then all can see the target

    without having to perform a Spotting Test. But when they are firing, only the model with the clear Line of Sight does not apply cover; the

    others will have the cover penalty as normal. If a leader Indicates a target and at least one model is within 20cm then the whole Section can

    fire (assuming they have Line of Sight to the acquired target).

    VEHICLE CREW SECTIONS: Multiple shots

    CLARIFICATION

    Models in a Vehicle Crew Section are treated as a single unit. The models perform the chosen Action one after the other. A reference model

    must be indicated when the order is performed. Members of the Section must always be within 5cm of the reference model (i.e. they must

    be in cohesion). If they move then the reference modelis the first to move. If this model is KIA, Woundedor Pinned!, then the second model

    takes its place and so on. When all models have moved they must be within 5cm of the reference model; anyone further away is eliminated.

    The reference modelmay vary from turn to turn. If for any reason models are more than 5cm apart before an Action, then they must move

    to within 5cm or be eliminated. Terrain Table Modifiers are rolled for only once and apply to the whole Section. If they are the target of a

    multiple shot weapon then treat the members of the Section as a single target.

    E.g.: Massimo has a Fallschirmjger armed with a Stg44 watching a stretch of road between two houses. An American Vehicle Crew Section (who

    just unloaded from a destroyed Sherman) wants to cross the road and move into the building opposite (and take control of the building). The

    Section declares a Fast Manoeuvre order, specifying that each member will use a Run Action. The Fallschirmjger reacts and declares that hell

    fire while theyre crossing the road and have no cover. Both players roll for Priority and the German player wins. He lets the fist model attempt

    to cross the road and when its in the open he performs his first Roll to Hit, killing him. The Section performs a Panic Test but passes. The second

    model must follow the same route and is Pinned! by the enemys fire. The German could fire at the Pinned model again but decides to keep his

    last shot for the third model who then moves forward. This time the roll is unlucky and he misses. The model reaches the building but since hes

    further than 5cm away the Pinned! man is removed.

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    AMERICAN ARMY

    Bazooka

    As with all shaped-chargeweapons, the Bazooka shell was built to concentrate heat in one point and so it didnt have a lot of power at

    impact. In order to respect its use historically we must differentiate between the two functions (Anti-tank/Anti-personnel explosives).

    The Table regarding Armoured Vehicles remains unchanged.

    AMERICAN ARMY INFANTRY WEAPONS TABLES

    Target: Infantry & Unarmoured Vehicles

    TypeClose

    20 cm

    Normal

    40 cm

    Long

    60 cm

    Extreme

    80 cm

    Rate of

    fireCharacteristics

    Bazooka (Explosives against infantry) - - NE NE 1 (A5) devastating, infantry anti-tank, minimum range 10, shaped charge,single shot, support weapon, BV5

    Bazooka (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,

    single shot, support weapon, BV5

    BRITISH ARMY

    Piat Anti-Tank

    The Piat was a rather special shaped-chargeweapon in that it was more of a spring-loaded catapult. For this reason, and using the inertia

    of the shot, it was of ten used as a grenade-launcher too. For simplicities sake, in the Infantry & Unarmoured VehiclesWeapons Table weve

    shown this dual function in a single line.

    But in order to respect its use historically the two functions (Anti-tank/Grenade-launcher) should be different. If you use this optional rule,

    during the Declaration of Intents phase the player must state how he intends to use the Piat (implicitly stating which ammunition is used).

    The Table regardingArmoured Vehiclesremains unchanged.

    BRITISH ARMY INFANTRY WEAPONS TABLES

    Target: Infantry & Unarmoured Vehicles

    TypeClose

    20 cm

    Normal

    40 cm

    Long

    60 cm

    Extreme

    80 cm

    Rate of

    fireCharacteristics

    Piat (Grenade Launcher) NE +1d6 +1d6 NE 1 (A5)indirect fire, minimum range 20, silent weapon, single shot, slow

    reload, support weapon

    Piat (Anti-Tank) - - NE NE 1 (A5)devastating, infantry anti-tank, minimum range 10, shaped charge,

    silent weapon, single shot, slow reload, support weapon, BV5

    RUSSIAN ARMY

    RPG-1Like all shaped-chargeweapons, RPG-1 shells were built to concentrate heat in one point and so they didnt have huge power at impact.

    In order to respect its use historically we must differentiate between the two functions (Anti-tank/Anti-personnel explosives).

    The Table regarding Armoured Vehicles remains unchanged.

    RUSSIAN ARMY INFANTRY WEAPONS TABLE

    Target: Infantry & Unarmoured Vehicles

    TypeClose

    20 cm

    Normal

    40 cm

    Long

    60 cm

    Extreme

    80 cm

    Rate of

    fireCharacteristics

    RPG-1 (Explosives against infantry) - - NE NE 1(A5)devastating, infantry anti-tank, minimum range 10, shaped charge,

    single shot, BV6

    RPG-1 (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,

    single shot, BV6

    GERMAN ARMY

    Panzerschreck & Panzerfaust

    Both the Panzerschreck and the Panzerfaust were shaped-chargeweapons and their shells were built to concentrate heat in one point, so

    they didnt have huge power at impact. In order to respect its use historically we must differentiate between the two functions (Anti-tank/

    Anti-personnel explosives). The Table regarding Armoured Vehicles remains unchanged.

    GERMAN ARMY INFANTRY WEAPONS TABLE

    Target: Infantry & Unarmoured Vehicles

    TypeClose

    20 cm

    Normal

    40 cm

    Long

    60 cm

    Extreme

    80 cm

    Rate of

    fireCharacteristics

    Panzerfaust (Explosives against

    infantry)- - NE NE 1(A5)

    devastating, infantry anti-tank, minimum range 10, shaped charge,

    single shot, BV6

    Panzerfaust (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,

    single shot, BV6

    Panzerschreck (Explosives against

    infantry)- - NE NE 1(A5)

    devastating, infantry anti-tank, minimum range 10, shaped charge,

    single shot, support weapon, BV6

    Panzerschreck (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,

    single shot, support weapon, BV6

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    REINFORCEMENTS! RULEBOOKRPG-1 (Russian Army) (Page 13 of the Rulebook)

    ERRATA CORRIGE

    The Tables title should obviously refer to Russian weapons, not British ones.

    SCENARIO 4: Special Rules (Page 23 of the Rulebook)

    CLARIFICATION

    In order to be considered safely over the bridge the unit must be 10 cm from the North edge.

    SCENARIO 4: Scenario Points (Page 23 of the Rulebook)

    CLARIFICATION

    The Scenario Points are as follows:

    Attacker Main objective:9 points for leading at least half of the Squads models safely over the bridge (rounded up, Vehicles and Sections

    do not count).

    Attacker Secondary objective: 3 points for keeping the Battleplans.

    Defender Main objective: 9 points for stopping the Attacker from leading at least half of his Squads models over the bridge (rounded

    up, Vehicles and Sections do not count).

    Defender Secondary objective:3 points for getting the Battleplans.

    For both:1 point for each enemy model eliminated (Routed models count).

    Brtish Army - 3pdr Medium Mortar Section (Page 31 of the Rulebook)

    ERRATA CORRIGE

    The Section should contain only one Mortarman (section leader), and not two.

    Royal Marine Commando Squad (Page 36 of the Rulebook)

    ERRATA CORRIGE

    The Squads Breakpoint is 5, not 4.

    * Shtrafniye Roti Squad (Page 39 of the Rulebook)

    ERRATA CORRIGEThe Riflemen in the Squad dont have VT 3. Instead they have VT 2 and the Trained with the bayonetcharacteristic. The total cost of the

    Squad remains the same.

    Kettenkrad Sdkfz 2 (Page 43 of the Rulebook)

    ERRATA CORRIGE

    The Datasheet is wrong. Please use this one instead.

    GERMAN ARMY

    Kettenkrad Sdkfz 2

    Value:35 points(can buy instead of a Motorbike or Sidecar)

    Type:Motorbike - Unarmoured - Wheeled

    Movement:25 - 30 - 40Transport capacity:Up to 1 model.

    Weapon:-

    Characteristics:exposed models, open-topped, troop transporter, AV 3

    Crew members

    No. Model VT Weapon Characteristics

    1 Infantry 3 Kar98K rie

    VARIANTS:

    - The infantryman can replace his Kar98K rie with a MP40 sub-machine gun for +5 points.

    - If the Vehicle is supporting a Das Reich, Fallschirmjger, Jger, Panzergrenadier or Waffen Squad then the infantryman must increase their VT to 4 for +10 points.

    Das Reich Squad (Page 49 of the Rulebook)

    ERRATA CORRIGE

    The words Waffen SS should be considered to be Waffen.

    FIRING WITH A SECTION

    CLARIFICATION - NEW RULE

    Sections declare only one target model but if the latter dies or is Pinnedthen they can direct any remaining fire at other enemy models

    within 10cm (for standard issue weapons) or 20cm (with Support Weapons) of the original target.