stanguay
Posts: 41
Joined: 9/8/2005 Status: offline
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Ok, here's my own answers to those questions Adam 1.a Yes. Assault Move capable units may use Assault movemetn to unload and subsequently fire, but if they do so may not leave the hex in which they disembarked until the following turn (fifth paragraph under 16.4). But what the relationship with Overrun ? 1.b No, Vehicles may not use Assault movement ot conduct an overrun (see 15.2) 1.c. No, you can't attack an hex with your own troops in it and you can't fire in a hex marked with a melee marker (see 1st paragraph, under 5.0) 1.d If successfull, GO units Close Assaulting are marked with a Melee Marker (previous answer from designer). If not, they are marked with a Move marker (see last paragraph, under 17.1) and either left in the hex if the overrunning vehicle continue it's movement or moved to an adjacent hex if the vehicle stop movement in the overunned hex (last paragraph under 15.3) 1.e Regular modifiers apply for the defender, since you have to compare the modified attacker die roll to the modified defender die roll (see third paragraph under 15.3). 1.f Yes. There is a chance that a Hero is created whenever a one is rolled on a Squad or Half-Squad's Damage Check (1st paragraph, under 11.2) 1.g Don't know the answer for sure but would adjucate it this way. First, enemy tank conduct overun, then disembark passengers as per 1st paragraph under 16.2 (a tank does fire ordnance when conducting an overun) then resolve the ensuing melee then conduct close assault if some GO units survived in the hex with no enemy infantry (only the tank) 2.a Yes. There can only one Melee round/turn/hex. All units that participate in a Melee round are considered activated at the same time. (previous answer from the designer and inferred from 8.15) 2.b No, the inherent Firepower of all the attacking units is compared to the firepower of any defending units (see 2nd paragraph under 8.0). Beside, what would be the point ? 2.c. Yes, units that wish to withdraw from but fail their Morale Check must immediately fight a Melee round (previous answer from designer) 2.d Yes, a hex is spotted if a unit in the hex is marked with a Move/Assault Move/Fire/Melle marker...(see 5th paragraph under 10.1) 2.e Yes, when you move into a hex with enemy unis, you must Melee (1st sentence under 8.0) 3.a You may choose the order in which to rally but Rallying Leaders first make the most sense, then rallying shaken medic then rallying other troops, then healing troops then flipping tripod then exchanging/picking up weapons then combine them. Leader's Leadership modifier does not affect medic attempt (see last paragraph under 11.1 and 2nd paragraph under 11.3) 3.b. Yes. Each unit can only attempt to rally once per rally phase but a medic trying to flip a shaken squad to it’s GO side does not constitute a rally attempt (previous answer from the designer). 4.a. No. Leadership rating cannot go under 0. 4.b. To rotate your vehicle into a better facing toward an impeding threat. 4.c. No. Bailout check (see 16.1.1) are not the same as morale check and are thus not affected by the TM. Pre-assault morale check are only affected when a unit entered the vehicle hex from a adjacent hex with a positive TM (see 2nd paragraph under 17.1), which is not the case for a GO unit close assaulting after being overunned. 4.d.Yes. Passengers riding on top of a vehicle may attack eligible targets with their inherent Firepower (no Support Weapons) (3rd paragraph under 16.2). Since 1st paragraph under 1.6 clearly label satchel charges as Support Weapon, the prohibition does apply. 4.e No to both. You have to mark units that move with a Move, Low Crawl, Assault Move or Stealth mareker, and those that fire with a Fired marker. Those units may not be used again this turn, except to defend in Melee (see last paragraph under 4.0) Also, units marked with Fire, Move, Low, Crawl, Ops Complete, Stalth or ssault Move markers may not spot (second to last paragraph under 10.1). 4.f. In the entered hex. Units move from hexe to hexe, paying the movement point cost of each hex as it is entered (1st sentence under 6.0). You pay cost to move to a new hexe, not to move from. 4.g Units may not use Assault movement to enter Melee (3rd sentence under 8.0). No prohibition (or advantage) to Low crawl into Melee. 4.h. Vehicles may switch from Open to Buttoned or vice versa at the beggining of their impulse (3rd paragraph under 15.0). They don't have to do anything except to spend an impulse. 4.i. You can't call two fire missions on the same turn, even if the scenario allows two such missions. You have to wait for the first one to be resolved before initiating the second one. Exception would be if the two fire mission were allocated two different formations.
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