Compiled ATS ver. 1.65 Rules Q & A

 


The following Q & A is deemed OFFICIAL and should be reviewed by all players using the ATS 2nd Edition rulebook for Advanced Tobruk, Scottish Corridor-Lion Rampant, Arnhem-Defiant Stand and D-Day Rangers. This is version 1.1 of the Q & A.

 

 

1.        INTRODUCTION

1.1.      Overview

2.        GAME SCALE AND TERMS

2.1.      Personnel, Vehicles, Time and Distance

3.        COMPONENTS

3.1.      Maps

3.2.      Topography

3.3.      Overlays

Q: Is H24 in both Tobruk expansions? What are C1 and D1? Deirs and Camps?

Also, is there any possibility of later games coming in larger boxes? Please?

A: Yes, in both or you would have had to buy one to play the other. The overlays are in a scenario and referenced there in the SSRs. Look, this is Plano world, brother. I'd have to send you a steamer trunk otherwise. The boxes are already standardized; we are committed to them for lots of reasons including the battle for retailer shelf space. Sorry.

3.4.      Charts and Tables

3.5.      Scenario Cards

3.6.      Counters

3.7.      AFV Cards

3.8.      Fate

4.        SEQUENCE OF PLAY

4.1.      Overview

4.2.      Initiative

4.3.      Participation Requirements

4.4.      Optional Variable Sequence

Q: When using the optional combat/movement combined rule is it just the direct and movement that get combined or are all three thrown together?
A: It's just Direct and Movement that get combined. Indirect still gets performed separately during the Indirect Fire Phase. (It IS possible to use an Optional-Optional rule that combines Indirect, Direct AND Movement.) csw 1708 4/22/03

Q: If I use the combined movement/fire option, how should I handle the initiative bonus? Many of the scenarios give one side or the other in Rangers. If the Germans were supposed to have 5 movement and 3 fire impulses should I give them 8 overall? csw 1727 4/24/03

A: Combine them.

5.        STACKING

5.1.      Overview

5.2.      Vehicular and Heavy Crew-Served Weapons

5.3.      Personnel Unit Stacking

Q: Are the stacking limits in steeples strict or do overstacking penalties apply? (Example: I have a German crew and MMG in a steeple. They are fired on, lose one step and fail the MC. A reduced crew counter still has two figures on it, so I assume it still counts for 2 stacking points. Can a leader enter the steeple to rally them? overstacking the hex and causing the penalty? Or is he banned from going up there at all because of space limitations?)

A: Overstacking applies. Yes. Yes, penalty. No, he can crawl up there and face the music in the form of overstacking.

5.4.      Violation Penalties

6.        LINE OF SIGHT AND LINE OF FIRE

Q: Example page 33. Why can't Unit 2 see Unit 7?

A: It CAN see over the hedge due to being UP on the Hillock.

Q: Example Page 34 Last sentence. Why does unit 15 not see unit 10 in full cover? (15 is Adjacent to 10) Also, is seeing past a hillock 5 hexes a hold over rule?

A: 15 is the ONLY unit that could see it due to being adjacent. 9 still can too of course.

Q: I see by reading the 8.19.8 that the steeple is +20 high. This means that the LOS example is incorrect. A unit in the steeple could see past the level +10 building in hex R21. Correct?

A: Steeple is +10 higher than the HIGHEST building level in the hex it is in.

6.1.      Terrain/Topography

6.2.      Topography and Line-Of-Sight

Q: Does the Height Advantage still apply to Night/Khamsin/Fog conditions? If yes, is the spotting range reciprocal even if the Height advantage unit is only a Leader/FO?

A: If the book does NOT say a rule DOES NOT apply it DOES. Yes. Yes.

Q: 6.2.612 state, "To see if intervening terrain creates blind hexes, consult the LOS Blind Hex Creation Table. The axis on the left, labeled 'HEIGHT DIFF' represents the elevation difference between the firing unit and the intervening terrain. This difference must be at least +10 in order for a line of sight to exist OVER intervening terrain or land forms that are higher (in levels) than the firing unit." Should this read "...(in levels) than the lower unit."
A: Yes.

6.3.      Spotting

Q: Spotting ranges. What if you assault move into a building hex? Do you take the higher or lower distance?

A: Always take the highest range that applies.

Q: Does firing act to make units visible at greater-than-usual range?
A:
The spotting table says that the spotting range is double for firing personnel (only).

Q: The spotting chart shows FIRED targets are spotted at Double listed range, but rule 6.3.3 repeats the old version of Fired units spotted unlimited range.

A: Double.

Q: Can smoke rounds be fired at a hex that is too far away to be spotted?

A: Double the spotting range.

6.4.      Smoke

Q: Does smoke add a cumulative modifier for movement +2 plus COT? Does a unit that fires from IN a smoke hex adjust 4 columns left on the casualty table? What about a unit making a grenade attack from IN a smoke hex or to a to a smoke hex, any modifiers?

A: Yes. Yes. No.

Q: The rules and table TC say smoke provides 4 shifts left. Table F1 says smoke provides 3 shifts left. Which is correct?

A: Four.

Q: When infantry uses smoke grenades, how long does it stick around?
A: Place smoke grenades with the '2' side up - they are in play only for the turn they are placed.

6.5.      Weather and Aerosols

6.6.      Limited Intelligence

6.7.      Fog of War

Q: Why aren't there concealment and hidden rules for units other than Heavy support weapons? Or at least some type of spotting rules for units in good and improved cover that make them difficult to see from more than a few hexes away (until they fire or move that is)?

A: We consider this scenario by scenario - most of the engagements where this is important use Special Scenario Rules (SSR) or Spotting Conditions to make things more iffy.

Q: Do aircraft act reveal enemy fog of war units within spotting range?

A. Yes.

Q: Does a squad with a LMG with the FoW side up gain the benefits of FoW for spotting and cover purposes?

A: Yes. This makes it a good idea to always put these weapons on top of a stack, since you also can't look at any units under the top unit in a stack unless those units are within Spotting Range AND move or fire.

Q: There are no rules for moving dummy AFV counters - is it that they are not supposed to move? Or carefully moved out of LOS/spotting range of enemy units using values of other units included in the situation?

A: Move them like any vehicle using any number of movement factors you see fit. Of course, if they move 100 MF or enter the spotting range of an enemy unit, they are flipped in the latter case and simply give away the game in the former.

6.8.      Hidden Set Up

7.        DESERT TERRAIN

7.1.      Overview

7.2.      Overlays

7.3.      Open Ground

7.4.      Roads, Tracks and Railroads

7.5.      Walls

Q: Which is correct, rule 7.5.2 (halftracks make Immobilization check, tanks don't) or the terrain chart (halftracks can cross only at a gate, tanks make immobilization check)?

A: Neither and both! Use the terrain chart, only tanks do not take an immobilization check for walls.

7.6.      Hillocks

7.7.      Deirs

7.8.      Rock-Strewn Terrain

7.9.      Scrub Terrain

Q: Does a Scrub hex provide 360 degree (all around) hull defilade?
A: Hull defilade applies to the Front covered arc only.

7.10.   Wadi Terrain

Q: Exiting Wadis - The exit cost is not on TC. Do units still pay the 2 MP exit cost from the UP position to an adjacent non-wadi hex? Is there an exit cost for units to exit an end hex?

A: Yes. No.

Q: When an AFV comes up from a Wadi, does the AFV have the option pointing the LOS+10 marker to any non-wadi crossed hexside while maintaining its current facing? (In the Example on page 9, could the PzII point its LOS+10 marker south while still facing east?)

A: LOS +10 marker must face same direction as the vehicle. The turret may face any direction.

7.11.   Buildings

Q: 7.11.8 Regarding destroying buildings. You can't get a C6 result with a 75mm gun. C6 results only show up on the 88 column. How exactly is a C6 or greater result obtained on the 75 column?
A: You need *at least* a 75mm gun and *at least* a C6 result.

Q: So I guess a 75mm could get a building to collapse but only if a leader directed the fire to get that 1 right shift.

A: Shift is not applied to the Casualty Table. Put a big shell in there and the building may crumble.

Q: Rule 7.11.31. If I am reading this rule correctly, players are allowed to setup 88's on the 2nd floor of buildings. Correct? How would a heavy weapon enter a second level(MP costs?)?

A: No. Strike sentence 3 of 7.11.31.

Q: If I have an enemy squad on a rooftop and a friendly tank sitting one hex away that wants to fire it's main gun (a 75C) at them. Does the tank pay a +2 DRM for the building AND a +1 DRM for the squad being in Good cover on the rooftop, for a total of +3 DRM? Also, when you get a hit and move to the casualty table, you start in the 75 column. Do you also have to pay a one column shift left for the squad on the roof being in good cover, moving you to the 70 column for your results?

A: No - the unit only gets the +1 for Good Cover on the HPT. No - once you get a hit on the HPT, roll on the Casualty Table without modifiers for cover

7.12.   Soft Sand Terrain

7.13.   Sand Dunes

7.14.   Palm Groves

8.        EXPANDED TERRAIN RULES

8.1.      New Art Releases

8.2.      On Map Terrain

Q: Does 8.2.3 apply to the desert?

A: Yes.

8.3.      Alternate Roads and Paths

Q: In the rule book page 11 example...just wondering why the Tiger would not be able to move into the CC6 road hex side? The BB5 CC6 would still follow the road. Of course this would give that 6 lber a rear shot (if this is possible) and the tank would have to pivot twice to the BB6 CC6 CC7 vertex to continue south on the road.

A: All changed for this example going forward. The Tiger can do it all.

Q: The opportunity fire example on page 11. I'm not clear when it says the tank can fired at in CC5 because the LOS crosses both the hexside crossed by the Tiger and also the road.

A: As per the example text, when the Tiger moves from BB5 to CC5 the LOS can hit both the hexside crossed AND the road art.

Q: As I see the graphic (on page 11) a LOS traced from BB6 to CC5 hits the corner of the building in CC5 and doesn't touch the road in CC5. Clearly it crosses it between BB5 and CC6 but not in CC5.

A: In this case you are tracing to ANY portion of the crossed hexside and road art.

Q: I'm sill a little confused about tracing LOS to roads during opportunity fire. Do you trace the LOS (or attempt to) to the road graphic on the hexside or do you trace to the center dot in the hex as usual?

A: Center dot.

Q: If you trace LOS directly along a building hexside is the LOS blocked? What if the wall of the building starts at the corner of the firer's hex (like the wall example p.28 imagine the 8/5/9 was a building which occupied the full hex would the LOS be blocked to the 5/5/6?

A: No. No.

8.4.      Hills

8.5.      Brush

Q: Does the +1 HPN modifier for LOS traced through brush apply to each hex traced through or just once?

A: Each hex.

8.6.      Woods

8.7.      Orchards

Q: Is the HPN mod for orchard hexes cumulative, ie, if you trace through more than one orchard hex, do you get +1 per hex?
A Yes, that's +1 per Orchard hex.

8.8.      Crops

8.9.      Swamp

8.10.   Junkyard

8.11.   Graveyard

8.12.   Hedge

Q: Bocage says that it affects LOS the same as walls but the example says that if the walls were bocage then the LOS would be blocked. Hedges also say that they affect the same as walls. What about tracing along them? Do they fall into the wall or the bocage camp?

A: Wall

8.13.   Bocage

Q: Hedges don't create hull-defilade as stated in the terrain notes, what about bocage?

A: Yes, Bocage treated as a wall, noting specific exceptions in the Bocage rules section.

Q: Bocage is a +10 obstacle. While I can imagine infantry and tanks firing through the bocage I'm not sure that I see how it affects their hull-down status. Is it the same as a wall?

A. As per rule 8.17.3, which states, "A High Wall hexside is Level +10 high and blocks LOS along its hexside." Note the caveat stated in the first paragraph of the rules for High Wall, and used as a convention throughout the terrain rules: "A High Wall is treated in the same manner as a Bocage hexside WITH THE FOLLOWING EXCEPTIONS." (all caps added for emphasis). Blocking LOS means nothing can SEE or FIRE though High Wall hexsides.

Q: Does the Bocage-Full Cover rule (8.13.7) allow any unit (squads, AFV's, etc.) to use Hidden Set Up (6.8) or just heavy crew served weapons and other units as directed by SSR?

A: Once again, if the rule does not specifically deny an action it is OK. Otherwise we'll be unable to play these games. Thus, if an SSR says, "the Germans may set up two squads hidden" and there is bocage around, they may use it to hide.

Q: Bocage is treated like a wall (rule 7.5) or high wall (rule 8.17)? Also, if my AFV is in a hex with a bocage hexside, it can be fired on, but with a +2 HPN modifier. But if my AFV is TWO (or more) hexes away from a bocage hexside, it can not be fired on from a unit higher up, correct? What about a unit that is on the same level?
A: Wall. No - the issue here is Blind Hexes. Check out 6.2.6. You can't see *through* bocage, unless one of the units or both are next to the bocage hexside.

8.14.   Ravine

8.15.   Sunken Roads, Lanes and Railroads

8.16.   Embankment

8.17.   High Wall

Q: High-walls are +10 terrain. Can anything fire through them?

A. As per rule 8.17.3, which states, "A High Wall hexside is Level +10 high and blocks LOS along its hexside." Note the caveat stated in the first paragraph of the rules for High Wall, and used as a convention throughout the terrain rules: "A High Wall is treated in the same manner as a Bocage hexside WITH THE FOLLOWING EXCEPTIONS." (all caps added for emphasis). Blocking LOS means nothing can SEE or FIRE though High Wall hexsides.

8.18.   Shellholes

8.19.   Alternate Building Types

Q: Question regarding rubble. The rules (v 1.65) state that GOOD cover is created by rubble (8.19.1062, pg. 15), yet the Terrain chart shows IMPROVED|FULL Cover, with a +2 HPN DRM as well. So, which is correct, the rules (GOOD cover, with no mention of a +2 HPN DRM) or the Terrain chart (IMPROVED|FULL cover WITH a +2 HPN DRM)? If the Terrain chart is correct, does the IMPROVED|FULL cover status mean that units can dive into full cover like a hedgehog?

A: Rubble is Improved Cover, +2/2 Left. Rubble is Improved, no Full available...

8.20.   Water Obstacles

9.        FIELD EMPLACEMENTS

9.1.            Overview

9.2.            Minefields

9.3.            Hedgehog

Q. Hedgehog rules. Several rules sections point to the Hedgehog rules as being the rule to use for Full Cover effects, but hedgehog rules do not state if an adjacent firer can see a unit under a hedgehog counter.

A. The important thing to remember is that once a unit drops to FULL cover, it cannot be fired at using Gunfire Factors (by a squad or machine-gun, i.e., using the Casualty Table directly without first securing a HIT on the HPT).

Q: 9.39 - States units can move from full cover to good cover under a hedgehog during the infiltration phase. Could a unit do this if no enemy was present just to get on top of the hedgehog? I was under the impression a unit could only infiltrate if it was going to engage in melee? Is this an exception to the infiltration move?
A. No. Infiltration allowed ONLY to enter enemy location for melee.

Q: 9.3.10 - Do units ON a hedgehog receive the +1 morale boost?
A: No.

Q: 9.3.141 - Do units w/ M|MGs derive benefits from a hedgehog?
A: Yes.

9.4.            Weapon Pit

Q: Should case "a)" only cover personnel units (i.e., should references to non-AFVs and heavy weapons be deleted since they appear to be covered in later cases

A: Yes. Sentence one should read, "Add a die roll modifier of '2' to the Hit Probability Number required to hit a personnel unit..."

Q: What indirect fire mod should be used vs vehicles in weapon pits (not so clear especially for non-AFV and small/very small)?

A: The answer is +2, as per 9.4.5, case 'b'.

Q: Can a heavy weapon fire from UNDER a weapon pit in full cover?

A. Yes. But only mortars may fire from UNDER a hedgehog.

Q: Guns in weapons pits get a +3 if set up under the pit counter and can still fire. Does the crew get the +3 also? Can you target the crew separately from the gun?

A: Yes. No. Since the crew is with the gun under the Weapons Pit counter they are in FULL cover, but may still fire (9.4.4). Fire against a Heavy Weapon in a pit targets them as one target - the d case under 9.4.5.

9.5.            Sangers

9.6.            Bunkers

Q: Bunkers. All units in bunkers are in Full cover. OK. Can they be shot at? Do they use the +2 full cover HPT and or 2 shift left Casualty table modifier? OK. Why then does AP fire have a +4 modifier on the HPT? Again, this goes to the question of whether or not a unit in full cover can be targeted for direct fire.

A1. Treat them as Weapon Pits, adding a modifier of +2 to the HPN when firing at units UNDER the bunker counter. And as per 9.4.4, personnel units in FULL cover cannot be engaged by Gunfire Factors. Add the +2 HPN modifier for direct and indirect fire. So, yes, you can shoot at them if you are using the HPT.

A2. The important thing to remember is that some emplacement types have rules that specifically apply to THEM, as is the case with Weapon Pits (e.g., 9.4.6 only applies to Weapon Pits) and Bunkers (e.g., 9.6.6 only applies for AP Fire vs. bunker occupants in keeping with historical methods for dealing with them). The +4 represents the attempt to 'shoot in' through the vision slit(s) of the bunker with solid shot.

9.7.            Blockhouses

Q: Blockhouses. Units in blockhouses are also in full cover (just like a bunker), but they can't fire out. Can we use direct fire INTO the blockhouse? And if I can fire in, why would they not be able to fire out?

A. Yes. Add the +2 HPN modifier normally for FULL cover. They cannot fire out due to the absence of vision slits.

9.8.            Anti-Tank Trenches

9.9.            Barbed Wire

9.10.         Roadblocks

9.11.         Foxholes

10.     MORALE

10.1.   Overview

Q: The Italians have a lower morale than British and Germans, but they hardly seem to be as poorly armed or led as in the real battles. Are there special morale or ops rules that deal with Italian ineptness?

A: We follow the hard research as regards how they were "led" at the small unit level. (And not Carrell, a Nazi propaganda guy who slandered Italians to make Germans look better.) The only Italian "ineptness" we dialed into the system is expected from YOU, the gamer who is not as proficient as his buddy that regularly cleans his clock. (But many of the scenarios depicting the Italians start with them in a tight spot orchestrated by bad higher-level commanders!)

10.2.   Morale Modifiers

Q: Unit "A" is on level +0 in clear terrain. Unit Z is in an adjacent hex at +10 levels or higher in a building. Does "Z" affect "A"'s morale support range and vice-versa? Does "Z" affect "A"'s ability to rally and vice-versa? What if "A" and "Z" were in adjacent hexes both at +10 levels with a road between them?

A: Yes, Yes, Yes. Proximity is defined by "all adjacent". Grenades are dropping all around us Officer not moving around.

Q: Do 2 half squads (two stacking points each) provide a +1 morale support (FRD) or must it be full squads of 3 stacking points?

A: We don't have "half squads" in this game. A reduced squad is still a SQUAD for all rules referring to squads.

Q: Do Broken Units count for morale support on the M Table?

A: No. Consider Table M to read in the header "Unbroken Friendly Units".

Q: For Friendly units on the Morale Table, does that first entry mean "Each 3 stacking point personnel" unit or do I (laughing now but still unsure!) add up all of my stacking points and divide by 3?

A: Squads only. Here are the only friendly units that can boost your morale:

·          Each 3 stacking point squad (it could be marked Casualties but can't be flipped to the 2 stacking point side)

·          AFVs

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