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

·          Unbroken leaders. That's it. And you can't add guys to get three stacking points - it has to be a full squad.

10.3.   Checking Morale

Q: When a C# result is obtained on the Casualty Table, do you use the unit's morale before or after the casualties have been applied. I assume it's after would like to make sure?

A: After. See 12.6.2

Q: When exactly is morale checked? Is it checked immediately after a unit takes casualties, or at the end of the turn, or when?

A.       Immediately.

Q: The rules state that morale is checked starting with commisars, officers, NCO's, Highest morale, etc., on down. So if my squad takes a C3 casualty, and I have a leader in the hex with it (both in the same cover state), the leader gets its morale checked FIRST, THEN the squad (with a C3 casualty result)? It doesn't matter that the squad took a big hit, the leader gets checked first?

A: Yes. No. It's all Chain of Command - it's rough at the top!

10.4.   Courage

10.5.   Broken Units

Q: If a personnel unit becomes broken while running must it halt movement immediately as they can only use assault or crawl movement? Can assault moving units which become broken during movement continue movement as long as it is not closer to known enemy units?

A: Yes. No.

10.6.   Pinned Down Units

Q: If a multi-unit stack is moving and hit by opportunity fire, can unbroken units leave their comrades behind and keep moving?

A: Yes, units that pass the morale check can continue moving as long as they did not get "pinned" down [see 10.6].
Surrender

Q: Can a unit marked as surrendered in the same hex with a friendly unbroken personnel unit at the end of turn phase attempt a morale role to become broken if within an enemy morale support range or is this considered part of rally and not allowable?

A: Not allowed.

10.7.   Capturing Enemy Units

10.8.   Rallying

Q: Do broken leaders have the ability to rally themselves?

A: Yes - although not clearly stated at the end of 10.9.1, leaders can try to Rally themselves first, then other units in their hex.

11.     MOVEMENT

11.1.   Overview

11.2.   Movement Eligibility

11.3.   Personnel Movement

Q: When using multi-hex platoon movement, I'm not entirely sure how hexes are supposed to be activated. Is each hex activated for a single hex move (Stack 1 moves one hex, Stack 2 moves one hex, Stack 3 moves one hex, ... repeat one hex at a time until move is complete), or can each hex in the platoon be activated and moved fully, provided that all stacks use the same type of movement and end up adjacent in the end? Is it also safe to assume that the platoon hex containing a leader must be activated first (just in case Opp fire takes the leader out)?

A: The second representation is correct. They are all considered to begin moving at the SAME time, so point out to your opponent ALL personnel units in the platoon before moving ANY.

Q: 11.3.42 & 11.3.43 - The one crew counter per M/H crew-served weapon does not appear in the scenario OOB. It this correct?
A: Yes

Q: 11.3.5 - Are personnel units that push a Heavy CS Weapon winded? Can the same personnel unit push a Heavy CS Weapon two turns in a row?
A: No. Yes.

11.4.   Vehicular Movement

Q: If I move a unit using assault movement and still want to move that unit next turn, does that unit get a continued movement marker? Does it matter what type of movement was used, i.e.., cross country or assault?

A: Let's assume you are talking about a VEHICLE, the ONLY type of unit eligible for Continued Movement. No, it does not matter what kind of movement you used the previous turn. Does not matter what kind of movement mode was used in turn before. The idea behind the Continued Movement rule is NOT whether you'll "want to move" during the next turn. You are free to do that without keeping the unit marked as Moved during the End of Turn Segment (i.e., making the choice to use Continued Movement). It is simply a game mechanism to keep vehicles that are 'moving' as MOVING TARGETS during the subsequent COMBAT SEGMENT.

Q:  Setting up the Germans in "Heim's Causeway" (AAO scenario #3) I placed a tank and two German squads in P10, a tank, and a German Leader and two German squads in O10, and a tank and two German squads in N10. I then used the German Leader to active everyone/everything in the German's first impulse for platoon movement. This allowed the tanks and infantry to move down the causeway in one big platoon; giving the squads cover with the tanks (+1 shift for each tank to the rear squads) and giving the tanks support from the infantry. They moved using assault movement, so everyone got to fire as well. Is this combined assault legal? 
A:  This suggests two simple changes that I think are fine - little rules impact and they make the game better:
1 - we give cover for wrecks but not active vehicles. For simplicity I would say we give one shift left for each hex that has vehicles in it (not per vehicle). If you fire at personnel in a hex with a tank and the same shot passes through a tank hex, you get two left. Doesn't matter if they're Continued Movement or anything - they are there at that time, so two left.  Likewise, every infantryman likes the cover of a tank on the advance.  One left for being in the hex with a tank, again, even if everyone is moving.
2 - a platoon move can include vehicles and infantry if they all move together and have a leader running the show, including a tank 

commander.

11.5.   Towing, Transporting and Riders

Q: The rules still say an AFV can carry 4 points of passengers (11.5.73) the tables: 3 for AFVs and 2 for armoured cars. I assume the tables are right.

A.       Tables are right.

Q: Carriers - does the inherent crew "use up" all the available 2SP capacity, or can it also carry a HS/crew counter? If the latter, what about support weapons?

A: No. Yes. Yes.

Q: 11.5.23 "Passengers", says that each transport vehicle capable towing a gun, in addition to stated capacities on tow/personnel table, can carry ONE leader and ONE light weapon for each stacking point capacity. What about medium weapons, do they each count as TWO light weapons?

A: This sentence says "in addition" to the normal carrying capacity. It means that a towing vehicle also has space for One leader and One Light weapon to be 'tossed on' with the other passengers. No Medium weapons are allowed in this manner - they would have to be Carried on by a unit, a la 11.3.412 (per stacking point).

Q: Carrying capacity for transporting units: 11.5.12 shows carrying units capacity for stacking points, and 11.5.23 says "In addition" to that capacity a transport can carry one Light Weapon and one leader per stacking point -- does that mean a vehicle with capacity 3 may carry a full strength squad, 2 LWs and a leader? Or will 2 LWs and a leader make the vehicle full?

A: Yes. No. Read "in addition" literally and you have it right.

Q: Relating also to 11.5.23, what capacity do Medium Weapons take up? 1 stacking point or 2?

A: 2.

Q: . A PzIII may for example carry one full squad, or 3 leaders but no light or medium weapons.

A: No - if the vehicle can tow a gun you can toss on the extra leaders/weapons. Any of them can be carrying something - the squad could be carrying a medium weapon.

Q: A 251 halftrack may carry for example one full squad + one crew + 5 leaders + 5 light weapons, is this correct ?

A.       Hmmm. Yes, but I wouldn't do it!

Q: Can a platoon of vehicles unload their infantry in one impulse or must each vehicle unload its passengers in separate impulses?

A: One impulse.

11.6.   Aircraft Movement

12.     COMBAT

12.1.   Overview

12.2.   Eligibility

12.3.   Covered Arc and Field of Fire

Q: Does an AFV that changes its TCA in the first hex of assault movement incur the Arc change penalties when it fires in the last hex of movement? (Gamers guide page 18 implies NO) How about if it changes the TCA in the last hex of movement? (Gamers Guide implies YES)

A.                   No. Yes.

12.4.   Rate of Fire

Errata: 12.4.2 should read, "All PRINTED ROF shots available to a weapon adn vehicle-mounted MA may be fired at any number of targets during a phase or segment but a weapon may NOT 'save' left over ROF for a later phase or segment. Thus, a weapon may only fire during ONE phase or segment during a particular turn."

Q: Tobruk - Rule 12.4.1 says to plop multiple F markers on a unit to show how many times it has fired so far. Again, does this mean to say that a tank gun with ROF 2 only fires one shot per activation?

A: No. Shoot the lights out up to the ROF or weaponry available to an AFV (or any unit) during use of one impulse. You commit one PIECE at a time to combat. Use the 'F' markers to remind yourself what you have left to fire for a unit (although we never do this in practice as just remembering is easy enough).

12.5.   Cover States

Q: Does a very small heavy weapon IN a weapons pit being shot at that is on a +10 hill receive: a +3 for being in the weapons pit, a +2 for being a very small target, and a +1 for being +10 levels (if being shot at from +0 < 1 hex away) for a total of +6 drm?

A: No - you can only get one terrain shift, so the unit gets the best one (+3 for the pit, not +1 for the level). The total is +5.

The intrigue of Full Cover! Remember that Full Cover allows guys in real terrain like brick buildings and big trenches a chance to get out of the line of fire completely. Picture them diving down low. They are safer for the moment, but will need some time to get back up to firing positions.

Q: What is the cover state for crews of Heavy Weapons?

A: They get Cover State only from their terrain - Weapon Pit, building, whatever

Q: Dropping to Full Cover. I cannot find it anywhere, but can a unit already marked with a Fired or moved counter drop into full cover when being shot at.

A. No, they may not once marked with an 'F' or Movement arrow marker. In rule 9.3.9, this is what it meant when it is stated they can drop, "...if they are otherwise eligible."

Q: Units may move back and forth from GOOD cover to FULL cover in hedgehogs for a cost of one movement point. Is this movement point ASSAULT or RUNNING movement? If my GOOD cover unit has not moved yet this turn and is targeted for fire, can I move that unit to FULL cover for one MP, wait for the fire to pass overhead, then move that unit back up to GOOD cover for another MP, etc., all in the same turn? How many times can I move my unit from GOOD to FULL to GOOD, etc.? Also, once my unit fires, it can no longer move between GOOD to FULL cover, correct? What about an LMG with 2 or 3 ROF - If I just fire once with just the LMG, can my unit drop into FULL cover since I still have some ROF left over?

A: Normally you would make this CRAWLING movement, for the lowest shift on the Casualty Table. The simple answer to the next question is NO. The writer is confusing movement with DROPPING into FULL cover, an activity that is NOT a form of movement. No - once the unit fires, it is marked with a Fire marker. Units marked moved/fired/broken/surrendered/napping cannot DROP into Full Cover.

Q: Regarding entering a multi-hex building for the first time you had to pay 2 mps to enter the hex so I think you have to accept the in-coming Opportunity Fire.

A. Correct, upon entering. The 'FC' happens when you are ALREADY in the hex.

Q Most rules mentioning Full Cover talk about paying 1 MP to drop to FC. But my guess is this does not apply to a unit moving behind bocage. It is automatically in Full Cover to units drawing LOS across the bocage. Is that right?

A: No. Units pay nothing to Drop to Full Cover. They must generally pay 1 MP to 'remove' FC counters or move on top of an emplacement. No. Units are only in Full Cover if so marked, or if they are placed under a Hedgehog.

Q: If the units are behind bocage and fire, presumably they are no longer in FC? Till when? Do they have to pay 1 mp in next movement? Can they drop back into FC next Combat Segment?

A: Units in Full Cover cannot fire. They can remove Full Cover during Infiltration or by using 1 MP during movement.

Q: If a personnel unit drops into Full Cover from Opportunity Fire can it continue to move under Full Cover or must it stop moving?

A: It must stop moving.

Q: Can a moving personnel unit drop into Full Cover from Opportunity Fire?
A: No - a moving unit is not eligible, nor is one marked Broken/Surrendered/Moved/Fired.

Q: Most rules mentioning Full Cover talk about paying 1 MP to drop to FC. But my guess is this does not apply to a unit moving behind bocage. It is automatically in Full Cover to units drawing LOS across the bocage. Is that right?
A: No. Units pay nothing to Drop to Full Cover. They must generally pay 1 MP to 'remove' FC counters or move on top of an emplacement from underneath it. No. Units are only in Full Cover if so marked, or if they are under a Hedgehog or other Full Cover Emplacement.

Q: If the units are behind bocage and fire, presumably they are no longer in FC? Till when? Do they have to pay 1 mp in next movement?
A: Units in Full Cover cannot fire. They can remove Full Cover during Infiltration or by using 1 MP during movement.

Q: During movement can a personnel unit enter full cover (for 1 MP) behind a Bocage hex side and continue moving?
A: No. A unit can never use movement to enter Full Cover - only Infiltration or by Dropping.

Q: I can't quite work out how the Cover State modifiers are used in the Direct Fire Segment. Because all movement markers are removed at the end of a turn, how do you know whether a unit has a cover state of Stationary or Assault in the Direct Fire Segment of the next turn? The only possibility that suggests itself to me is that these modifiers are only used for Opportunity Fire, not for Direct Fire?

A: Everyone is considered Stationary unless using Continued Movement OR if being fired on by Opportunity Fire.

12.6.   Multiple Targets in Hex

Q: 12.6.1, states that you roll for hits for each unit in a hex when firing HE, but the example in 12.6.51 seems to contradict that. So, say there are two squads and a leader in a hex. It is fired on by a 6 lb firing HE. Does each squad roll for a hit, then on the 50 column on the causalty table, or do you roll once for a hit, then once on the causalty table, applying the causalties as you decide?

A: If you direct fire HE at a hex containing more than 1 unit ONE roll is made to hit. If the units are in different cover states some units may me 'missed' due to the HPN ie. 1 unit my be in good cover and 1 with no cover. The unit in good cover may be missed after the DRM and therefore not eligible to receive casualties (although still eligible for morale checks). Say you roll low enough to hit both units and obtain a C5 result. You would eliminate the squad with no cover and put a casualty marker on the squad in good cover and then take a morale check at +5. For example, a unit on top of a hedgehog watching another personnel unit march by (marked as moved) may be missed. But if they see several guys drop (a C1 result), they're going to react in the form of a morale check.

Q: do you roll once on the casualty table, or for each unit? And, if a unit is missed, does it still roll at 1/2 the frag factors?

A: Once on the casualty table. 1/2 frag factors are ONLY part of the indirect fire phase (re-read off board artillery again). In the direct fire phase you are just 'missed'. I think the theory behind this is in the indirect fire phase you are 'lobbing' shells in vs. firing directly at. However, we're not really talking about the plane the shells in question enter the target zone. Fact is, a hex 50 yards across is a rather large place when it comes to firing directly at a relatively small target space. Hal Hock did a nice job of representing this in the designer's notes at the back of the 2nd Edition rulebook for the original TOBRUK (albeit for a 75 yard hex; same concept). Indirect fire represents a SHEAF of fire. While we don't ask you to get into the nitty gritty of determining whether your offboard battery is firing a Parallel, Regular, Open, or Converged Sheaf, the representation in the ATS rules represents the concept of dispersion for offboard artillery battery fire as compared to on-board weapons. We are covering a larger area with shrapnel while also pursuing the results of direct impact of shells on targets within the beaten zone.

Q: Can squads direct fire on any given unit within a 'stack' (including singling out a leader) OR just target the entire hex? If a 'stack' (containing a leader at the bottom) is open for inspection due to having fired or moved within LOS of an enemy (6.6.3) this would hold true per the direct fire rules. The MG rules specifically point this out with ROF use and I have read nothing in the latest rule book that would not allow this under direct fire rules for a squad's inherent fire.

A: Nope - you just hose away at a hex location and let the bullets do the rest. So let's say you have a German MMG+crew, broken 7|5|8 and 118 leader in an Open Ground hex, all marked Moved. The enemy fires and scores a C2. He cannot single out the leader - the owning player assigns the casualties, per 12.6.3.

Q: How are casualties distributed? For example, if a stack of 2 squads receive a C3 result, are the losses distributed to the top unit, per the defender's choice, per the attacker's choice, etc.?
A: Follow 12.6.5 - the owning player chooses, but by cover state.

Q: Does the defender choose the units at the same cover to take casualties? (I have two squads and a leader, can I kill the leader and have one squad take the other two hits on a C4?)

A: Yes, casualties can be distributed among units in the same cover state as the owner sees fit.

Q: I am a little unclear as to how MG fire into a multi-unit hex is resolved. Separate rolls for each unit, taking into account diffent cover states?

A: Roll once for the hex *location*. Apply the result to the unit with the worst cover, owning player's choice if that's more than one unit. If there are casualties left over, they go to the *next* worse cover, but check first to see if the die roll for those units would yield fewer casualties. (That is, you roll a C4 and eliminate a leader in the open. But a squad is there, too, but in a hedgehog. The die roll that yielded the C4 only yields a C3 on the Casualty Table against the Good Cover squad, so with the dead leader taking C2, there's just C1 left for the squad in the hedgehog.)

Q: Is a leader that is using running movement and wounded by opportunity fire forced to stop moving after using 3mp or at once if more than 3 mp has already been used?

A: A wounded leader can only move three - if he's already run for 5 and gets wounded, he stops immediately.

12.7.Direct Fire

Errata: In 12.7.73, the referenced table numbers are incorrect. The F-Kill is D1, the M-Kill is D2 and the Suppression Table is D3.

Errata:
Page 26, rule 12.7.73 says that a possible M-Kill may result if the target is "hit on a track or lower hull (LH) aspect". - should read Upper Hull UH.

Q: How is Direct Fire vs an "empty" hex resolved? (To possibly find hidden units) I assume that it is only possible with HE and not with AP?

A: Yes, this is only possible with fire on the Casualty Table (such fire is divided by four, rounded down) and with HE using indirect (normal resolution) or direct (treat as FOW target and CT FF halved).

Q: If an AFV is hidden and fired upon with direct HE and at least a C1 is obtained on the CT, causing the AFV to become revealed, how is the attack resolved vs the AFV? Halved HE Penetration?

A: Just check for Suppression.

Q: Infantry combat. The example on page 32-33 show that units adjacent to each other are doubled in firepower. Is this true?

A. An error; ignore any doubling. Point blank fire is represented using the Grenade Attack rules.

Q; Also the example on pp 32-33. You listed squad 7 twice.

A. The 'second' Squad '7' (in hex S38) is actually Squad '9'. Stick to the descriptive text that advises WHY you can or cannot see each particular unit and you'll come through this exercise alright. You are correct.

Q: In the example on pgs. 32-33. Squad 4 on the hillock shooting at squad 1 ignores the grain in O38, P38 and fires with a GF of 8. Wouldn't the LOS be reciprocal for squad 1 shooting at squad 4, also ignoring the grain and firing with 4 GF instead of the 2 GF, which is listed in the table?

A: Yes

Q: Wouldn't the same also hold true for squads 2 and 4 firing at each other being able to ignore the grain in P38, Q38 and firing full GF of 6 and 8, respectively, instead of the GF of 4 and 6?

A: Yes

Errata: The Grant example at the top of page 35 is wrong - the Grant can fire at the 1|1|7. The issue was fixed in the Sponson rules, but we did not catch it in the examples.

Q: I'm a little confused on the Grant's 75mm gun. The illustration on page 26 of the 2.0 rules shows the Grant firing it's 75mm gun at all the Yes hexes, thus it can hit the 1|1|7 leader from page 35. However, the illustration on page 41 for the A9 tank (which I assume fires similar to the Grant's 75mm?) shows it firing at all the B hexes, thus it can not hit the 1|1|7 leader from page 35. Which is correct?
A: Use the diagram on page 26 for the Grant and the illustrations on page 41 only for the A9.

Q: Can AP be used vs Infantry? What's the 40|AP column used for on the Casualty Table? If it can be used (presumbably targeting an individual unit if more than one are in a hex) is the gun size used as if it were firing HE?

A: Yes, AP hits attack personnel with '4' Gunfire Factors (as noted on the Casualty Table by the 'AP' notation above the '4' column). Yes.

Q: Continued Fire. Placed according to 12.7.101. When are they removed?

A:  At the end of the Movement Segment.

Q. Can vehicles using "continuing movement" Opportunity Fire?

A. A unit using Continued Movement may not use Opportunity Fire. Rule 12.7.112 states, to use Opportunity Fire a unit, "must be eligible to fire". Units already marked as moving are NOT eligible.

Q: Can a unit Assault Move, fire one shot and hold the rest for Opp Fire

A. No, may not use Opportunity Fire. May fire from any hex entered as long as the Assault Fire is conducted WHILE the particular unit is moving.

Q:  From the Tobruk Gamer's Guide - Can an AFV that used assault movement but not fired during its assault movement opportunity fire later in the turn? 

A: Clarified in Q&A. NO - units already marked Moved cannot fire.

Q: Do you get an extra shot with a 1 ROF weapon if you hit with your first shot and get a BOT? The ROF section only seems to deal with vehicles with a ROF of 2+.

A: No. ROF is doubled to 2 for the next turn.

Q: During Direct Fire can a ROF weapon fire all of its shots in 1 impulse or do they have to be spread out? For example a MG with a ROF of 3 fires at a unit in an impulse but misses. Can the MG fire again immediately and if it hits can it then fire immediately at another unit (using all 3 ROF shots in 1 impulse) or does the MG fire, then your opponent gets an impulse, then your MG fires its 2nd ROF on the next impulse, then your opponent, etc?

A: Section 12.4.3 treats the above. During Opportunity Fire, a single weapon may NOT fire again (i.e., use another available ROF) until the target unit uses at least ONE additional MP after the previous shot was taken. However, if the unit spent 2 MPs to get to its current hex, or if the firing unit is using Direct Fire in a non-opportunity fire mode, the question of subsequent ROF shots becomes the player's choice. That's part to the fun. If I hold a shot for a later impulse in this Direct Fire Phase will I live to take it?

Q: For example a MG with a ROF of 3 fires at a unit in an impulse but misses. Can the MG fire again immediately and if it hits can it then fire immediately at another unit (using all 3 ROF shots in 1 impulse) or does the MG fire, then your opponent gets an impulse, then your MG fires its 2nd ROF on the next impulse, then your opponent, etc?

A: Yes. Not unless you decide the MG is done firing in your impulse.

Q: Can you use the multiple rate of fire of a machine gun, when performing opportunity fire, to attack units moving at different times?

A. Yes.

Q:  What ROF can be used for Opportunity Fire and by how many available weapons? How it is keyed into the MPs used by the target unit? 

A: ROF can all be used in one impulse or spread across impulses, including for Opp. Fire. Picture your guys, ready at their MG on the hill. They have the belts of ammo and are ready to blast away at one target or many. Opportunity Fire limits how many times you may shoot at a moving unit - specifically, you can't take more ROF shots at a unit in a particular hex than it spends MP in that hex. So if a Japanese squad runs through the Brush in front of our American MG, spending two MP to do so, the MG can't fire more than 2 shots at the squad in that Brush hex. Everybody else on the line may also fire 2 shots at the squad while it's in that hex, of course, if they have the ROF to do so. Now if the Japanese in question end their movement in the Brush, the MG can fire ALL of its ROF in any one impulse, including directly at those same Japanese. Except for this bit about moving targets, you can always blow off all ROF in one impulse. You can also spread it out - this is often a better idea for anti-tank guns and MGs. If the enemy knows you have blown your wad, he can run around a little more freely. Hence, unless you need them to blast a way forward, these weapons often hold their fire until later in the movement segment.

Q: For example would this situation be valid? Enemy unit A moves into LOS Friendly LMG Z Opp fires at and kills it with one shot Friendly unit Y takes an action Enemy unit B moves into LOS

A: Yes. Yes.

Q: To me at different times means in a different impulse so I believe you can 'part-fire' a hex (LMG/MMG) and save the other shots for other impulses for further opportunity fire and direct fire. I just wouldn't allow opportunity fire for squads that assault move

A. Moving units = NO OPPORTUNITY FIRE.

Q: Regarding continued movement. If I mark my AFV as using continued movement at the end of turn 1, then on turn 2 that AFV may not fire in any manner during the combat segment. Does this include Opportunity Fire, as Opp Fire is done during the ovement segment, not the combat segment. Rule 11.4.52 says no firing in any manner during the combat segment. Also, what if I am using the combined movement/fire segments, as Opp Fire is done whenever you want to fire at a moving vehicle?

A: Yes - no Opp Fire by moving vehicles. With combined movement/fire segments, the vehicle is considered to start this combined phase Moving, so it may only fire as part of its Movement (Assault Moving only, of course). It may not use Opp Fire since it may only fire when it moves, not when other units are moving.

Q: Can a LMG that has a rate of more than 1 fire during its direct fire, then fire again using opportunity fire?

A: This is a NO. A unit can only fire during ONE Segment, denying this usage.

Q: Can you only opportunity fire into a hex from more than one hex or can each hex with a LOS opp fire if it chooses?

A: Opportunity Fire may be conducted freely with any Direct Fire available to your units.

Q: If you have a stack with a squad and a L|MG, can you Opportunity Fire with just the MG or must you use the lot? This would involve marking the stack 'creatively' with F markers (rotated or something) to show that only the LMG had had its first ROF and the squad hadn't fired at all.

A. You can break it up and mark as you see fit with 'Fired' (F) markers.

Q: Do you have to pre-designate fire coming from more than one hex (if allowed) or could you wait and see the result of the first opp fire before committing the second?

A: Nothing in the rules states or implies fire has to "pre-designated", pre-recorded, or otherwise tallied prior to resolving same. Take a shot, see what happens. Take another if you can and wish to. So no, then yes.

Q: Can a vehicle move its turret during Opportunity Fire (taking the HPN modifiers)?

A: Yes. Opportunity Fire is like Direct Fire with all rules applying.

Q: When a Grant uses Opportunity Fire, must if fire both guns as the same target or may it 'save' one of them for fire later during the moving unit's impulse or even to fire in another moving unit's impulse?

A. You can fire them at different impulses and targets but they must be fired in the same Phase.

Q: If an AFV is Assault Moving and stops to shoot, I believe it can be fired upon using Opportunity Fire before it gets off a shot. It the firing unit gets a BOT on it, does the moving AFV get to return fire or must it wait for the remainder of the firing unit's ROF to be finished?

A: The assault moving stops, the enemy op fires one shot, the assault moving then fires too, and the enemy can shoot all other ROF shots.

Q: I have a problem with the assault moving DRM. It is easier for assault moving AFV to fire than a pivoting gun. It seems very strange. Both DRM should be at least the same. Stranger when a SPG earns a +3 for moving and pivoting instead of a +5 for pivoting only. Weird, isn't it? Better yet, I found in my first game (scenario 1) that, after having smoked a Grant, this Grant has a better chance to hit if assault moving outside the smoked hex than staying in the smoked hex.
A. We are assuming during this Assault Moving time slice that the tank is actually moving, stopping, firing, getting on the move again, without four more pages of rules to treat the various permutations of this form of activity. Gun needs to have its trails picked up, turned, put back down, sighted, all without getting picked off by that sniper over there whiiiiiing....look out! As for the smoke scenario you describe,
Let's see...sitting in a big cloud of smoke or rolling twenty feet forward, stopping and popping. I don't find that a "weird" scenario at all. First off, once you 'smoked' that Grant it had to burn off the time (and thus give up the fire opportunities) to get on the move and get out of that smoke cloud. All the while YOU, the Rommel-like gamer keep peppering away with everything and the kitchen sink without let up. Or your squad dives into that 'hole' (a wadi, let's say) while the Grant is otherwise occupied. Or...

Q: Rule 12.7.1.154 says that everything except MG's and SCWs hit vehicles automatically if the firer is in the same hex as the target. Additionally if the target is an AFV then you get to choose where you hit. Does this apply to assault fire as well? In other words can I run a tank or AC into the same hex as a tank and automatically hit? I've set up Scenario #17 "My God, Did You See Who They Were..." which has three German ACs going up against three British ACs. My first instinct was to keep everyone in continuous movement to get the +2 for a moving target. But if the other side can just run into the hex and hit then I need to not use continued movement so I can use opportuntity fire.

A: No - only if the firing unit is not moving - an Assault-Moving unit does not get an automatic hit this way.

Q: Do Leaders also give a column shift right on the Direct Hit Results for APC and non-AFV Vehicles table (C2) for any gunfire or frag factors applied? Or are they only used on the casualty table?

A: No, just on the Casualty Table.

Q: Does leader-directed fire get minus 1 on the HPT for light or medium weapons?

A: No.

Q: Can my infantry squad assault move into a friendly hex that has a friendly leader in it and get a fire shift right one hex modifier on the casualty table because of the leader in the hex that was just entered?

A: Yes.

Q: What if that same leader already gave a one hex right shift for the squad that is in his hex in the impulse before, before the squad/mortar group moved into his hex?

A: No - the leader would already be marked Fired.

Q. If a squad carrying a light mortar assault/crawls to a hex next to a friendly squad with a leader, can BOTH groups form a firegroup, with the squad and leader hex firing full GF and the assault/crawl squad/mortar group firing at half GF?

A. If otherwise eligible (not moved/fired/broken/surrendered), Yes.

Q. Can you assault move a squad carrying a light mortar and use/fire the mortar as part of your assault move?

A. No. It fires in Indirect Fire.

Q: Can a unit that has used Assault movement use opportunity fire? If not, how come, as they can use direct fire after an assault move? The new FAQ seems to imply that the answer is no, but I don't understand why the answer is no, if the unit can direct fire while using assault movement.

Q: Can a squad carrying a L|MG fire it's full GF and not fire the L|MG?

A: No.

A: Assault fire must be done during the same move action, before or after expending any MP (and it doesn't cost an MP to do that), so no, a assault moving unit can't op fire. As for the "how come", because we are assuming these things are occurring simultaneously (and saving you [and the game system] from preparing written movement and firing orders for each turn to accomplish this) and thus the tank would be doing TWO things at once. Plus it would make each tank too powerful and flies in the face of the science we accept as regards AFVs being at their least effective state when moving. Hal Hock felt allowing them to FIRE AT ALL on the move was a sop to wargamers. They really should not be able to fire at all, i.e., the choice could be argued that they move OR fire during a turn.

Q. If a unit moves into LOS of three different enemy units, and all three enemy units have a clear opportunity fire shot at that unit, can all three enemy units fire at the same time during the same impulse?

A: Yes, noting Opportunity Fire does NOT use an impulse for the side using it. All eligible units may fire.

Q: What is the common method for figuring GF factors when values are halved? Say I have a 7 GF/3 GF/2 GF units firing together.

A: Round down once after all halving. 7 becomes 3.5 and 3 becomes 1.5 and 2 becomes 1 = 6 GF total.

Q: Can a vehicle with enemy infantry in its hex fire normally outside its hex?

A: Yes.

Q: I have just discovered that it is only crewed MMGs & AA MGs on vehicles that can use the MG Hit Probability Number Table - which effectively means that APCs are now immune from each other (12.7.74). It is a bit confusing as the actual rule says that these are the only machine guns that can attack vehicles - which implies that trucks are also safe from AFV machine guns. My interpretation is that AFV non-AA MGs now only use their Gunfire Factors and not the MG HPT.

A.       APCs and AFV MG that are its only armament or Main Armament (MA) may attack vehicles using the "MG" column on the DIRECT HIT RESULTS FOR APC AND NON AFV VEHICLES after securing a hit on the MG Hit Probability Table. All other weapons on the map that use the Casualty Table without first needing to secure a hit on the HPT may use the appropriate column on the table under the heading "Gunfire or Fragmentation Factors". They then use the '1' PEN listed on the Gun Penetration Values table for all nationalities against AFVs (gray Movement Icons and having Armor Factors [AF} or the "MG" column on the DIRECT HIT RESULTS FOR APC AND NON AFV VEHICLES table.

Q: I have a problem with Tanks attacking personnel units in defensive positions (trenches, etc.) It says that you roll for the HPN (is it the HE table with the PEN factor at all ranges? or the regualr HPN table for AFV)?

A: The Hit Probability Number (HPN) is found on the Hit Probability Table (HPT). We are not dealing with Penetration (PEN) numbers against personnel. Those are used against Armor Factors, i.e., AFV targets only, and in the case of HE being fired at vehicle targets, including non-AFVs and APCs.

Q: Then says that Step #2- you convert the firepower of the weapons of the tank into gun /frag factors. Then it says that you roll for hits. - this seems confusing to me. Are you rolling strictly on the Casualty table to get c1, C2 etc results?

A: You roll to get the hits on the Hit Probability Table. Once you have a hit you attack using the appropriate column on the Casualty Table.

Q: Finally Step #3 you roll the HPN, but on which table?

A: A Sherman with a 75C gun fires at a German squad in a building 8 hexes away. Look at the HPT - Table A1. At '8' hexes the 'C' gun needs an HPN of '9' to land a hit. Apply a +2 modifier to the roll for the building and a '7' or less lands the hit. Let's say you roll a '6' - that's a hit. Now you go to the Casualty Table and make a roll on the '14' FRAG column (it corresponds to the 75 HE column, the ammo the 75C gun fires). On a roll of '6', a C2 results. Flip the squad to its reduced side and immediately check morale for the squad, ADDING '2' to the roll (because it was a C2 result). Let's says it is a '6' morale squad. On a roll of '5', the result is 7 (5 +2), higher than the squad's morale of 6. The reduced-side squad is marked as Broken.

Q: I can't seem to find a reference to the Gun Duel in the revised rules. It's listed in the ATS 1.65 Index in 12.7.16, but I can't find this section in the 1.65 Rulebook. Was it left out on purpose?

A: It is there, on page 28 of the rules.

Q: Applying casualties: When exactly are casualties applied? Are they applied immediately after rolling on the casualty table, so that the unit taking the casualties can only fire back with reduced Gunfire factors (assuming flipped to the back side)?

A.       Immediately. Yes.

Q: I need some clarification regarding target aspect and which Kill table to use. For example, Rule 12.7.7 indicates that the K-Kill table is not used when Tracks is rolled on the Hit Location table, but Rule 12.7.73 (Possible K-Kill) contradicts this. I'd appreciate it if someone would note which Kill table (K, M, F) should be consulted first depending upon the rolled aspect.

A: If a roll on the K-KILL table is EQUAL to the number needed and an M/F-KILL does NOT result after rolling on those respective tables a K-KILL results. We basically 'suspend' the chance of a K-KILL to see if an M- or F-KILL results in the event of a roll exactly EQUAL to the K-KILL number.

1. If track hit, go to M-KILL Track.

2. If no track hit go to K-KILL.

2.A. If roll on K-KILL equal to K-KILL number, go to M-KILL for UH front or rear hits or go to F-KILL for front TUR or UH on SP guns.

Q: Does an assault moving AFV get the mods for both moving AND changing its covered arc? I seem to recall, back in the Tobruk folder, the answer was, no.

A: No. You're already paying the +3 for assault movement. If you shot a SPG in the DIRECT FIRE PHASE and changed CA you would pay +3. It does for the turret, though, if changed in the last hex to assault move and fire. Read #12 in the new FAQ.

Q: Do these APCs roll on the bail out table if M-Killed or F-killed? If yes, than how are victory points calculated? Also, is A: No.

12.8.   Indirect Fire

Q. 12.8.521 states, "Align the chart so it lies correctly on the map" This is in respect to the Artillery Accuracy Diagram. What is correctly on the map?

A. Simply lay it down hex on hex with no reference to any 'facing'.

Q: In an artillery concentration attack: Are SEVEN results rolled for (1 per hex) on the casualty table after deciding hits and misses (assuming we got a nice juicy hit against 7 adjacent personnel units) applying cover states normally for hits and misses?

A: Yes.

Q: Assume an FO calls for fire and when the FFE is placed, it lands out of the LOS of the FO. I resolve the FFE. What happens next turn? Since the CFF/FFE is out of LOS, the FO should not be able to adjust it. Does the FO call for fire again, placing a new CFF marker?

A: Yes.

Q: A unit in FC behind bocage cannot be fired on or spotted. Would it be legal for an FO to call for fire in an empty hex (in its LOS) that is adjacent to the above unit? (The assumption is that an accurate FFE would also strike the FC unit behind the bocage.) If it is legal, it seems a bit "gamey."

A: Yes. It is gamey but beats the hell out of four more pages of rules to treat this and other similar permutations. Assume a French civilian told you some Boche swine was hanging out (mind's eye sees gesticulation), 'over there, mon Ami'. Then it's, 'Fragile Fox 1 to Fragile Fox 2, do you read me? Fragile Fox 2 battalion stonk on hex AA4...'

Q:  The rules state that mortars use the HPT normally but I can't find what the attack routines are in the rules for the various target types nor are they listed in the Attack Routines chart (FM).  If a U.S. 60mm mortar scores a hit against a German squad using the 
HPT, do I then use the HE 50 column on the Casualty Table? (Assuming there are no column shifts). 
A:  Yes, but also look at post 2820.  

CSW Post 2820 (by Drew Dorman): The modifiers for onboard mortars are ONLY used for getting a hit on the Hit Probability Table. So, after all pluses and minuses are taken into account, you roll to see if you get a hit. If you do, roll on the casualty table for the mortar size you are using.

Any DRM's for terrain, emplacements, BOT, etc. are used. Add them all up just as if you are firing at an AFV, but also factoring in the column shifts for cover state as well. For each better cover state, add +1. Good cover gives a +1 and improved cover gives +2. A leader directing the mortar attack gives a -1. For example, my 50mm mortar is firing at a squad in a rubble hex with a leader directing the fire. So, I would get a +2 DRM for the enemy squad being in the rubble hex (rubble gives improved cover), and a -1 for the leader directing the mortar attack, for a grand total DRM of +1.

It's important to note that once you obtain a hit on your target, you do NOT apply any cover state modifiers column shifts on the casualty table. Just roll on the 50mm mortar column as is, with NO shifts. You paid the price on trying to hit your target, no double taxation here!

Q: 12.8.131 - Does On-Board Indirect Fire require a spotter?
A: No.

Q: How is an off board attack resolved against a hex containing the following? There are:

·          two squads at level +10 in a building

·          two squads at ground level in the building and

·          an AT gun and Crew outside the building.

One die roll determines which are hit or missed, based on their cover state. If a hit was obtained ignore any LEFT cover states and if not Hit use the unit's actual cover state. Then you roll one die to attack all of the units in the hex on the Casualty Table? Assuming you obtain a C4 result of the Casualty Table how do you apply the result to the hex?

A: The C4 is first applied to the Direct Hit unit with the worst cover state. If there aren't enough of these units to absorb the whole C4, then it goes to the next unit until the C4 is all applied. In this case, the Crew would take C2, then the units at +10 would take the remaining C2.

Q:  Rule 12.8.9 states that arty fire against personnel is resolved using the FRAG factors for the size of battery firing. Do I use the appropriate battery size on the HE row of the Casualty Table? (In other words, does a 75mm howlitzer equal 14 FRAG factors?) 
A; Yes.

Q: Shouldn't 12.8.10 be "Heavy Weapons as Targets" instead of "Crew Served Weapons as Targets"?

A:  Yes.

Q: For indirect fire on Non-AFVs (12.8.115, 12.8.1151 and 12.8.1152) is there any variation in damage between a hit and a miss?

A: No, but we'll be changing Indirect Fire to make this and other issues easier soon.

Q: Where in the rules does it say who spots for On-Board IDF. Off-Board IDF requires a FO. Mortars require a direct LOS or an Adjacent Personnel stand with a LOS. Who is spotting for On-Board IDF from a 105mm gun? Is the gun or gun crew required to have a LOS? May personnel stands have a LOS? Does it need to be adjacent? Most likely I have overlooked this point in the rules, but after digging around in the rules, this question is not jumping out at me? Regards, Chuck Hamack
A: Like direct fire, a gun firing On-Board IDF needs LOS to the target. No other observer is required. Perhaps the closest rule reference is 12.8.131 and 12.8.1311 which indicatest that, like direct fire, on-board uses the HPT normally.

12.9.                        Overrun

Q: When an AFV is conducting an overrun, does it pay COT first in overrunning hex, and then 1 mp per unit being overrun?

A.       Yes.

Q: When do personnel units attack overrunning tanks? What is the AFV value?

A: Personnel do not attack overrunning tanks unless they have a weapon to fire, e.g., a Bazooka. They can Close Assault vehicles according to section 12.10.

Q:  Playing scenario #2 from AAO - a German tank did an over run attack in a road hex against a U.S. squad and leader, and then stopped in that hex.  The overrun caused the morale of the squad and leader to be reduced by "4"; to a "5" and a "3" respectively; followed by a mandatory morale check because the tank remained in their hex. Both the squad and leader failed their morale
checks, causing them to "surrender" (because an enemy unit - the tank - was in their support range). This in turn caused them to be eliminated, because they had surrendered. Did I do that right? And If I did how could personnel units surrender to a tank? (Or maybe surrendering is not just surrendering, but more of the squad and leader in question melting away for all practical purposes). 

A: You are right, but remember that 10.7.2 says this: "During the End of Turn Segment immediately after its surrender it is eliminated if no friendly unit is in the same hex or adjacent." So don't take them off immediately - things could change later in the turn (the tank could be knocked out, for one). Personnel often surrendered to enemy armor - who usually just waved them to the rear and moved on.

Q: If a AFV encounters a multi-unit stack, it appears it can attack as many units in the hex as it wishes, spending 1 MP per target. Does it get to select the units it attacks (i.e. leaders or gun crews)?

A Yes.

Q: Can the overrunning AFV attempt to overrun one unit and then move through the hex, leaving the other enemy units unharmed and unattacked?

A: Yes.

Q: Can an AFV attempt to overrun personnel units that occupy its own hex as a result of failed close assault?

A: No.

12.10.                     Close Assault

Q: Infiltration - Almost all of the field emplacements (including mines) indicate you can change your cover state during infiltration i.e. 9.7.8 Units moving entering a blockhouse hex during the infiltration phase may move one hex 'in' and then 'under' the blockhouse counter. Melee would not result with this example and I'm wondering if all units get to make a 1 hex move during infiltration whether or not melee results, or are these just 'exceptons' to the infiltration move? If so, 12.10.22 should add these 'exceptions' to the infiltration move.

A: Most important thing is THE INFILTRATION PHASE IS NOT AN ADDITIONAL MOVEMENT PHASE and the ONLY exceptions to this are noted. There is NO movement allowed during this phase except to enter an enemy LOCATION (i.e., you cannot Infiltrate the ground floor of an adjacent building if the only enemy unit in the hex is 'upstairs' at Level +10).

Q:  12.10.22 actually says 'moves into an enemy occupied hex if otherwise eligible to move as long as they are not broken or surrendered.  In the example I had given for the block house, though, it would be impossible to melee under a block house. Also, for mines it says you can infiltrate the mine hex in order to attempt to clear them. Also, for a hedgehog it states you can move from good to full (and vice versa) during infiltration with no melee implied. It would be nice to move from FULL cover under a hedgehog to GOOD cover during the infiltration phase to be in GOOD cover for the upcoming combat segment. 
A:  A. No melee in a Blockhouse. No entering an enemy occupied Blockhouse.
Q:  Units in a blockhouse can infiltrate out of a blockhouse to melee enemy in the hex, correct?
A:  Yes  

Q: No enemy units can infiltrate into the blockhouse to melee, correct?

A: Yes

Q: Grenade attack rule 12.10.24 mentions deducting any stacking points for carried weapons, but how many stacking points are deducted per light and medium weapons being carried?
A: Minus one for LIGHT and minus two for MEDIUM.

Q: Does a leader also give a one column shift right for grenade attacks? If I use the leader with a squad and have them both use grenades, does the leader still give a one column shift right? Or does he give this bonus ONLY when he is not attacking in any way, just directing the attacks?

A: Leaders do not affect grenade attacks but may participate in them (5 frag factors).

Q: If a squad uses assault movement to come up next to an enemy squad, and then does a grenade attack, are the frag factors halved for using assault movement?

A: No. Grenade attacks only happen in the Close Assault Segment.

Q: Does assault movement affect grenade attacks 1 column shift right? Or is only cover state of terrain taken in to account for column modifiers? What if two enemy personnel units were tossing grenades across a wall at each other, does the wall play a part for cover or column shifts?

A: No - assault movement has no effect on grenade attacks, which happen in Close Assault. Yes, only cover counts. Both units would get the shift for the wall.

Q: Grenade and satchel charge attacks. Can any combination of grenade/satchel charge attacks rubble a structure? How about a bunker?

A. No. No.

Q Can unit "A" on level +0 in clear terrain that is Can "Z"? (I would assume no because "A" and "Z" are not eligible to infiltrate that hex with 1 move).
A: Yes. Yes. The rule says "otherwise eligible to infiltrate" without reference to if it can actually enter the adjacent hex.

Q: Can multiple units attempt a hurl back die roll? ie. two squads in the same hex being attacked by a satchel charge needs a 6 or less on the die?

A: Any individual unit may attempt to hurl back. Not a cumulative die roll.

Q: Should there be an additional rule limiting the grenade attacks saying "adjacent hex and up to a max of up +20 levels difference for buildings or hills".

A: How good is your throwing arm? I'll think this over.

Q: Why are attacking units that fail their morale check in a melee attack eliminated?

A: The why is because this combat all takes place at very close range - it's all over quickly.

But do read this section carefully to see how:
12.10.362 An ATTACKING unit whose morale is BROKEN while in a melee situation is not removed from play, but it may not participate in the melee and does not affect melee resolution in any manner. Mark BROKEN attacking units with a BROKEN marker. Remove a DEFENDING unit whose morale is BROKEN from play immediately, i.e., they do not surrender. Note: If all attacking units have their morale BROKEN, then no defending units have their morale checked, no melee takes place in that hex, and remove all of the attacking player's units in that hex from play.

Q: Do L/MG M/MG provide gunfire factors in melee? Can a PIAT be used? (I would assume no because it uses the SCW to hit table). Can it be dropped during melee to help the odds? Is a morale check taken after the first round of casualties in melee?

A: No weapon is used in Melee but units in Melee do not need to drop them. Only Gunfire Factors printed on personnel units are used in Melee. No.

Q: 10.7.15 states that a unit who attacks in close assault and fails the morale check places a surrender marker. 12.10.362 directs to mark BROKEN attacking units with a BROKEN marker. Which is correct?

A: Delete 10.7.15 and refer to 12.10.362.

Q: Do squads check morale when taking casualties in between each Melee round?

A: No.

Q: If a unit has fired previously in the turn they can't make a Grenade attack, but units marked with a movement arrow or unmarked have the option to use a Grenade attack. Is this correct?

A: Yes.

Q When infantry close assaults a vehicle, and does not destroy it, it is left in the hex. Does either unit have a restriction in the next turn?

A: No. The vehicle could fire at '0' range, as could the personnel unit if it had a Bazooka, PIAT, etc. A melee counter is not placed unless both sides have personnel units in the hex.

Q: Rules 12.10.392 and 12.10.3921 - Does a leader add both a +1 DRM and a one to the melee value?

A: Yes. They are braver and have an extra man firing a Schmeisser.

Q: Rule 12.10.39212 OT AFV and APC Are melees against them halved if moving?

A: Yes.

Q: Is this how to calculate Melee Value for a scenario like Gammons and Resolve? A Para squad with morale 9 and a Gammon Bomb wants to attack a French/German tank. 3 stacking points for a squad = Melee Value of 3. Buttoned-up AFV halves it to 1.5, rounded up to 2. +1 for Gammon bomb and +1 for morale >7 = MV 4. If the tank was moving it would be 3 quartered to .75, rounded to 1, but the MV would be 3 because of the Gammon and morale.

A: Correct - correction to 12.10.39221, round fractions UP. An Elite Engineer squad with a leader and a satchel charge would be MV 3 + 6 for a 9 against a half-track, 8 (2 + 6) vs. a tank or moving half-track, and 7 (1 + 6) vs. a moving tank - not bad!

Q: Close assault by infantry (especially the Americans) against AVFs seems to to be a big part of a lot of scenarios. Is the close assault values for personnel ALWAYS rounded up vs. AFVs; with modifiers (gammon bombs, satchel charges, leader bonus, morale 8+) never being halved or quartered?

A: Yes. So a squad with a Gammon Bomb against a tank is 3 halved to 1.5. Round this up to 2, then add the 1 for the Gammon for an MV of 3. On close assault, remember that All modifiers to the Melee Value are made AFTER any halving or quartering for CT and moving AFV.

Important note on MV: All modifiers to the Melee Value are made AFTER any halving or quartering for CT and moving AFV.

Q: Rule 12.10.3931. Should the second sentence read 'If the morale check is unsuccessful...'?

A: It should say if the morale check is not successful.

12.11.                     Air Attacks

13.     SPECIAL TROOP TYPES

13.1.   Overview

13.2.   Elite Troops

13.3.   Combat Engineers

13.4.   Gurkhas

Q: Regarding 13.4. Don't Gurkhas double their gunfire factors for attack in melee? The rule says Melee Value, but according to 12.10.3921 Melee Value is only used against vehicles. Is both gunfire FF and Melee Value doubled for attacks in Melee with Gurkhas? Are they really using their knives against the AFVs? :)

A: Yes - this should read "gunfire factors", not Melee Value, so they are only doubled against personnel. In close assault vs. AFV (using their normal MV), the cool Kukri knives are only used for carving their initials on the tanks.

13.5.   Conscripts

14.     SPECIAL WEAPON AND CREW RULES

14.1.   Dug-In Guns

14.2.   Weapon Crews

14.3.   Crew Losses and Alternate Crews

14.4.   Machine Gun Direct Fire

14.5.   Long Range Machine Gun Fire

14.6.   Anti-Vehicle Machine Gun Fire

14.7.   Shaped Charge Weapons

Q: Does a PIAT contribute 95 GF factors (carried by a squad) for odds ratios if meleed IN a building?

A: No. No weapon unit is used in Melee, just Gunfire Factors printed on the personnel unit.

Q: Can SCWs fire from rubble? Rules would imply no, but backblast would certainly be less an issue.

A: Yes

Q: What type bazookas should the Rangers have? A or B? Does the B coincide with the 1945 increase in range?

A: Look at the counter; it lists the range by year. Apply.

14.8.   Anti-Tank Rifles

14.9.   Mortars

Q: 14.9.8 says a leader may spot for mortars and 12.8.412 says any personnel. Which is correct?

A: Any personnel.

14.10.                     Flamethrowers

Q: How does smoke affect Flame Thrower fire -- 14.10.8?

A: Yes, follow 14.10.8 and use a 4 column shift left on the Casualty Table (F2) for smoke.

14.11.      Semi-Automatic Guns

14.12.      Pivoting Weapons

14.13.      Spiking Weapons

14.14.      HE and AP Limitations

14.15.      Alternate AP Ammunition

14.16.      Time-Fuzed HE Ammunition

Q: On Time-Fuzed Ammo 14.16.1, is there something missing after the "(i.e., do not roll for direct hits)."?

A: This should read "(i.e. do not roll for direct hits). A time-fuzed air burst gives a 1 column Left shift on the Casualty Table. This shift is in addition ..."

Q: Rule 14.16.1 shift needs to be added to the tables (F1?)

A. It's so rare you can simply use the rule when in force.

15.     SPECIAL VEHICLE RULES

15.1.   AFV Types

Q: Concerning open-top AFV, the new rules 1.65 doesnt say much about vulnerablility of open-top AFVs and APC. Are the first Tobruk rules concerning open-top vehicles dropped or just missed out from this latest 1.65 rules ?

A: There is 15.1.51 "An OT vehicle is vulnerable to indirect fire, grenades, and personnel fire due to the nature of the exposed gun position. For example, an OT vehicle is more easily destroyed by Indirect Fire." They are also more vulnerable to Close Assault (no halving of infantry's Melee Value against them). See also 12.8.113.

Q: In regards to Open-topped AFVs, 15.1.51 suggests these vehicles are vulnerable to grenades and personnel fire, but I cannot find anything like the original rules providing a cover state for OT crews, or the F Kill for any such vehicle taking a C1 or greater casualty. How are they more vulnerable other than being automatically suppressed from indirect fire and easier to close assault?

A: The crews of Open-topped AFVs are treated as being in Full Cover, so they are vulnerable to grenade attacks and close assault in particular.

15.2.   Vehicle Weapon Mountings

15.3.   Main Armament

15.4.   Firing Multiple Vehicle Weapons

15.5.   Turrets

15.6.   AFV Machine Gun Fire

15.7.   Hull-Defilade and Turret Down

Q: I was under the impression that only AFVs can be hull down. However, in this rules section (15.7.1) it states that APCs and AFVs can be. What is correct? You don't roll for hit location on APCs so how can you then claim it's hull down? Also, 15.7.3 mentions trucks as being HD. Is this correct? If I do not roll for a hit location (like when I fire at an APC or truck )what effect does HD have on a given unit?

A: AFVs and APCs can roll for H-D in some terrain such as hillock. All vehicles receive the benefits of H-D behind some terrain such as walls. 15.7.3 - When firing on a H-D vehicle using the HPT, resolve all hits using the Hit Location Table - B. The shot hits the terrain and not the vehicle unless it's a Turret hit (if there's a turret) or a UH hit (if not turret). Aside from H-D, I don't know any reason to use B for non-AFVs.

Q: Does a Hull Defilade AFV receive the FLANK penalty on the HPT if the turret is shot a from the turrets flank?

A. No.

Q: When EXACTLY do you roll for HD when you enter an eligible hex (e.g., a scrub hex)? The moment you enter the hex, or at the end of that unit's impulse, or at the end of the whole turn? If it is the moment you enter the hex, do you get to roll BEFORE any opportunity fire on that unit?

A: The moment you enter the hex. Yes.

Q: How often can you roll for HD? Say on turn one you enter or set up in a scrub hex and roll for HD and fail. Turn two starts - can you just roll again for HD or do you have to move out of the hex and back into the hex again to attempt HD?

A: One roll per vehicle per turn. The vehicle must leave the hex and re-enter to attempt again.

15.8.                        Armor Command, Control and Communications

15.9.                        AFV Suppression

Q: Can a vehicle receive more than one Suppressed result (ie, can a Surpressed vehicle become even more surpressed)?

A. No. An already Suppressed vehicle that is newly Suppressed simply removes any new BOT markers that it might have placed.

Q: Is it possible to suppress APCs as they have no morale to check? ie. No AFV card.

A: No

15.10.                     APC Units

15.11.                     Sponson AFVs

15.12.                     Portees

Appendix A. Battlefield Walkaround

1.        Combat Rangers 2nd Edition

Q:  1.3.1 Buildings. - St. Pierre Manor house - there are 3 levels yet the entire structure is only +20 levels high. Are units in the 3rd level on the roof? 
A:  No. Ground. +10. +20. Those are the three 'levels' in the building in question. 'Ground level' is considered a level.
Q:  1.4.7 case d - This rule says the steeple is +10 levels. Rule 1.3.1 says +20 levels high. Which is correct? 
A:  +10 higher than the highest level in the hex.
Q:  1.4.7 case f - Where is the firing MG located? 
A: Hex E18

Q: Simple LOS question regarding hills. Example question: HEX A is at +0, HEX B is at +10, HEX C is at +20. Hexes B and C are hill hexes and all hexes are adjacent in a straight line. Can a unit in HEX A see a unit in HEX B?

A: If the order is A-B-C the answer is YES no matter what as 'B' is adjacent to 'A'. If the order is A-C-B the answer is NO as the higher hill, 'C', blocks the LOS to 'B'.

Q: Can personnel use assault movement across the 'wire fences' in Rangers as opposed to crawling only for 9.9?

A: Yes, as per 1.4.4 in the Rangers Walkaround (page 42), they simply may not use Running movement across these.

2.        Scottish Corridor

3.        Arnhem

3.4.72  - should read "hexes T12-T25" in both sentences.

Q: On the Arnhem map, does infantry have to pay the Wall cost to move from K7 to K8? The corner of the building in K8 hits the hex side and keeps the wall from completely covering the hex side.

A: Yes, the wall cost is paid for this move.

4.        Against All Odds

Q: Does the La Fiere Manoir house count as a "multi-hex building" allowing one to drop into Full cover?

A: No.

Q: Rule 1.3 Terrain Forms: It says that there are crops grown in two large and one small field, yet I only see two crop fields. Rule 1.5a says that a unit in H18 has a LOS to F18 that is NOT affected by the crops in G18, but there are NO CROPS in G18.

A: You are correct. Disregard the discussion regarding a third crop .

Q: Rule 1.3.3 Other Man Made Terrain: It says that a personnel unit moving from O8 to N8 would pay two MP's for entering the graveyard. But there is no graveyard in N8.

A: 1.3.3 should read "moving from N8 to O8."

Q: Rule 1.4.5 Multi Hex Buildings: It says that "all multi hex buildings have a ground level and second level +10 from ANY hex of these buildings. Units may enter +10 from ANY hex of these buildings. These too are +10 levels high. There are no stairwell hexes." However, there is only one multi hex building, and it is Hameau Aux Brix. Hamaeu Aux Brix is mentioned in rule 1.3.1 as HAVING stairwells. So, these two rules seem to contradict each other.

A: You are correct that the Hameau Aux Brix building is the only multi-hex building on the map. Regarding the stairwells in Hameau Aux Brix, the two statements do seem contradictory, but they really aren't. A stairwell building is usually marked with a red dot in some of its hexes. The red dot(s) represent the hexes that contain the stairwells, so you can only move up or down in those hexes. A multi-level building without a stairwell red dot has stairwells in all hexes, so that you can move up and down in any hex in the building. 1.3.1 says that the Hameau Aux Brix building has stairwells in each hex. Thus, it is not a building with specific stairwell hexes (indicated by red dots).

Q: Rule 1.4.7 Vehicle Bridge: It says that any LOS that touches the bridge artwork treats the fire as if hitting a wall IN the hex. Does this mean that the shot is no good? Or do you have to pay any penalties that are found under the Wall rule in the rulebook and you can still hit the target?

A: A little of both actually. For the most part, you would suffer the penalties associated with a wall, thus, you would get a 1 shift left on the Casualty table, or a 1 HPN DRM on the HPT. But vehicles would also achieve Hull Defilade status if the fire was directed through the bridge artwork, so you might hit the bridge rather than the vehicle.

Q: Rule 1.5e: It says that there is no LOS from AA15 to FF12. Is this assuming from the ground level +0 or +10 in AA15? What if I had a unit in AA15 at +20? Wouldn't that be high enough to see into the +20 level of hex FF12?

A: Yes. You would be able to see FF12 from the +20 Level of AA15.

 

Charts/Play Aids

Errata: Table M: (Chart 1) - Morale Support Modifiers. These are not DRMs, but modify the Morale of the effected unit

Q: Table B does not have the Hull Defilade size modifier DRM.

A. Use the rule in all cases if 'reminder' text is not also appended to a table.

Q: Table D1 - Should the word Front be deleted?

A: No. You F-KILL a turreted gun by striking the FRONT of the turret only or the FRONT Upper Hull for a non-turreted AFV (i.e., injuring the driver in an SP or damaging the gun mantlet in a turreted AFV)

Q: Can you explain what the "***Yellow movement icon AFV + wheeled" means on the Tow/Carry Personnel Table? I thought the purpose of the yellow movement icon was to denote NON-AFVs

A: It means just that, that row is used for NON AFV vehicles - that have BOTH a yellow movement icon and are wheeled. Any vehicle with a GRAY movement icon uses the AFV row. A yellow-icon vehicle is considered 'lightly armored', e.g., a halftrack. When you see yellow, use the DIRECT HIT RESULTS FOR APC AND NON-AFV VEHICLES for the resolution of attacks against these unit-types.

Q: Spotting ranges table - I see on the new table it no longer says fired heavy weapons and vehicle MA can no longer be spotted at any range. How could a heavy weapon ever be fired upon using indirect fire using an AFV in the indirect fire phase in average conditions when the minimum range for the AFV is 10 and the heavy weapon can only be spotted at 8 hexes? The heavy weapon would have had the "F" marker removed (assuming it fired in the previous turn) and the spotting would be back to 8 hexes and not 16.

A: Rule 12.8.45 states, "FOs have a maximum Spotting Range equal to DOUBLE the result listed on the Spotting Table." This also applies to an FO inside a tank. For "fired" units as regards spotting and the notation on the current Spotting Ranges Table, once a unit in LOS has Fired, any Spotting Range to it is DOUBLED, even AFTER the 'F' marker has been removed. This will be stated explicitly in the rules in the next version. Make a side note of such units. If such a unit finds itself out of the LOS of ALL enemy units (unlikely in the desert setting), it is no longer considered to have previously "fired".

Q: Table ME. Rule 13.2 says 8+ the table says 7+. Which is correct? Also, the engineer bonus is not listed.

A: Table. Will add.

Q: What does Ammo type C mean on the Ammo availability tables? And what is it's effect?

A: Canister. Coming in later releases.

Q: The German gun penetration values chart #5 shows the Psk SCW with a penetration of 17, with a 4 hex range. The counters show a max range of 5. Which is correct?

A: The counters - 5 hexes.

Q: Is there an AFV card for the L3/35? I was figuring it got treated the same as carriers, but I've just noticed that the full-tracked symbol behind the Movement Allowance is printed in gray, which would indicate that it's an AFV.

A: Unarmoured and lightly-armoured vehicles did not get cards in the original printing of Tobruk. Since then CH has started making cards for anything that isn't an unarmed truck. The CH mailer that went out a couple of weeks ago included cards for some of these: two Portee cards, the AC 75 and the Italian tankettes - the L3 cc, L3 lF and the L3 35. All of the armoured ones say "Fire at me using the APC Table"...

Q: Just received Scottish Corridor and have a question regarding the AFV cards. The counters and scenarios have Stuart V's. I didn't get an AFV card labled Stuart V but did get a M5A1 card. Is this the correct card to use or should there be a Stuart V card?

A: Little mix-up on the naming but yes, match the M5A1 card with the Stuart V in the scenarios!

Q: The latest Indirect Fire (IDF) Accuracy Table says that for values less than one Reroll. However Rule 12.8.52 "Results off Diagram" says to remove CFF/FFE.
A: The rules are correct - any result less than one results in removal of the CFF/FFE.

Q: Rule 12.8.524 CFF moved seven hexes or more states "Roll for Accuracy as if a new CFF", but the Accuracy Table says to apply a -20 DRM.
A: The rules are correct. There is a +20 modifier for moving the CFF 2-6 hexes (it's more accurate because it's just being adjusted). There is no modifier for moving the CFF more than 7 hexes.

Q: The off-board indirect fire chart shows a -20 accuracy modifier for moving the CFF more than 6 hexes, but 12.8.524 says treat as a new CFF with no modifier - which is correct?

A. The rules are correct.

Q: Is the Bishop card included in Expansion 4 supposed to have turret armor values?

A: No. It does not have a moveable turret. Use the UH values for hits against its upper superstructure.

Q: On the Hit Location Table, there is a note for BOT H-D applying -3 DRM. Is the chart correct to apply the -3 for Burst on Target shots at Hull Down vehicles for hit location?

A.: Yes.

 

Counters

Q: The German 75 IeIG 18 is listed on its counter as a 75|D H|HOW, yet the German Gun and Mortar Ammo Table shows it as a 75|C H|HOW.

A It's a D

 

 

Scenarios

 

Tobruk

Scenario 1 - Clash of Armor

Q: Tobruk scenario 1 "Clash of Armor". The victory conditions state that both sides earn VP's for exiting units off the east edge of the mapboard. If this is the case, then all the Grants have to do is set up on the east map edge and just reverse themselves all off the map and they win. Should this be possible?

A: Yes, but the British player will lose with that strategy. The Germans can then "just exit" their 15 tanks and win.

Q: For the British setup, do they get 6 Grants AND 6 FOW counters for a total of 12 to set up as they see fit?

A: Yes.

Q: SSR 1 says not to mark FOW units as fired until at least ONE German tank is within normal spotting range of all British AFV's. What if a German tank rolls to within spotting range of all the British AFV's, so any that have fired can be seen as marked as fired, and then the German tank is destroyed and no other German tank is within spotting range - are all the marked as fired counters unseen again? Or do they stay there s the German player achieved that objective so to speak?

A: Aha, we've identified you as a member of the rules lawyer society of wargamers! I suspected so much after that "reverse off" gambit question. To you and your fellow members I must state and affirm: read the letter of the rule and play accordingly. What you are doing is writing a house rule, a supported and encouraged activity if it adds to your gaming pleasure. BUT, not the intended nor stated manner in which to conduct this scenario.

Scenario 9 - Tobruk Falls

Q. In scenario 9 Tobruk Falls: It says the Stukas can be used freely in groups of three. Can all 9 aircraft be used on turn 1?

A. Yes. Just don't use 2, 4, 5, 7, or 8 at one time, i.e., 3, 6, and 9 permissible.

Q. It says in scenario 9 to use mines with a total value of 95 with 6 dummy mines. My original AT game came with mines adding up to a value of 82 with 5 dummy mines. Should this value be 82?

A. Yes.

Scenario 34 - Tobruk Perimeter

Q: SSR 4 mentions that the Brits get a Rolling Barrage, but it doesn't say what gun size/type is used to generate this rolling barage.

A: 88mm.

Scenario 73 - Heavy Metal

Q: SSR3 shows terrain overlay H8 placed at coordinates M9|M9. What should the correct coordinates be?

A: M9|L9.

Scenario 75 - Deaf Forever to the Battle's Din

Q: The OOB states that 3 M3A1 should enter on turn 2, but I could only find 2 markers of the vehicle in my countertray.

A: Correct the scenario card to read 2 M3A1.

Scenario 78 - Fruehlingswind

Q: Scenario 78, "Fruehlingswind", - The OOBs list FOs for both US and German, but no OBA is listed in the SSRs.

A: 75+mm HOW for both sides.

Q: In scenario 78, what does the "check OOB" mean in the setup infor for 3/6 AD units?

A: Typo - ignore it.

Q:  The OOB have one Halftrack 250 SMG, but I can't find any in my tray?  

A: A silly error. There are no Sd 250 smgs in Tobruk or the Tunisia expansion module. Scenario 78, Fruehlingswind, calls for one Sd 250 smg. Both Arnhem and Scottish Corridor have two Sd 250 smgs. If you have Arnhem or Scottish Corridor, please use an Sd 250 smg from that game. If you do not, substitute 2 Sd 250s for the Sd 250 smg. Feel free to surprise your opponent with your choice!

Arnhem, Defiant Stand

Q: Arnhem map. If a unit fired from adjacent to the T-row roadway wouldn't this negate the HD bonus of the railing? For instance, a British unit upstairs (level +10) in hex S17 with a PIAT firing at an AFV in T17 - is the AFV in hull defilade or not? Or must they be adjacent AND+5 above it?

A: Yes. Units on a Level +10 marker in a building in hexrows S or U are on the same level as the bridge roadway. Adjacent negates the H-D benefits of the railing, so no and no.

Q: Hexes BB13 and BB15 on the Arnhem map are both labeled building #21. Are both these buildings #21 and are both needed for victory conditions? Also Building BB15 does have a road leading into it, yet it is not listed as a factory in 3.3.2 on pg. 45. Is it considered a factory?

A: Yes. Yes.
Scenario 1

Errata: Germans may set up in SIX hexes

Q: In scenario 1 Night March, are playable areas supposed to be A-R instead of I-R or is the map layout incorrect?

A: I-R is in play.

Scenario 3: Brinkmann's Order

Q: The German OB calls for two Sd 232 - there is only one Sd 232 counter - which is correct?

A: One

Q: The victory conditions say "The British win immediately if they destroy FIVE or more AFVs" - There are only three AFVs in the German OB the rest are APCs. - Should the VP call for Five vehicles?

A: Yes

Q: SSR #2 says ALL British 6-pdrs - only one in the British OB. - should there be more 6-pdrs?

A: No

Q: The German Sd 250-8 and 250-9 show an 'R' on the counter in Brinkmann's Orders, but the 'R' is not present on the counter. Which is correct? The sd 250-9 also shows an AA MG? I thought it just had a turret coaxial mounted MG next to the 20 mil. or is this MG one in the same and would not be able to firegroup?

A: Counter. Also has AAMG.

Scenario 9 - Shout at the Devil

Q: The German OOB lists a Panzerschrek 20|5. Should this be an 88|5 Psk?

A: Yes.

Scenario 10 Steel and Irony -

Errata:

Takes place in 1945, not 1944.

Remove one PIAT and one Sherman from the Allied OB

 

Scottish Corridor

Q: Scottish Corridor requires AFV data cards for Pz IIIL, Pz IVF2 and Pz VIE, none of which appear to come with the game.

A Anyone missing these should drop us a line as they are supposed to be in there. Likely you heard we had our 3rd party collating vendors led outside to the firing squad over this.

Q: Should the Cromwell VI appear in any of the Scottish Corridor scenarios?

A: No.

Scenario 4 Hohenstaufen Left

Errata: Scottish Corridor 4 (Hohenstaufen Left) - Subtract one 1|1|7 from the A Company group .

Scenario 10 - Justify The Losses

Q: SSR #3 - what does CCV stand for?

A: Melee Value for personnel attacking vehicles.

 

Combat Rangers, 2nd Edition

Q: Rangers - Scenario 1 states the Americans have two fire impulses in the direct fire phase on turn 1. Should this read turn 2?

A: No. Strike this last sentence of SSR3.

Q: 2 of the 9 buildings for capture are also rubbled - do they still count for the victory conditions?

A: Yes.

 

 

 

Against All Odds

Scenario 8 - Skirmish Lines

Q: In AAO scenario 8, is there supposed to be a jeep in my U.S vehicle counters? Out of purely historical curiosity, from where or how did that jeep arrive at the battlefield?

A: Yes. Vehicles came down in gliders and were also landing at Utah Beach. This little guy came from a glider.

Basic Game Quesions

Q: There are rules mentioned in the basic game folder that are not in the main rule book (i.e a "winded" unit suffers one shit to the left for all fire and Melee attacks, and an officer causes a two shift to the right vs an NCO's one). If a rule is not in the main rule book is it still used?

A: No. Some rules that appeared in the first copies of the Basic Game were changed to keep it in line with the main rules. The rulebook still rules!

Q: The basic game rules say leaders give 1 shift for a NCO and 2 shifts for officers on the Casualty Table. The full 1.65 rules say 1 shift for all leaders. Which is correct?

A. One shift. The above rule was considered for the main rules but rejected. Later versions of the BG do not have the two-shift option.

Q. The basic game example on page 4 alludes to leaders increasing the movement points for units moving with them. The full rules have no mention of this bonus. Which is correct?

A. Same as above, rejected for the main rules.

Q. Basic game rule 7.11 says defending units are set-aside that fails their morale check in melee. Full rules say attacking units are set aside. Which is correct? What is the rationale for this elimination either way?

A. Only attackers set aside, as per the 1.65 rules. Future versions of BG will concur with main rules.

This all reflects the Melee routine invented by Hal Hock. He's dead now so I can't ask him BUT his inventions were always well founded on research, including his extensive proving ground and Pentagon-guy experience. He personally had firing experience with most of the heavy weapons in this game.

Q. In the same example as 1. above, why can't Unit J see Unit C?

A. We are assuming the LOS from 'J' to 'C' clips the buildings in hex G5, blocking LOS.


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

Examples of Game Mechanics

 

 

Dropping Into Full Cover Example

 

Most excellent British Parachute Engineer Squad #1, under Lance-Sergeant Tunney, has a Bren LMG with it, ROF 2. They are currently occupying the Post Office on the corner of Cronegstraat in downtown Oosterbeek. It's a lovely spot, with great LOS and a little bit of coffee.

An entire platoon of Germans suddenly pop up in (Crawl into) the restaurant across the street (2 hexes away). Even with the Bren, Tunney's squad can only muster a 10 column shot on the Casualty Table, which shifts left twice for the restaurant's cover. Hmmm. Private Muir fires the Bren, everyone else fires their rifles and SMGs, they all register a C1, and one of the German squads takes the hit and breaks. 2 to go.

With their Assault Fire, the Krauts can nail the paras, who, marked Fired, cannot drop back into Full Cover in the post office. Still, the Brits are likely to pass any morale checks and so will hold the corner at the start of the next turn.

Next turn: an MG42 opens up from down the road. Combined with a squad and with an NCO directing the fire, it's going to be one the 14 column and the Brits drop to Full Cover. That makes the shot miss but now the German infantry comes running across the street (actually, they Crawl into the street adjacent to the Post Office).

Once the Germans are done moving, we have this situation: paras are marked FC in the post office, Germans are marked Crawled in the street outside. In their impulse, the Brits have an important decision to make: remove the FC marker with a Crawl Move, and use Assault Fire on the Germans (6 column - a roll of 5 will give a C1, or stay FC, hope to win the Close Assault Segment initiative and use a Grenade Attack for a 14 column - roll of 5 is a C2. Drama!

 

 

Full Cover as it relates to Bocage

 

Your paratroopers are there, ready to drive forward into Bocage Country. They want maximum cover for their move. They want Full Cover behind the huge earthen bank that is a hedgerow (bocage is the French term for these hedgerows).

1 - If all enemy LOS crosses bocage hexsides, they can set up FC.
2 - They can place FC on themselves during Infiltration.
3 - They can wait until the Krauts fire on them, then drop to FC without getting hit by the fire. If this happens, though, they have to stop moving.

Once they start moving, they can only have FC status if they got it in a previous turn and have kept it by moving along the bocage (12.5.108) or by Dropping as a result of fire against them (but note that the Dropping has to happen when they are eligible - before they move/fire/break).

In short, you can't just jump in and out of Full Cover unless you have a nice position like a hedgehog, which is designed for it. To use Full Cover with bocage or buildings, you need to end the turn there (to Infiltrate to FC) or start the next turn there (to Drop into it).

 

 

ROF Example

 

ROF over segments. Normally you have to burn your ROF all in the same segment, as yesterday's Q&A points out. What to do if you are using (as is only proper!) combined Direct Fire and Movement?

Answer: those are then considered one segment, allowing you to spread your fire a little more. Consider:

My Vickers is up on level +10, looking down the Annastraat in Oosterbeek, waiting for the foolish men of the SS to advance again on our Paratrooper Strongpoint. Sgt. Barker has sited the Vickers himself, and now Thomas, the No. 1, is squatted down behind it with a lovely field of fire.

One German reduced squad is in the orchard hex across the street, so no cover shifts. My first action in the Fire & Movement Segment is to shoot at him. I roll a 2 for a C3 on the CT (Casualty Table) and he's gone.

The Vickers has 2 ROF left but no targets. No problem - I hunker down with one F counter on the Vickers. If any foolish SS boys try to cross the road, I will use Opportunity Fire to take them out. (Since Opportunity Fire happens during Movement but we are combined Movement and Direct Fire, no restriction.)

Let's say a German squad Crawls across the Annastraat into the building next door to the Vickers (they are clever bastards, those SS, and know that by Crawling they will get the two shift left for the nice stone Dutch buildings). It costs them Two MP to Crawl into the building.

Thomas fires the Vickers again but I roll an 8 for no effect. Thomas fires the last ROF at the SS men (they spent two to move in so I get one shot for each before they can do something else) and rolls a 4. Ah, a C1. The SS take a Casualty marker and a Morale Check. They pass.

Now the German player has a choice (which will be a familiar one for all of us as we play Arnhem, Berlin, Iwo, etc.) - his men are now adjacent to the Vickers with an unfired squad that didn't run - they can Assault Fire now (usually not too strong since it's halved) or they can take their chances on surviving until Close Assault and either throw Grenades (usually a nasty attack) OR Infiltrate (good in this case since a squad is lots stronger than a M|MG crew in Melee).

Of course, the strongest play is to have TWO Germans squads to get across the street, so that one can try the Assault Fire and the other can back it up with grenades.

 


Clarification on Direct Hits in Artillery

 

I think the following re-wording of the Direct Hit portion of Arty will help clear up some earlier questions:

12.8.53 Direct Hit Determination

12.8.531 Resolve FFE attacks using the Indirect Fire Direct Hit Table to determine the number of direct hits to roll for (one per hex for Concentration and two in the FFE hex of a Barrage and one per hex for all remaining hexes affected by the Barrage) and the number needed to obtain each direct hit.

12.8.532 Each battery type has a different number that must be rolled less than or equal to in order to obtain a direct hit. Direct hits are not possible against moving vehicles. Note that there may be multiple targets in the hex, each receiving different modifiers resulting in some receiving a direct hit and others not receiving one.

12.8.533 If there are multiple units in the hex, apply the appropriate modifiers to a direct hit for EACH unit (Heavy weapons with its crew count as one unit each, as well as a vehicle and its passengers) and make ONE roll for EACH hex (exception: the FFE marker hex of a Barrage). Any unit that a direct hit is obtained against receives the effects of a direct hit. Thus there will NOT be multiple direct hit rolls in a hex when there are multiple units but multiple units may be hit by ONE direct hit die roll, depending on if they are in FULL cover and thus receive the +2 DRM to the Direct Hit roll (making it harder to obtain a Direct Hit).

12.8.534 Units in the hex that do not receive a direct hit are still attacked by the indirect fire (exception: unless in Full cover), including moving vehicles.

 

 

Foxhole Example
 
Apply the foxhole modifier to those units in the foxhole, and not to the units outside the foxhole. Here's how you do that. You fire using the column for the units not in the foxhole. If they sustain more than enough casualties to eliminate the units not in the foxhole, the remaining casualties are assessed to the units in the foxhole. But here is the catch, before you assess those casualties; you check the casualty table on the column used by the units in the foxhole. If there are still excess casualties to eliminate the first group, then the remainder of the casualties, as assessed on the second column are assessed against the units in the foxhole. For example, you have two squads in a hex, one in a foxhole, one not. You fire at this group with 20 GF factors and roll a 1 for a C7. You assess 4 casualties against the squad above the foxhole, eliminating it. There are 3 casualties left. But the unit in the foxhole gets a 1 column shift LEFT for the foxhole. So, you look at the column to the left of the 20, the 14. The original roll was a 1. On the 14 column, that is a C5. Take the 4 away for the 1st squad killed, and that leaves 1casualty for the squad in the foxhole.
 
 

 

Satchel Charge/Gammon Bomb Example

 

12.10.24 Grenade Attack Resolution states, "They may also cause AFV's to check for Suppression."

12.10.25 Satchel Charges states "Any personnel unit eligible to make a grenade attack may declare the use of ONE satchel charge for that grenade attack, thereby receiving a two-column shift right to the attack in addition to any column shifts normally applied for target cover."

12.10.28 Satchel Charges vs. Vehicles states, "Satchel Charges may be used against vehicles and add '2' to the Melee Value of the unit using it."

12.10.29 Gammon Bombs states, " They are treated as Satchel Charges (including against vehicles) except they give a ONE column shift RIGHT or add '1' to the close assault value of the unit using it, even for Combat Engineer personnel."

So, here is my take on it. Gammon Bombs can be use in either a Grenade Attack or in Melee. If used in a Grenade Attack, it shifts the column ONE right, but can only cause suppression, because it is being resolved on the Casualty Table (this does not reflect our scale for OBA where certain results on the Casualty Table actually kill an AFV). If the Gammon Bomb is used in Melee, it then adds 1 to the close assault value of the unit, increasing it's chance of killing it.

So, in you example, the 6|5|7 is in an adjacent hex. Assume he is going to make a Grenade Attack. He gets 10 Gunfire Factors for the reduced squad. He would get a ONE column shift right for the Gammon Bomb, putting him on the 14 column. Since this is more that 8 GF, the AFV would have to take a suppression check.

If, on the other hand, the 6|5|7 infiltrates into the hex with the tank, then he would get a 1 added to his Melee Value of the squad, and he would need to roll against that value. So, let's see. Reduced squad is 2 stacking points. I don't know if a Pz35R is an open topped tank. Let's presume not. Let's also assume that the tank is stopped. So, the reduced squad MV is halved to one for the closed topped tank. Add one for the Gammon Bomb. Now the MV = 2. Roll a 1, burning wreck. Roll a 2, and the AFV is M-Killed, and a bail out roll must be made.

 

 


 

 

 

 


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