Q & A Page

Return to the Combat! page

The material below is split into errata, Q & A and suggestions as of November 30, 2000. The suggestions are listed to solicit additional feedback (e.g., to hit chart, yes or no?) Our thanks to everyone that has taken the time to send in their feedback. A "Q" denotes a question; "A" denotes an answer; and "S" denotes a suggestion. Please let us know if you have anything to add @: 
Combat Mailbox

Combat! Normandy Q&A & Clarifications

The following Combat! Stalingrad errata and Q&A in
Word format.

Combat! Stalingrad Clarifications

Firefight Cards 
(we recommend making these corrections right on your cards and rules)

Rules

Counters

Charts

Questions & Answers

·         The Campaign Game scenarios list reinforcements in the format "receive 8 + a d10 DR halved (round up)" Only the d10 is halved.

·         #2 – Into The Factory… special rules provide a Stuka. Does the German player still roll for the number of Stukas on station or is it really just one Stuka as the special rule implies?
·         Just one.

·         In #9 - The Grain Elevator, Gruppe Nuschke is given one Iron Cross marker for Courage. Which unit qualifies for Courage?
·         Just one unit - a leader or squad..

·        The Initiative numbers for #9 - The Grain Elevator appear to be in error.
·         They are correct, although different!

3.2.16.1.1 When using the Random Events table, the column used is determined by whose impulse it is, correct?
·         No - we tried to keep it simple. The player rolling gets to roll on the RE column of that *firefight*. So a German attacking in a firefight rolls on the German Attacker column.

·         3.2.16.2 Cowardice in the Ranks. Does this affect 1 or 2 units?
·         Just one.

·         4.3.9.1 says a Rally point can be adjacent to enemy units (not AFV). Can a leader adjacent to some Disrupted units help them reduce their status to Pinned Down even though they are in Close Combat?
·         Yes.

·         5.3.4.1 - Should it read "....cumulative Hindrance DRM but a _Terrain_ DRM equal to one wreck."?
·         Yes.

·         6.4.4, 6.5.2 How do units get to the rooftop of a ground-level-only multihex building that does have not stairways?
·         They may reach the roof from any non-rubbled hex.

·         6.4.9 states that units must leave and may not enter a burning building hex. Who then is considered in control of the hex if units on both sides were in the hex when the fire started?

·         The side who last controlled it still controls that hex.

·         6.4.10 & example at top of page 13: The rule says that units may not enter a building location with a dug-in non-disrupted squad, but the TEC says you may enter with an AC +1. Which is correct?
·         The rules are correct.

·         6.5 Factory hexes: for the purpose of resolving FFT attacks within a single factory, a Factory hex has +0 DRM and +5 Hindrance?
·         Yes, unless there is Debris.

·         6.5.3, 6.18.2 There’s a German squad on the factory rooftop of hex N15, and a Russian squad in each of N16, N17 and N18 - open-roofed, debris filled hexes. Which can the German squad see?
·         The Germans can see N16 and N17 freely – they are just Debris hexes, and Debris (6.12) doesn’t affect their LOS. The Russians in N18 are behind the heavy interior wall (6.5.2 heavy black hexside) and cannot be seen from the Germans’ hex (but could be from O18 or another rooftop hex adjacent to N18).

·         6.6.3 Is LOS out of a cellar unlimited or restricted to adjacent hexes (and the ground level above)?
·         Units in a cellar have their ground-level LOS restricted to adjacent hexes.

·         6.8.1.3 This rule simply means that although a gate (or a bridge) might allow free movement across a Wall hexside, the Wall still has its normal impact on LOS and fire DRM.

·         6.10.2 & TEC: The rule says, "Units on a Gully Lip may exit to an adjacent hex as if not in a Gully", but the TEC says "1 MP to exit a gully on the high side."
·         The TEC is correct.

·         6.12.1: The height of Debris 1/2 level, as implied by the example in 5.3.3.

·         6.16.2 - If a unit already in a sewer fails its AC to move further in a sewer the unit gets marked as moved and is placed in a sewer hex of the opponent's choice. Is this placement required to be within the three hex range of normal sewer movement?
·         Yes.

·         7.4.5 - What is the range at which units can search? If I, for example, roll a '9' on the d10, can I search my unit's hex and 8 out from it in a straight line?
·         Units may only search their own hex and adjacent hexes.

·         7.4.5: Whenever a unit successfully searches less than 6 hexes, the searching player chooses which hexes are searched.

·         10.1.3: If an assault-moving infantry unit wishes to use its assault fire in a later impulse, must it "save" a MP during the impulse in which it moves (i.e. using three or less MPs)?
·         No.

·         10.3.4 would read better as: "SW Teams on the 1-2 side may not fire their support weapons (exception: FT/DC/MOL may be fired whether the SW unit is on its weapon or 1-2 side)."
·         Mostly yes – the important thing is the FT/DC/MOL have their own simple rules for use and are not ‘fired’ the same as other SW.

·         10.7.1 Can SW use Platoon Movement?
·         Yes – all infantry units can.

·         11.2 Vehicles can bypass fountains and rail cars, as stated on the TEC.

·         12.1 - 12.1.1 states that a unit can mount a transport by moving into the transport's hex OR by the transport entering the infantry unit's hex. However, 12.1.3 states that a transport and an infantry unit may ONLY "rendezvous" for mounting if the transport moves to the infantry's hex.
·         The infantry unit cannot move into the transport’s hex and mount up in the same turn – the only way to do that is for the transport to move into the infantry’s hex. 12.1.3 is correct.

·         13.1.1 Is there a limit to the number of times a squad or HS can attempt to drop smoke (aside from the once per turn limit)?
·         A unit may attempt to drop smoke each turn, regardless of its dice rolls.

·         13.2.1, 15.8.3 The rules state that guns place smoke in the same manner as achieving an HE hit--using the HE To Hit Table. What target type is used when a gun places smoke? Infantry, vehicle, or building?
·         Whichever of the three the firer chooses.

·         15.1.1 says "any unit capable of firing can use Defensive Fire." A unit that Crawled or Assault Moved can still fire normally later that turn. However, can it Defensive Fire?
·         Yes.

·         15.1.3, 15.1.4 & FFT - The rules state that squads, AFV machine guns and SW machine guns get a +1FF modifier for point blank fire (fire into same or adjacent hex). But the FFT modifiers on the chart give these units a +2FF. Do units at ground level qualify for this bonus against enemy units in an adjacent level 1 or 2 hex?
·         The FFT is correct - +2. Yes.

·         15.1.7 Units that are marked "Crawled" or "Assault Moved" are "capable" of using 1/2 of their Firepower. Can they Defensive Fire at 1/2 firepower?
·         Yes.

·         15.1.8 Can SW on their (1-2) sides use Desperation Fire? What about MGs?
·         Yes, SW can, using 15.1.9 rules. MGs may not. 

·         15.1.8 - How would one figure the Morale Check for three 6-6 German squads that fire, and the roll is 68. Do all of them get pinned due to the 8, or will there be separate die rolls for each?
·         15.4.4 Units may not use Desperation Fire and Platoon fire at the same time, so each would have to make its own roll.

·         15.4 Can two tanks combine their total MG firepower, i.e. two CMGs and two BMGs into one attack? I'm guessing each MG from each tank uses an impulse.
·         No - Tanks cannot use Platoon Fire.

·         15.4.1: When it says, "Units in the same hex may always combine their fire if otherwise capable" this is the only way units may combine their fire without a leader, correct?
·         Yes

·         15.7.3 Is a nationality limited to the number of satchel charges it can have by the countermix? My opponents would like to have about 20 on the board at a given time.
·         Players are generally limited by the counter mix, and certainly in this case. Yes, piles of satchel charges are against the spirit of the game, and sitting there generating them is a waste of time. Of course, if I'm the opponent, I'm moving to some pretty tasty positions with my impulses while they're doing that...

·         15.8.3 I fire a tank at a squad in a building (aiming at the squad). I hit that squad; I roll on the 16 column with no modifiers. What happens to other units in that hex with that squad? Do they all roll on the 16 with no DRMs? 
·         All of the units are hit if you are using the Infantry Target Type and they are all in the same location (that is, the same level usually) of the building.

·         15.8.3.2 With regard to HE vs. armored vehicles, it states that an "E" result on the FFT eliminates the vehicle. For normal HE, a C Suppresses the AFV and all M results of M+1 or lower are ignored. All M+2 or higher M results are taken as an M.

·         15.8.4 Aside from the building critical hit (i.e. double zeroes), is there a critical hit for infantry (e.g. I fire a tank main gun at a squad in a building, (or woods or whatever) and roll double zeroes)?
·         15.8.4 says any guns firing at vehicles or building occupants, but not woods.

·         15.8.8.1 A tank is behind a wall and its TCA is facing across the wall but its hull is facing a non-wall hexside to utilize its BMG in a different VCA. The tank is hit by Gunfire which passes the screened shot roll; since the tank’s TCA and VCA are different, it needs to roll per 15.8.8.1 to determine a hull or turret hit. Are hull hits ignored due to the wall protection?
·         No – the screened shot roll assures that the exposed part of the tank is hit. The tank is struck on the appropriate facing of the turret.

·         15.8.14: Does a small target (red dot on back of counter) necessitate use of the Screened Shot procedure?
·         Yes.

·         15.9 Can a mortar round land INTO the cellar or between levels in a multilevel building (i.e. into the ground floor of a two-level building with a cellar)?
·         Abstractly, yes - you have to add the DRM for each instance.

·         15.9.2 says mortars use the HE to Hit table. Can mortars be fired at enemy squads hiding in the cellar of a multilevel building so long as there is LOS or if a spotter has LOS to the cellar?
·         Yes.

·         15.9.3, 6.18.1 states "mortars may never fire from inside buildings." Can they be fired from an open-roofed building hex?
·         Yes.

·         16.1.4 Can the firepower of a single tank's BMG and CMG be combined? If, no, is CC the only time MGs can be combined?
·         Yes - they may be fired each with a single impulse or together.

·         16.1.5 A tank is behind a wall. Can it fire its BMGs across the wall hexside?
·         No.

·         17.2.2 & 17.2.5: 17.2.2 says "There is no 'cost' to carry a radio or phone; carrying units may move normally." 17.2.5 states, "A unit carrying a phone may only use Crawling movement." Is the second rule correct in regards to phones?
·         Yes.

·         17.4.7 There are two different smoke counters. One includes a diagram of 7 hexes. What is the purpose of this smoke counter?
·         This counter is used to represent smoke fired by artillery, as per 17.4.7.

·         17.6.2: What is the # of Aircraft on-station table used for?
·         It indicates how many aircraft arrive when the Air Support roll is successful.

·         18.2.5: Are wounded leaders eligible to become "unwounded" (i.e. become disrupted like a squad)? Are wounded leaders treated like a disrupted unit?
·         A ‘C’ or WIA result against a leader flips him to his Wounded side – permanently. A second C or WIA result kills him. The fact that he is on his wounded counter side is separate from any Disruption or Pinned Down result.

·         19.1.1: If a unit applies desperation fire to a unit that moves adjacent to it, can it then use desperation fire again versus the same unit which enters its hex to engage in Close Combat?
·         Yes.

·         19.3.3 Close Combat. Let's say a stack of three squads decides to make a 1-1 attack against two squads (one roll). If the result is "C", then do both defending squads suffer the C result?
·         Yes.

Most of the following Normandy clarifications are dealt with in the new Combat! Normandy rules ver. 1.51 which can be downloaded free in pdf format. The Combat! Playbook on-line version is also available as a free download in pdf format. If you do not have the free Adobe Acrobat reader software you can get it from http://www.adobe.com/. This page may also be dowloaded as a pdf document for easy printing and off-line perusal.

Combat!: Normandy

 Firefight Booklet

 Questions & Answers

 Rulebook

 LOS Questions

 Charts & Tables

 Design Questions

 Map

 Suggestions

FIREFIGHT BOOKLET:

RULEBOOK:

CHARTS & TABLES:

MAP:
The Cemetery (hex KbO2): There is no TEM for a cemetery in KbO2. Treat as per the wall hexsides. The cemetery is a +5 (or +1 for To Hit) hindrance to fire.

QUESTIONS & ANSWERS:
Q. Is the movement example on page 3 correct? I come up with 9 MP cost, not 8MP.

A. No, 8 MP is correct.

Q. Am I correct in assuming "CA" means "covered arc"? Is "covered arc"/"CA" the same as "facing"?

A. CA = Covered Arc. Yes, it is the same as facing.

Q. 11.63 says the M1 57mm AT cannot fire HE at infantry. Why then is there a row for HE fire from this gun on the US PAC?

A. Ignore the restriction for using HE. It was a late development decision to allow the American player to use HE for this weapon although our veteran interviews indicated it was in short supply [and the gun was crewed by engineers, not the usual gun crew - they were MIA or dead]. No. The US Gunfire Table (GFT) states the M1 57mm AT has 51 Firepower Factors (under the "FF" column on the GFT).

Q. What does "FF" mean on the PAC under the "Ammo" column?

A. Firepower Factors, i.e., the FF equivalent used on the Firepower Factors Table (FFT). Except for the 57mm AT, the other weapons systems have their FF in the "FP Equiv. Row on the FFT as well as the column on the GFT for FF. FF is the same as FP.

Q. If you can fire a squad/HS AND their inherent MG/BAR at the same hex in the same impulse, do you add the two FF together? (US squad FF 71 + US BAR FF 21 = 91 FF).

A. There is no restriction or requirement to do so but each usage is the use of one impulse. EX: Fire a squad's FF as Fire 1 in one impulse, marking with a Fire 1 marker; then the German uses his impulse, possibly firing back at your just-fired squad; then the squad so-marked with Fire 1 may use its inherent BAR as another American impulse (somewhere else or against the same target, note no stated restriction) and mark with Fire 2. If you fire both the squad's FF AND the inherent BAR in the same impulse at the SAME TARGET, they ARE added together.

Q. I assume we can ignore the note making in 11.641, 11.642 & 11.643 due to the counters being provided?

A. If you run out of markers, use a side note as referenced.

Q. When a hexside terrain feature such as bocage lies between hexes of two different elevations (such as KbBB5/KbCC5), how high is the hexside terrain considered to be?

A. Any portion of hexside terrain at a lower level is considered to be on that lower level. It 'follows' the terrain contour depicted by the levels on map. Check the notes section in the Terrain Effects Chart (TEC) and the LOS Height Comparisons table on page 5, as well as the Line of Sight Grid on page 19. Walls and hedges and AFV are +.5 levels high; bocage +1 levels high, etc.. The hexside or any other terrain depiction 'grows' from the base level of the terrain it sits 'on', e.g. in the example on page 18, a
unit in I20 could see into J19, but could not see OVER the +1 level bocage in the I20/J19 hexside as it is a +1 level terrain obstacle at one lower level., i.e., the same height as a firer in I20.

Q. How inclusive is the term "infantry unit" with regards to movement, particularly Platoon movement (8.6) and entering enemy hexes (8.7)? Does it include moving SW teams? Gun crews? NCOs? Also, which of the above qualify for meeting special rule #2 for The Milling Crowd?

A. All inclusive. Infantry is anything except an Opel Blitz/Jeep/PSW 232 Armored Car/all AFV. Yes. Yes. Yes. All.

Q. Does the FFE Firepower percentages of 12.51 also apply to on-board mortars?

A. "Artillery" and "FFE" only relate to the use of Artillery (12.1). Mortars are dealt with in 11.9.

Q. We played "The Milling Crowd" scenario. Please indicate to me where there is terrain with cover for the approach to AA9. A stack of one squad, one MG42 and an NCO creates a 157 (or is it 135, the rules aren't clear) Fire strength attack at 4 hexes. Even Crawling, the Chances of an E result are 40%, and a step loss is 60%!

A1. First off, let's go through your calculations. We'll use column 4 on the German PAC Gunfire Table for the above-stated range. A squad (Row 1) at 4 hexes has 38 Firepower Factors (FF) + Squad MG (although you didn't state you were using it) has 24 FF + MG42 has 78 FF = 140; if you use the NCO to fire also instead of directing fire, you'll get another 3 FF as per Row 4 for NCO's = 143 actual fire strength.

A2. The best 'cover' you have is the plethora of targets represented by your 167 men + 3 x machine-guns + 60mm mortar taking on 28 Germans and 3 x machine-guns. This firefight has been extensively played and playtested and is a simple execution of the point defense, and dealing with same as an attacker. Move around the flank using Bocage (+15), Hill (+5), Hedge (+5), and your ever-present Smoke Grenades (raise DRM as high as +25 by adding +10 for Smoke and +15 for Bocage and so on). What you can't do is waltz up to a German position containing the fearsome and high rate-of-fire MG42 and expect to have much of a chance of surviving in open ground.

Q. Page 3 Example: The last sentence indicates that only 8 MP are required to
end the move in L21. It seems like the total cost would be 10 MP.

A. You are correct, the additional 2 MP to climb the hill would result in a 1 MP in M21 and 2 MP in L21 for a total of 10 MP.

Q. 7.6 - I take it CC results are applied simultaneously?

A. Both results are applied, i.e., I eliminate you and you eliminate me, we are both eliminated no matter who rolled first.

Q. 8.10 - If SW teams crawl, can they fire?

A. No. Only non MG/BAR FF can be used by a crawling unit.

Q. Rule 10.55 states that multi-hex buildings have a stairway in each hex, but the example right before this indicates that this is not the case. Which is right?

A. See 10.54, "any building that extends into more than one hex but lacks a square center dot in any part of it..." 10.55 describes the square center dot itself for buildings having one.

Q.- Can a rifle grenade be used against a truck?

A. No. The firepower of the squad's rifle grenade is factored in for any FF type fire against enemy infantry or transport as per 11.631, "Apply all other fire against transport using the applicable column of the FFT." Grenades, thrown or fired are factored into the firepower of the squad at range 1-2 with the exception of firing rifle grenades in an anti-tank role (which uses the GFET process)

Q. 11.645 - Are bazookas/panzerfausts/rifle grenades affected by hindrance? (i.e. the need to use a AP To Hit die roll?)

A. Yes.

Q. 11.731 - When a bazooka/panzerfaust/rifle grenade is used in overrun defense at zero range, do they fire at the front target facing of the AFV?

A. They fire on the facing of the tank as it enters their hex (usually front unless tank is moving in reverse).

Q. 11.741 - Is there no modifier for HE fire (only AP fire) from a moving AFV?

A. No, it uses the same modifier as AP fire.

Q. 11.96 - Does this mean to say "if no friendly units within 2 hexes of target, mortar fire can scatter/miss to an adjacent hexes only, (one hex, not two hexes away from target)."?

A. Yes.

Q. 13.8 - The modifiers should be negative (like on the table) not positive for enemy AFV.

A. It works the same either way, add to the dice roll or reduce the MML. Point taken.

Q. I mixed-up my play-aids before marking the corrected one, Duh! How can I tell which one is which?

A. There is no "bad" data involved. The second play aid has all three Bazooka charts; the first only has the Bazooka vs Pzkw 35R.

Q. Is the inherent MG firepower in addition to, or part of a squad's firepower? In other words, if I fire my US squad with its MG at three hex range, does it have a firepower of 40 or 61? If I fire the Squad at one hex and the MG at another, does it have a firepower of 19 (squad) and 21 (MG)? Or is it 40 and 21?

A1. Inherent MG can be used in the same impulse - mark as Fire 1 even at two different hexes; in a subsequent impulse it may instead fire one or the other, not used in the first impulse - mark as Fire 2. You ADD the firepower together if used in the same shot at the same hex or use them separately if used at different hexes or as separate shots in different impulses. You make the choice whether to combine your fire or split it: of course, a unit which 'saves' its fire is assuming it'll get the impulse back from the enemy in good enough shape (i.e., non-disrupted/WIA or elim.) to get off that second shot. Remember, in Combat! you never know if that nearby enemy platoon is going to make a move on you so you may need to 'save' some fire for such an eventuality.

A2. 11.21: SQUAD/HS FIRE RESTRICTIONS states: "Each weapon may be combined during one impulse and represents the use of one impulse by the owning player. A squad/HS may use any combination of FF/PF/MG/BAR/RG…" The example is also clear, "An American squad may fire its FF and BAR at a German squad in ToC5 or it may use only its FF, then fire its BAR in a subsequent impulse of fire its FF at C5 and its BAR elsewhere in the same impulse."

Q. [7.32] This rule states "All units in MSR (see 13.2) may reduce…" Must units be in MSR of a good order NCO?

A. Yes.

Q. [8.72] If an AFV enters a hex with an enemy AFV and stops, will Close Combat occur during the MPh if both AFVs are still in the same hex?

A. No. CC attacks are only made by infantry vs AFV, Infantry vs infantry and AFV vs infantry.

Q. [7.66, 11.31] Can the NCO add his inherent CCV of 1 to the CC when he uses the -5 drm? How about for Fire Combat, can an NCO add his FF and use the -5 drm in the same attack?

A. No. Either or.

Q. [9.1] Can a building have 3 squads on the upper level and 3 more on the lower level?

A. No. Stacking limits are per hex.

Q. PAC GFET Why does Swinging Traverse fire have an asterisk in its ROF column?

A. To remind you to make the extra d100 to see if it is removed from play.

Q. PAC CCT Gammon Bombs are listed on the CCT but not explained in the rules. The notation on the CCT does not clearly explain how they are used.

A. The "rule" is found on the CCT, i.e., it is a CCT DRM that is used as stated during CC only. T get the -10 DRM, a 1-20 d100 is needed; on a '00' a 'C' results to the attacker. Note it is a TC, not a MC (i.e., no further risk as a MC).

Q. [11.541] The last sentence reads "applies the +10 drm to its MML…." Should this instead read "…applies the -10 modifier to its TQ" as listed on the PAC MST?

A. Yes and no. You can deduct -10 from the units MML or add a =10 DRM to a MC. We'll re-word to make this a bit clearer as you suggest.

Q. Impulse 2 Defensive Fire continued: the 57mm in G20 has a +3 to hit because of the moving tank (+2) and the brush in H20 (+1), correct?

A. No, the Military Crest makes the gun one level higher than the Grain in H20, allowing it to avoid paying the additional +1.

Q. [11.731, 20.2, 20.31, 20.4] Are fractions rounded up or down in these situations: Halved CCV of moved or fired defending infantry in overrun and halved MP of a tank mounting riders?

A. Fractions are rounded down (FRD) in all cases unless stated otherwise.

Q. [7.6].Close Combat Table: Is the CCV for transports 1?

A. Yes.

Q. [13.41] "A unit may only be modified by less than or equal to 3 friendly squads/HS/SW teams/gun crews/AFV" needs to be clarified. Does this rule apply only to good-order/pinned down units? Can an unlimited number of disrupted friendly units modify the TQ? How many enemy units can modify a unit's TQ?

A. No, it applies to all units. E.g., three disrupted friendly squads are the max, etc. The designer's intent is that the individual soldier only cares about the guys in 'his squad' and this quantifies that.

Q. MST on PAC: the double-asterisk on "friendly units" does not make sense, please explain what this phrase means: "Maximum friendly non-NCO infantry affect MML"

A. The double asterisk reminds you about those less than or equal to three friendly units referenced in your question above relating to 13.41.

Q. [14.113] Can eliminated RPs be replaced onto the map as per 14.11? Or are they permanently out of the game?

A. Yes. No.

Q. [16.4] Do the "Brush Paths" in ToS17-BB13 and ToW19-AA17 have the same LOS restrictions as the Brush Road on the Kb map?

A. Yes.

Q. [11.645] "Moving directly at or away from the firing unit does not penalize the firer…" Does this refer to the ENTIRE movement of the target?

A. Yes, at least the hexes moved through up to the time your unit chooses to fire (in the case of defensive fire). It does not include the hex the vehicle started in, only hexes moved through.

LOS QUESTIONS:
Q. I'm assuming that grain is +1 high. Page 19 upper LOS Grid example: item 4 , last sentence. Isn't the grain in F17 (level 1, height 2), equal in height to the hypothetical crest in G18 (height 2)? If this is so, fire from G18 (hypothetical height 2) to E17 (height 1) would be hindered by the F17 grain (height 2), correct?

A. Grain is +.5 (one half) levels in height. Thus, no.

Q. [22.96] Regarding mortar fire, it states that "In all other cases, a d10 is made to determine which hex the fire falls in" Is this used when there is no LOS to the hex(es) behind the target?

A. Yes. You may miss into a hex you cannot see (i.e., mortar round(s) fly in there).

Q. Page 19 bottom LOS Grid The first hex listed is the firer hex.
a) do the following hexes gain +10 for the wall (instead of +5)? A17-A16. B16-A16.

A. Yes, unless a unit in A17 is on an upper level marker due to the height advantage. Yes, unless the unit in B16 is on an upper level marker due to the height advantage.

b) Don't the following gain the highest drm of +25, instead of the cumulative effect of +35? C17-A17. C18-A17.

A. Yes. Yes.

DESIGN QUESTIONS:
Q. 11.611 - Guns should not be able to move into/start in a building.

A. Yes, they are allowed to do so. None of the guns in Combat! Normandy are the type that could not be pushed into a building, such as a German 88 (of any type, FlaK, AT). When we get to these larger guns we'll deal with them accordingly. 11.631

Q. Part of what sold me on getting this game was the promise of those ultra-detailed cards for each unit type. You removed these and the 'new interrupt' procedure, which was supposed to make the game more interactive. Why were the rules and components so fundamentally changed?

A. One complaint is "too many" charts. Another is "not enough" in the form of the cards. The cards morphed into the GFET, 6-8 of which are found on each Player Aid Card (PAC). Things will continue to change (a little) and grow (a lot), as we will continue to pour development time and money into this system!

Q. Why were no Panzerfaust 60 counters included? They would have saved some note making.

A. They are inherent weapons, just like BAR/MG for squads/HS. We'll be happy to include such markers in the next module if you guys want them.

Q. Will there be a glossary for all these acronyms and abbreviations?

A. The acronyms should each follow the first usage. We're making a master acronym glossary now for upcoming Combat releases.

Q. I believe the moving AFV firing modifier should be lowered to +6.

A. It's a thought and a good idea but frankly, we have no data to back this up. When consulting with our research team on the to hit methodology used, they stated we were just as well using a seat of the pants method as there is no body of data we know of providing percentages.

Q. Do you guys need playtesters for future games using this system?

A. Blanket answer: yes, the more the merrier.

Q. 11.11 - Acquisition should be lost if the firer has moved.

A. In our discussions with our guru Hal Hock, he made it clear the distances involved of a typical tank battle would take place at would make it such that small changes in turret facing would result from movement of target or firer in terms of, say mils. That said, in our clogged Norman battlefield, get out of LOS or suffer suppression and you lose acquisition.

Q. 11.8 - A bazooka should be able to fire against a wall. Why can't a panzerfaust/rifle grenade be used against infantry like a bazooka.

A. For both parts of your question, we were after common usages of these weapons, not the use of panzerfausts as shoulder artillery to be used against infantry at will. Same for the bazookas, which accounts point to in this battle served in an anti-tank role. Remember, Combat! Normandy deals with this specific action and the limitations that poses.

Q. A quick look at the Gunfire Table shows that US squads can fire up to 16 hexes, while German squads can only fire 12 hexes. Since the US units represented are Airborne troops, primarily armed with SMGs and Carbines, why is their range longer than the Germans, who one would assume are armed with longer-ranged Mauser rifles?

A. Fire discipline. Training. Elite troops vs second line, unmotivated soldiers. Not a rifle vs rifle comparison as you indicate. Also, you did not compare the 'full enchilada' as the inherent German machine-gun and the American BAR, not to mention rifle and smoke grenades, and panzerfausts make up our Combat! squad complement. But it's fire discipline; marksmanship (and you'll note our Paratroopers are "braver" than their German counter-parts morale-wise.)

Q. Why can't half-squads fire to the same range as full squads (do casualties make their guns shorter?)

A. It's a question of placing firepower out to a given range. We did not invent this theory, it's used in other games and we simply agree.

SUGGESTIONS:
S. Add a new rule. - Infantry should be able to defensive fire close combat a AFV that moves adjacent to them if the infantry unit starts out in a wood/building/grain/rubble hex. They should also be able to use panzerfausts/rifle grenades/bazookas at zero range (the AFV target facing would be determined by the direction from which the infantry advanced from.
A. There are plenty of ways for infantry to attack tanks at this point. Let's get some feedback.

S. [7.61] This rule could mention that the "C" and "E" results are explained in the table below the FFT on the PAC.
A. Yes.

S. [8.92] This rule could also state that a vehicle moving forward may pay one MP to change gears to then move in reverse.
A. Yes.

S. [8.94] This rule should explain that the vehicle front is the corner with the MP value and that vehicles should face a hexspine. Also, the meaning of "CA" should be explained here.
A. Yes to both.

S. [10.9] An illustration or map example would be useful for this rule.
A. Yes.

S. [11.11, 15.7] These two rules deal with situations that appear identical at first glance: multiple targets in the same hex. Further explanation of how they differ would be helpful.
A. We'll get that into the next version for greater clarity.

S. [11.645]: A "To Hit" chart would be helpful.
A. Yes, this is planned for the next release.

S. MC/TC procedure: It would be easier to resolve a morale check if the MST modifiers were converted into morale check drm modifiers. Thus players could start with the morale check modifier and add or subtract modifiers, and roll against their base Troop Quality.
A. This is an excellent suggestion and we'll be happy to hear more feedback along these lines.

S. What about adding a sniper rule?
A. We've looked at some type of random events generator for the battlefield that could include snipers, short rounds and bad rations, not to mention lice, cholera, the occasional minefield or fly swarm. Feedback?

Return to the top

Return to the Combat! page

Return to Clarifications

Return to CH Home

Critical Hit, Inc.
PO Drawer 279 Croton Falls, NY 10519
(914) 278-9125 Voice  - -  (914) 278-4822 Fax
info@criticalhit.com    E-mail
Copyright 1994-2000 Critical Hit, Inc.