TACTICAL COMMAND
TACTICAL COMMAND
TACTICAL COMMAND
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iii. Heavy weapons stands<br />
On landing, heavy weapon and vehicle stands must role 3+ (1d6) in order to survive the drop.<br />
Heavy weapons and vehicles may start to move from the DZ, using the ‘Motivating HQ’ rules,<br />
two turns after landing. Stands not within command distance of their HQ count as ‘lost’ until<br />
they rejoin their units.<br />
b. Glider Landing<br />
Gliders require a 12” ‘landing run’, clear of obstacles, in order to make a successful landing,<br />
nominating the start point and direction of their ‘landing run’ before any measurement is made.<br />
On landing, gliders must role 4+ (1d6) to ensure no losses. If this role is failed, any stand the<br />
glider carries must role a 4+ (1d6) save or is lost.<br />
All gliders must be landed before any of the above ‘save roles’ is made. All successfully landed<br />
troop stands may move up to half their normal move distance and fire in the same turn as their<br />
glider lands, ignoring the ‘Motivating HQ’ rules for this turn only. All other successfully landed<br />
stands are operational at the start of the turn after landing.<br />
AA fire is allowed at Gliders at the start of their landing run. Normal AA rules apply, with the<br />
following modification: any role of 5 causes the glider to take a morale check. Once landed and<br />
all save rolls are made, successfully landed stands become eligible targets for enemy units on<br />
Overwatch/Hold Fire (i.e. landed units are considered to have exited the gliders before taking<br />
fire).<br />
ADVANCED FIRE AND MOVEMENT<br />
Stands may move a portion of their movement allowance, fire at enemy targets, and then move<br />
again, up to the remaining portion of their movement allowance. Stands using this fire-andmovement<br />
technique are still penalized for firing after having moved. All other fire and<br />
movement rules still apply.<br />
MOVEMENT AND UNIT COHESION<br />
Green stands from different battalions may not come within 1" of each other.<br />
Stands on a road prevent the use of that part of the road for all other stands.<br />
COUNTERBATTERY FIRE<br />
Corps-level or Army-level artillery stands may conduct counter-battery fire. Rockets may never<br />
conduct counterbattery fire. To use counter-battery fire, the artillery battalion’s FO must have<br />
LOS to a current enemy barrage marker and the battalion must pass a motivation check per the<br />
normal rules. Once motivated, the artillery battalion designates one enemy artillery stand that is<br />
currently firing as a target. The Artillery Fire Chart and procedures are used normally, with the