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TACTICAL COMMAND

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of the firer causes a morale check. Each additional hit modifies the morale check roll by –1. A<br />

non-turreted weapon may only fire from its front arc (180 degrees). If conducting fire after<br />

movement, roll a save on 1d6. A 5 or 6 means the attack has no effect. If any stand is firing a<br />

fixed weapon after movement, a 4, 5, or 6 on the save die means the attack has no effect.<br />

Apply a -1 to the roll of a stand firing at a target that is in soft cover (woods/forest, swamp,<br />

entrenchments, gully, hedges, etc.) and that has not moved in the current turn.<br />

Apply a -1 to the roll of a stand firing at a target at long range and a +1 to a stand firing at short<br />

range. Note that mortars do not have a short range.<br />

Apply a -2 to the roll of a stand firing at a target that is in hard cover (towns, bunkers, walls, etc)<br />

and that has not moved in the current turn.<br />

Apply a +1 to the roll of a stand firing at a target that has moved or is moving if attacked by<br />

Overwatch/Hold Fire.<br />

CLOSE COMBAT<br />

Close combat occurs when enemy stands touch each other. Infantry can automatically dismount<br />

in close combat. Soft vehicles and towed weapons are automatically destroyed prior to any close<br />

combat rounds. Each side gets one die roll per round. High roll wins the round and the<br />

difference is the number of stands eliminated (opposition's choice). No stands are eliminated if<br />

the result is a tie. Rounds continue until all stands on one side are eliminated. The rolls are<br />

modified by<br />

+1 Per extra stand above 1<br />

+2 Per AFV vs enemy infantry (N/A if enemy AFV also in the close combat)<br />

+2 Per engineer (represents flamethrowers and satchel charges)<br />

+1 Per ATR attacking vs AFV (N/A if enemy infantry also in the close combat)<br />

+2 Per PIAT/Bazooka/ATRL vs enemy AFV (N/A if enemy infantry also in the close combat)<br />

+1 Per SMG stand vs enemy infantry (N/A if enemy AFV also in the close combat)<br />

-1 Per MG-armed AFV in CC with any enemy gun-armed AFV<br />

+1 For CC against any pinned units<br />

+2 For CC against any suppressed units<br />

FLAMETHROWERS<br />

Infantry flamethrowers may only attack in Close Combat. AFV flamethrowers always fire at the<br />

flank of enemy AFV. AFV flamethrowers ignore the effects of a target's cover.

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