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FAQ - CLARIFICATIONS - OPTIONAL RULESvers. 1301
OPERATION SQUAD RULEBOOK
INDICATE A TARGET (Page 8 of the Rulebookl)CLARIFICATION
For mortars ONLY, if a model with a Target Acquiredmarker moves then only remove the marker at the end of the turn.
FIRST AID ACTION (Page 9 of the Rulebook)
CLARIFICATION
A Mediccan perform a First AidAction on himself to heal a wound.
FIXED POSITION WEAPONS: Movement
VARIATION OF THE BASIC RULE
In order to move a model with a weapon that has the Fixed Positioncharacteristic, one of the assistantsmust be adjacent to him. If there is
no assistantadjacent to the model then he can move anyway but must subtract 1d6 from his movement.
BUILDINGS: Line of sight towards the exterior
CLARIFICATION
Further to the rule on Page 11 regarding Line of Sight, models inside a building or a ruin can only trace their line of sight through doors,
windows and gaps and must apply the REAL line of sight. Walls or internal walls are not the same as the vegetation in a wood, where a
small movement is enough to give you a completely different view. For this reason, models adjacent to a window or door only have a 90
arc of fire. For the same reason, if they cant see all of the enemy model then models inside a building must treat the opponent as being in
cover even if, normally, the area of cover in which the firing model is located is not considered when the opponent is outside it (Page 13).
E.g. An American Paratrooper has just moved inside a house and sees a German Grenadier outside the window 6cm away on the other side of
the house. The real line of sight indicates that he cant see all of the model and so he gets the benefit of cover. On his next turn, with a Move & FireAction, he can move next to the window. This time he can see all of the enemy model who gets no cover at all.
FIRING AT INFANTRY MODELS (Page 11 of the Rulebook)
VARIATION OF THE BASIC RULE
If a model that is leaning out from behind a wall, hedge or is at a window is Pinned (or Wounded) and is no longer visible, he can no longer
be fired at. Resolve ALL shots from the weapon that fires at him before attributing any damage.
* FIRE: FIRING BEYOND MAXIMUM RANGE (OR INSIDE THE MINIMUM RANGE) (pages 11-12 of the Rulebook)
CLARIFICATION
If a model declares that it will fire at a target that, after measuring, is beyond maximum range (shown as NE on the Weapons Table) we
assume that the model hasnt taken the shot. If the firing model was Hiddenthen it keeps its marker.
The same rule applies for minimum distance when using hand-grenades and other indirect-fire weapons.
Given that the shot isnt taken, single-shotweapons (e.g. hand-grenades), do not run out and can be used later on in the game.
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COVER (Page 13 of the Rulebook)
NEW RULE
Now the last sentence is the following:
Obviously dont count walls and hedges when the firing model is touching them, nor areas of coverfrom which the firing model is firing
if the model is adjacent to an edge from which they can trace the line of sightto the target. If the firing model is in a building and firing
outside then he must be adjacent to a door, window or gap to avoid counting the cover hes in. If the target and the firing model are both
in the same area of cover then the cover applies.
PRIORITY TARGETS (Page 13 of the Rulebook)
OPTIONAL RULE
The words cover is the same in the paragraph indicate a certain hierarchy of targets. The main target should always be the easiest, so if
the choice is between one in cover and one not, you can fire at the one not in cover even if it isnt the closest; if the choice is between a
target in light cover (a hedge, a field) and one in medium cover (woods, wall, building) then you can always fire at the less protected one
even if its not the closest and so on.
But when the cover is the same, apply the rule about Priority Targetsto avoid strange situations arising from the application of the game
mechanics (choosing an assistantas the target even if he isnt the closest one, firing at a model behind another because the one in front
has already moved or maybe has an unloaded weapon etc). Obviously its impossible to allow for all eventualities in the rules so, if in
doubt, you can fire at models that arent Hiddenthat arent the Priority Target declaring as much in the Declaration of Intentionsphase and
performing a Strategy Rollwhen performing the Action. In this case roll 2d6 and add the VT: with 11 or more you can fire at the given target,
with 10 or less you lose the Action (give the model a Turn Overmarker). Just imagine that the man has lost time aiming at the new target
in the chaos of battle.
MODELS ON THE FIRING LINE (Page 13 of the Rulebook)
CLARIFICATION
Friendly adjacent models can be ignored for the rule regarding intervening models.
WEAPONS TABLES: EXTREME RANGE (Page 15 of the Rulebook)
VARIATION OF THE BASIC RULE
Rifles with Rate of fire of 1 and Light, Medium and Heavy machine-guns treat Extreme range as 160cm instead of 80cm.
MULTIPLE SHOTS (Page 17 of the Rulebook)VARIATION OF THE BASIC RULE
When firing multiple-shot weapons you only declare one target model but if this target is KIA or is no longer in line of sightwhen the Action
is executed then the firing model can sacrifice one shot and fire the remaining shots at other enemy models up to 10cm away from the
original target.
E.g.: Massimo declares that his German Sergeant will fire at an American Paratrooper. Giorgio reacts by declaring that the Paratrooper will fire at
the Sergeant. Massimo counter-reacts declaring that his Grenadier (armed with an Stg44) will also fire at the Paratrooper. Giorgio counter-reacts
by saying that his Corporal (Hidden in the same house and 8cm from the Grenadier) will fire at the Grenadier (armed with an Stg44). The players
roll for priority: the Germans get 11 for the Sergeant and 7 for the Grenadier; Giorgio rolls 10 for the Paratrooper and 9 for his Corporal. Its time
to Execute the Actions. Massimos Sergeant fires and kills the Paratrooper with his second shot. He loses the opportunity to use the third shot
since the other American Paratrooper is Hidden and you cant move fire onto Hidden models. Now its the American Corporals turn and he fires
at the Grenadier (the one with an Stg44) but hes unlucky and the weapon jams after the first shot (an unlucky roll of 1,1,1,2) and doesnt even do
any damage (6 + VT3 = 9). Now its the Germans turn but his original target is KIA. So he sacrifices a shot (we assume he fired the first one at the
American Paratrooper) and fires the remaining two shots at the American Corporal who is now visible (he lost the Hidden marker when he fired).
Hes lucky enough to kill him with the first shot so can fire the remaining shot at an enemy model within 20cm.
Note: Remember that the 10cm distance only applies in the first situation because its an exceptional case (the declared target is KIA) while
in the second situation, for the third shot, the normal rule for multiple-fire weapons applies.
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AMMUNITION BELT: use against more than one model in the same Action/Reaction phase
CLARIFICATION - OPTIONAL RULE
The rules state that a model with a machine-gun that has theAmmunition Beltcharacteristic and also has shots to spare can be re-activated
if an enemy model moves within 20cm of the latest target. If more than one enemy model is activated within 20cm, the model with the
machine-gun can declare a reaction against each. In this event he only rolls Priority once and applies the result to all enemy Actions
damage.
E.g.: Massimo has a Fallschirmjger armed with an Mg34 that is watching a road between two houses. After firing, killing one of Stefanos men
with the first shot, he places a dice showing the guns 5 remaining shots. In a later phase, Stefano says hell try to cross the same road with another
man. The American moves within 20cm of the remaining shots dice, so Massimo declares hell react by firing. At this point Stefano says anotherman will move to the corner to shoot at the machine-gunner. Since the second man will also move within range of the remaining shots dice,
Massimo declares a second Fire reaction. There are no other reactions so the players roll for Priority: Stefano rolls 12 for the first man and 6 for the
second, while Massimo rolls just once and gets an 8. The first American gets across the road and into cover unharmed, while the second is shot at
when he gets to the corner (but before he fires). If he survives he will fire.
MORTARS: indirect fire
CLARIFICATION
You cannot fire a mortar if the weapon is inside a Wood or a Building with a roof. You can fire from within some ruins if the roof is missing.
RANGERS SQUAD (Page 33 of the Rulebook)
ERRATA CORRIGE
In the American Ranger Squad, the Sniper weapons should read as follows: M1903 Springfield rifle, MK II Pineapple grenades
GUARDS RIFLE SQUAD (Page 40 of the Rulebook)
ERRATA CORRIGE
In the Russian Guards Rifle Squad, the DP light machine gun variant should read as follows: Up to two men per Squad can replace their
SVT40 semi-automatic rifle with DP light machine guns and a Tula Tokarev 1933 pistol for +30 points each.
GRENADIER SQUAD (Page 41 of the Rulebook)
ERRATA CORRIGE
In the German Grenadier Squad, the Stg44 assault rifle variant should read as follows: Up to three Grenadiers per Squad can replace theirKar98K rifle with Stg44 assault rifles for +35 points each.
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VEHICLES! RULEBOOKVEHICLE MOVEMENT: rotations
CLARIFICATION
With the introduction of Vehicles you should adapt roads proportionally. If you think about a hypothetical three-point turn, it becomes
clear that a normal two-lane road (one lane each way) should be at least twice as wide as the length of a normal vehicle. In game terms they
must be at least 15cm wide, while if its a normal one-lane track then 8cm is ideal. A halftrack would have serious difficulty manoeuvring on
a road like this in real life a 90 turn is made up of gradual moves and would translate, in the game, into a series of mini-turns costing 2cm
each. Of course all players tend to go at top speed so when turning 45 in one go they may fish-tail into a building or wall. If the contactis marginal then just consider it to be a small scratch but if theres more than 1cm of contact then treat it as an Involuntary Crash (Page 13
of the Vehicles Manual!).
VEHICLE MOVEMENT: Walls, Driving Test
CLARIFICATION - OPTIONAL RULE
When talking about walls, it s a good idea to remind players that theres a big difference between going over a wall at an angle and going
over at a perpendicular angle. In the game we take it for granted that the driver uses common sense when going over these obstacles to
avoid breaking their tracks (or worse). But if you want you can use the Optional Rule of the Driving Test. In this case every time you try to
drive over a wall or through some ruins with a Vehicle roll 1d6. If you roll a 1 then the Vehicle is immobilised. Despite the fact that a tank
can theoretically push down the walls of a house, this is not allowed in the game due to the risks that it entails (falling into the cellar, house
coming down around it etc.)
TRANSPORTED MODELS: HIDE ACTION (Page 11 of the Rulebook)
CLARIFICATION
Transported models keep their Hiddenstatus even if the Vehicle theyre in is no longer Hidden. You can assign a HideAction to transported
models even if the Vehicle theyre travelling in isnt Hidden.
VEHICLES THAT ARE OUT OF CONTROL (Page 13 of the Rulebook)
CLARIFICATION
A Vehicle goes Out of Controleven if the driver is Pinnedor KIA. The Vehicles driver is considered to be the man that last performed the
Move the VehicleAction.
Example: An American Jeep with two crew declares it will perform an Engage Order. One man uses the Move the Vehicle Action while the other
uses a Fire Action to fire the jeep-mounted machine gun. After completely executing the Order the driver is shot by a German Sniper in a building
70cm away. The Sniper Rolls to Hit; he rolls 3d6 + 1d6 (for the range) + VT 4. The American subtracts the total of his two dice for the Cover provided
by the Vehicle. The Final Result is 14 so the driver is Pinned and Wounded. The Jeep goes Out of Control (even if the other man is still active) and
must move 2d6 in the direction it is pointing in.
VEHICLES THAT ARE OUT OF CONTROL (Page 13 of the Rulebook)
CLARIFICATION
The rules state that if a Vehicle goes out of control(Page 13) it moves 1d6 or 2d6cm straight ahead; but if, in its last turn, the vehicle had
reversed then of course this movement is to the rear, i.e. always follow the last direction of movement.
INVOLUNTARY CRASHES (Page 13 of the Rulebook)
CLARIFICATION
If an Out of ControlVehicle hits an element that interrupts its movement, consider the Vehicle to be stationary, as if one of the men inside
had used a BrakeAction. If the Vehicle declares a FireOrder next turn, none of the crew will be obliged to use a BrakeAction.
FIRING FROM ONBOARD A VEHICLE (Page 14 of the Rulebook)
CLARIFICATION
Transported models cannot fire with weapons that have the Cumbersomecharacteristic while they are on Vehicles, unless the weapon is
mounted onto the Vehicle and then only using the rules on Page 11. Any exceptions will be shown on the Vehicle Datasheets.
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VEHICLES: The Re-load Action
CLARIFICATION
When declaring your Actions the crew can declare they will Re-loada Vehicle weapon even if, at the time of the declaration, the weapon is
not yet out of Ammo. Imagine a model ready to load a new shell. If, when Executing Actions, the weapon rolls a triple, it can be re-loaded
immediately.
INFANTRY ASSAULTING ARMOURED VEHICLES (Page 24 of the Rulebook)
CLARIFICATION
Assault against Armoured Vehicles is not a true Melee: for this reason you are not allowed to use the Re-roll given by characteristics such
as melee, trained with the bayonetetc.
VEHICLE CREW SECTIONS: Spotting Test
CLARIFICATION
Considering that it is a single unit, the Spotting Testis also performed by the Section, i.e. you only get one Test per Section and not one
for each model. Considering the short distance between each model we can assume that they can give each other information without
any problem at all. To this end, even if only one model has Line of Sight without cover towards a Hiddenmodel then all can see the target
without having to perform a Spotting Test. But when they are firing, only the model with the clear Line of Sight does not apply cover; the
others will have the cover penalty as normal. If a leader Indicates a target and at least one model is within 20cm then the whole Section can
fire (assuming they have Line of Sight to the acquired target).
VEHICLE CREW SECTIONS: Multiple shots
CLARIFICATION
Models in a Vehicle Crew Section are treated as a single unit. The models perform the chosen Action one after the other. A reference model
must be indicated when the order is performed. Members of the Section must always be within 5cm of the reference model (i.e. they must
be in cohesion). If they move then the reference modelis the first to move. If this model is KIA, Woundedor Pinned!, then the second model
takes its place and so on. When all models have moved they must be within 5cm of the reference model; anyone further away is eliminated.
The reference modelmay vary from turn to turn. If for any reason models are more than 5cm apart before an Action, then they must move
to within 5cm or be eliminated. Terrain Table Modifiers are rolled for only once and apply to the whole Section. If they are the target of a
multiple shot weapon then treat the members of the Section as a single target.
E.g.: Massimo has a Fallschirmjger armed with a Stg44 watching a stretch of road between two houses. An American Vehicle Crew Section (who
just unloaded from a destroyed Sherman) wants to cross the road and move into the building opposite (and take control of the building). The
Section declares a Fast Manoeuvre order, specifying that each member will use a Run Action. The Fallschirmjger reacts and declares that hell
fire while theyre crossing the road and have no cover. Both players roll for Priority and the German player wins. He lets the fist model attempt
to cross the road and when its in the open he performs his first Roll to Hit, killing him. The Section performs a Panic Test but passes. The second
model must follow the same route and is Pinned! by the enemys fire. The German could fire at the Pinned model again but decides to keep his
last shot for the third model who then moves forward. This time the roll is unlucky and he misses. The model reaches the building but since hes
further than 5cm away the Pinned! man is removed.
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AMERICAN ARMY
Bazooka
As with all shaped-chargeweapons, the Bazooka shell was built to concentrate heat in one point and so it didnt have a lot of power at
impact. In order to respect its use historically we must differentiate between the two functions (Anti-tank/Anti-personnel explosives).
The Table regarding Armoured Vehicles remains unchanged.
AMERICAN ARMY INFANTRY WEAPONS TABLES
Target: Infantry & Unarmoured Vehicles
TypeClose
20 cm
Normal
40 cm
Long
60 cm
Extreme
80 cm
Rate of
fireCharacteristics
Bazooka (Explosives against infantry) - - NE NE 1 (A5) devastating, infantry anti-tank, minimum range 10, shaped charge,single shot, support weapon, BV5
Bazooka (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,
single shot, support weapon, BV5
BRITISH ARMY
Piat Anti-Tank
The Piat was a rather special shaped-chargeweapon in that it was more of a spring-loaded catapult. For this reason, and using the inertia
of the shot, it was of ten used as a grenade-launcher too. For simplicities sake, in the Infantry & Unarmoured VehiclesWeapons Table weve
shown this dual function in a single line.
But in order to respect its use historically the two functions (Anti-tank/Grenade-launcher) should be different. If you use this optional rule,
during the Declaration of Intents phase the player must state how he intends to use the Piat (implicitly stating which ammunition is used).
The Table regardingArmoured Vehiclesremains unchanged.
BRITISH ARMY INFANTRY WEAPONS TABLES
Target: Infantry & Unarmoured Vehicles
TypeClose
20 cm
Normal
40 cm
Long
60 cm
Extreme
80 cm
Rate of
fireCharacteristics
Piat (Grenade Launcher) NE +1d6 +1d6 NE 1 (A5)indirect fire, minimum range 20, silent weapon, single shot, slow
reload, support weapon
Piat (Anti-Tank) - - NE NE 1 (A5)devastating, infantry anti-tank, minimum range 10, shaped charge,
silent weapon, single shot, slow reload, support weapon, BV5
RUSSIAN ARMY
RPG-1Like all shaped-chargeweapons, RPG-1 shells were built to concentrate heat in one point and so they didnt have huge power at impact.
In order to respect its use historically we must differentiate between the two functions (Anti-tank/Anti-personnel explosives).
The Table regarding Armoured Vehicles remains unchanged.
RUSSIAN ARMY INFANTRY WEAPONS TABLE
Target: Infantry & Unarmoured Vehicles
TypeClose
20 cm
Normal
40 cm
Long
60 cm
Extreme
80 cm
Rate of
fireCharacteristics
RPG-1 (Explosives against infantry) - - NE NE 1(A5)devastating, infantry anti-tank, minimum range 10, shaped charge,
single shot, BV6
RPG-1 (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,
single shot, BV6
GERMAN ARMY
Panzerschreck & Panzerfaust
Both the Panzerschreck and the Panzerfaust were shaped-chargeweapons and their shells were built to concentrate heat in one point, so
they didnt have huge power at impact. In order to respect its use historically we must differentiate between the two functions (Anti-tank/
Anti-personnel explosives). The Table regarding Armoured Vehicles remains unchanged.
GERMAN ARMY INFANTRY WEAPONS TABLE
Target: Infantry & Unarmoured Vehicles
TypeClose
20 cm
Normal
40 cm
Long
60 cm
Extreme
80 cm
Rate of
fireCharacteristics
Panzerfaust (Explosives against
infantry)- - NE NE 1(A5)
devastating, infantry anti-tank, minimum range 10, shaped charge,
single shot, BV6
Panzerfaust (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,
single shot, BV6
Panzerschreck (Explosives against
infantry)- - NE NE 1(A5)
devastating, infantry anti-tank, minimum range 10, shaped charge,
single shot, support weapon, BV6
Panzerschreck (Anti-tank) - - NE NE 1devastating, infantry anti-tank, minimum range 10, shaped charge,
single shot, support weapon, BV6
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REINFORCEMENTS! RULEBOOKRPG-1 (Russian Army) (Page 13 of the Rulebook)
ERRATA CORRIGE
The Tables title should obviously refer to Russian weapons, not British ones.
SCENARIO 4: Special Rules (Page 23 of the Rulebook)
CLARIFICATION
In order to be considered safely over the bridge the unit must be 10 cm from the North edge.
SCENARIO 4: Scenario Points (Page 23 of the Rulebook)
CLARIFICATION
The Scenario Points are as follows:
Attacker Main objective:9 points for leading at least half of the Squads models safely over the bridge (rounded up, Vehicles and Sections
do not count).
Attacker Secondary objective: 3 points for keeping the Battleplans.
Defender Main objective: 9 points for stopping the Attacker from leading at least half of his Squads models over the bridge (rounded
up, Vehicles and Sections do not count).
Defender Secondary objective:3 points for getting the Battleplans.
For both:1 point for each enemy model eliminated (Routed models count).
Brtish Army - 3pdr Medium Mortar Section (Page 31 of the Rulebook)
ERRATA CORRIGE
The Section should contain only one Mortarman (section leader), and not two.
Royal Marine Commando Squad (Page 36 of the Rulebook)
ERRATA CORRIGE
The Squads Breakpoint is 5, not 4.
* Shtrafniye Roti Squad (Page 39 of the Rulebook)
ERRATA CORRIGEThe Riflemen in the Squad dont have VT 3. Instead they have VT 2 and the Trained with the bayonetcharacteristic. The total cost of the
Squad remains the same.
Kettenkrad Sdkfz 2 (Page 43 of the Rulebook)
ERRATA CORRIGE
The Datasheet is wrong. Please use this one instead.
GERMAN ARMY
Kettenkrad Sdkfz 2
Value:35 points(can buy instead of a Motorbike or Sidecar)
Type:Motorbike - Unarmoured - Wheeled
Movement:25 - 30 - 40Transport capacity:Up to 1 model.
Weapon:-
Characteristics:exposed models, open-topped, troop transporter, AV 3
Crew members
No. Model VT Weapon Characteristics
1 Infantry 3 Kar98K rie
VARIANTS:
- The infantryman can replace his Kar98K rie with a MP40 sub-machine gun for +5 points.
- If the Vehicle is supporting a Das Reich, Fallschirmjger, Jger, Panzergrenadier or Waffen Squad then the infantryman must increase their VT to 4 for +10 points.
Das Reich Squad (Page 49 of the Rulebook)
ERRATA CORRIGE
The words Waffen SS should be considered to be Waffen.
FIRING WITH A SECTION
CLARIFICATION - NEW RULE
Sections declare only one target model but if the latter dies or is Pinnedthen they can direct any remaining fire at other enemy models
within 10cm (for standard issue weapons) or 20cm (with Support Weapons) of the original target.
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