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FAQ - CLARIFICATIONS - OPTIONAL RULES
V ER S. 111212
OPERATION SQUAD MANUAL
INDICATE A TARGET (Page 8 of the Manual)
CLARIFICATION
For mortars ONLY, if a model with a Target Acquired marker moves then only remove the marker at the end of the turn.
FIRST AID ACTION (Page 9 of the Manual)
CLARIFICATION
A Medic can perform a First Aid Action 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 Position characteristic, one of the assistants must be adjacent to him. If there is
no assistant adjacent 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 diferent view. For this reason, models adjacent to a window or door only have a 90°
arc of ire. For the same reason, if they can’t 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 iring 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 can’t see all of the model and so he gets the beneit of cover. On his next turn, with a Move & Fire
Action, 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 Manual)
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 ired at. Resolve ALL shots from the weapon that ires at him before attributing any damage.
MODELS ON THE FIRING LINE (Page 13 of the Manual)
CLARIFICATION
Friendly adjacent models can be ignored for the rule regarding intervening models.
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PRIORITY TARGETS (Page 13 of the Manual)
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 ire at the one not in cover even if it isn’t the closest; if the choice is between a
target in light cover (a hedge, a ield) and one in medium cover (woods, wall, building) then you can always ire at the less protected one
even if it’s not the closest and so on.
But when the cover is the same, apply the rule about Priority Targets to avoid strange situations arising from the application of the game
mechanics (choosing an assistant as the target even if he isn’t the closest one, iring at a model behind another because the one in front
has already moved or maybe has an unloaded weapon etc). Obviously it’s impossible to allow for all eventualities in the rules so, if in
doubt, you can ire at models that aren’t Hidden that aren’t the Priority Target declaring as much in the Declaration of Intentions phase and
performing a Strategy Roll when performing the Action. In this case roll 2d6 and add the VT: with 11 or more you can ire at the given target,
with 10 or less you lose the Action (give the model a Turn Over marker). Just imagine that the man has lost time aiming at the new target
in the chaos of battle.
WEAPONS TABLES: EXTREME RANGE (Page 15 of the Manual)
VARIATION OF THE BASIC RULE
Riles with Rate of ire of 1 and Light, Medium and Heavy machine-guns treat Extreme range as 160cm instead of 80cm.
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 the Ammunition Belt characteristic 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 Fallschirmjäger armed with an Mg34 that is watching a road between two houses. After iring, killing one of Stefano’s men
with the irst shot, he places a dice showing the gun’s 5 remaining shots. In a later phase, Stefano says he’ll try to cross the same road with another
man. The American moves within 20cm of the remaining shots dice, so Massimo declares he’ll react by iring. At this point Stefano says another
man 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 irst man and 6 for the
second, while Massimo rolls just once and gets an 8. The irst American gets across the road and into cover unharmed, while the second is shot at
when he gets to the corner (but before he ires). If he survives he will ire.
MORTARS: indirect ire
CLARIFICATION
You cannot ire a mortar if the weapon is inside a Wood or a Building with a roof. You can ire from within some ruins if the roof is missing.
AREAS OF COVER: real line of sight and game line of sight
OPTIONAL RULE
In order to simulate some situations, authors often write rules that allow for smooth gameplay but in some cases this means that para-
doxical situations can arise. The 10cm limit to the line of sight in areas of cover aims to save the players from a lot of detailed work creating
realistic rooms, furniture and trees.
But if they agree players may apply real line of sight instead of that shown in the rules. In this case areas of cover no longer exist and you
only apply cover that is really on the table. In game terms there will be no diference between four walls placed in a square and a room of a
house. If the line of sight or iring line doesn’t cross an obstacle, cover is not applied. Imagine a church; a man would have no problem iring
more than 10cm away because the size of the room and the absence of obstacles would allow it easily. Cover would only be provided by
columns or benches; and there would be no diference being inside an empty factory or outside in a ield. But inside a normal building, if
there are intervening walls and furniture, a model would have a hard time extending his line of sight beyond 10cm.
You are free to apply the rules however you and your opponent choose. You can also combine the two methods, maybe using “real” line
of sight in buildings and the 10cm rule in woods, for example. If you decide to use real line of sight , a piece of furniture or a tree provide
2d6 cover.
BUILDINGS: dividing into rooms
OPTIONAL RULE
The sub-division of each building into rooms is fundamental for proper game play. A model may not throw a grenade into the room where
he is standing for any reason whatsoever.
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DEVASTATING GRENADES
OPTIONAL RULE
In order to simulate the destructive efect of a grenade or mortar shell you can add the devastating characteristic. Weapons with this char-
acteristic treat cover as one level lower (e.g. walls only count for 1d6).
THROWING BACK GRENADES
OPTIONAL RULE
When a model is the target of a grenade he may react by trying to throw it back (this counts as a Fire Action). In this case do not perform
an Aim Test . The procedure is as follows: both players roll 2d6 and add their model’s VT; whoever gets the highest total has won and the
grenade explodes in loser’s hands. In game terms the point of impact is that model, apply the normal A5 burst area and perform Rolls to Hit
with all applicable modiiers. If it’s a draw the model that threw the grenade has won.
SUPPRESSION GRENADES
OPTIONAL RULE
Normally you need a target to ire at but it can be useful to throw a grenade into a room without having a proper target. In closed environ-
ments the rush of air and the deafening noise will disorient those who aren’t even within range of the explosion. In order to simulate this
situation, you can throw a grenade into a room even if you don’t have a target as long as you respect the other rules.
Of course any occupants inside the room can react by throwing the grenade back (this counts as a Fire Action). If there is more than one
model inside the room then the player must choose one. The procedure is as follows: both players roll 2d6 and add the model’s VT; who-
ever gets the highest total wins and the grenade explodes in the loser’s hands; in game terms consider the point of impact as being on this
model, apply the normal A5 burst template and perform Rolls to Hit with all applicable modiiers. If it’s a draw the throwing model wins.
If the models inside the room don’t react then perform an Aim Test . If you succeed then all models inside are hit but they get an extra 1d6
cover; if you fail the Aim Test then the grenade has no efect.
RANGERS SQUAD (Page 33 of the Manual)
ERRATA CORRIGE
In the American Ranger Squad, the Sniper weapons should read as follows: “M1903 Springield rile, MK II Pineapple grenades”
GUARDS RIFLE SQUAD (Page 40 of the Manual)
ERRATA CORRIGE
In the Russian Guards Rile Squad, the DP light machine gun variant should read as follows: “Up to two men per Squad can replace their
SVT40 semi-automatic rile with DP light machine guns and a Tula Tokarev 1933 pistol for +30 points each.”
GRENADIER SQUAD (Page 41 of the Manual)
ERRATA CORRIGE
In the German Grenadier Squad, the Stg44 assault rile variant should read as follows: “Up to three Grenadiers per Squad can replace their
Kar98K rile with Stg44 assault riles for +35 points each.”
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VEHICLES! MANUAL
VEHICLE 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 it’s a normal one-lane track then 8cm is ideal. A halftrack would have serious diiculty 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 ish-tail into a building or wall. If the contact
is marginal then just consider it to be a small scratch but if there’s 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 there’s a big diference 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.)
VEHICLES THAT ARE OUT OF CONTROL (Page 13 of the Manual)
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.
FIRING FROM ONBOARD A VEHICLE (Page 14 of the Manual)
CLARIFICATION
Transported models cannot ire with weapons that have the Cumbersome characteristic 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.
VEHICLES: The Re-load Action
CLARIFICATION
When declaring your Actions the crew can declare they will Re-load a 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 Manual)
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 bayonet etc.
VEHICLE CREW SECTIONS: Spotting Test
CLARIFICATION
Considering that it is a single unit, the Spotting Test is 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 Hidden model then all can see the target
without having to perform a Spotting Test . But when they are iring, 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
ire (assuming they have Line of Sight to the acquired target).
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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 model is the irst to move. If this model is KIA, Wounded or 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 model may 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 Modiiers 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 Fallschirmjäger 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 Fallschirmjäger reacts and declares that he’ll
ire while they’re crossing the road and have no cover. Both players roll for Priority and the German player wins. He lets the ist model attempt
to cross the road and when it’s in the open he performs his irst 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 enemy’s ire. The German could ire 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 he’s
further than 5cm away the Pinned! man is removed.
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