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November 20, 2025 at 10:28 pm #191563
Arty GunParticipantIf you really want to play Gurkhas – you have the “Gurkha Section” on page 237 of the main rule book. In that section they have “Tough fighters and Scary Blighters” rules as place holders until the Armies of the Commonwealth book comes out next year. Unfortunately, you can only are two dudes with SMGs in the Gurkha section.
November 10, 2023 at 4:53 pm #189624
Arty GunParticipantYes, bazooka and Panzer Faust can shoot at infantry. Unless you rule a one to wound, which is always unsuccessful, that soldier will be dead if it was hit by one of these weapons in the game. Real life, infantry soldier would’ve been blowing apart, and his friends will be looking for his dog tags in the goo.
November 10, 2023 at 3:25 pm #189622
Arty GunParticipantOf course, penetration counts for all targets. This makes up for the difference between being hit by a pistol round, and a bazooka round.
October 26, 2023 at 3:00 pm #189581
Arty GunParticipantIf your unit wasn’t hit it shouldn’t suffer pins. If the round went off on the floor below they were not hit. I would keep it simple. At least the building is hit on a 2 next time.
June 28, 2023 at 8:55 pm #189261
Arty GunParticipantI recommend you roll a D6. HE on 1 – 3, AP on 4 – 6.
This is good for all these types of issues.
April 19, 2023 at 6:16 pm #189015
Arty GunParticipantGood-day,
Based on your description of events the other player absolutely needed another order dice to dismount the section in the transport. The troops in the transport cannot be given a ‘snap to’ order from an officer even if the officer is in the transport – pg 116 of the rulebook.
January 29, 2023 at 11:48 pm #188673
Arty GunParticipantIt’s true you don’t get the hardcover benefit when engaged by HE in buildings. With troops inside buildings, you can go down to make your unit hit on a five, or even a six if it is a small team and half the hits you take. Also, other modifiers affecting the shooting unit such as movement/pins/long range affect the odds of taking a hit. For small arms, buildings are good because you get plus one to your wound score. The other major difference between buildings vs. ruins is you can run/charge out of a building twelve inches, and ruins one can advance/charge only six inches. Still some more benefits than hiding behind a rose bush.
January 29, 2023 at 11:34 pm #188672
Arty GunParticipantRifle Grenades are found in several units. You can go to the Easy Army website and look up your query on the “where is it” page:
November 14, 2022 at 3:24 pm #188455
Arty GunParticipantOne thing I would like to see that I didn’t notice is a change to HMGs. I recommend the range be extended from 36″ to 40″ to differentiate them a bit more, account for the longer ranges these weapons have in real life, and hopefully make them a viable option in V3.
I assume of course, they will do something to the points values for infantry LMGs/MMGs/HMGs to make them a reasonable choice when compared to vehicle mounted equivalents. I have the models, never use them in a standard 1000pt game.
October 30, 2022 at 2:23 pm #188395
Arty GunParticipantIt says the medic team consists of the medic and his orderlies. In the Geneva convention it says the medic unit cannot fire – “Medic units can’t fire any weapons or assault into close order tests as normal if they are pinned.”p. 83.
So to my way of reading it, they did cover this rule but in two sentences. The orderlies cannot shoot and just extend the range of the medics bubble and make the unit more survivable.-
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