Stuart Harrison

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  • #190396
    Stuart Harrison
    Participant

    When you fire using reaction to an assault, you receive a Fire order.  All that mention is evidence of is that your AT gun will get that +1 to hit if it shoots at a unit assaulting it.  There may well be changes to reactions, but that mention isn’t an indication of any change by itself.

    #190395
    Stuart Harrison
    Participant

    “DDay campaign books especially US beach” – I was only able to find anything in a single theatre selector, D-Day: Overlord, p176, US Beach Landing Reinforced Platoon, Special Rules, Fortification Assault Training – Bazookas get a +1 to hit vs bunkers and buildings, and a 1″ HE vs bunkers and buildings.

    #190391
    Stuart Harrison
    Participant

    Currently there is nothing special for them.  It’s just a normal shot with a high pen value and a low chance of hitting, no HE or anything special.  Too early to comment if there’s any change coming with third edition next month.

    #190390
    Stuart Harrison
    Participant

    AT guns use the same to hit mechanics as the general rules (direct fire) unless they have a version of the ‘versatile’ rule allowing them to fire as howitzers (eg: Soviet Zis 3).  Range is as stated in the weapons chart – light AT/48″, medium AT/60″ etc.  Mortars only fire indirect, Howitzers are the only weapons with a choice.

    Effect if they hit with a HE round is the same as any other HE hit – place the template, count the hits, roll to damage with the HE pen value for that template size (1″/+1, 2″/+2, etc).  If they hit with an AP round, it’s a single hit at the pen value for the size of AT gun (+4. +5, etc) most likely killing one model VERY dead – unless you roll a ‘1’.  Choosing between AP and HE is covered in the first part of the HE rules, p68, with AT guns as the example.

    #190382
    Stuart Harrison
    Participant

    Reaction fire already exists (close quarters procedure, target reacts), so that mention doesn’t say anything either way about changes to reaction.

    #190330
    Stuart Harrison
    Participant

    Roll to damage is still there between the roll to hit and the cover save.

    #190199
    Stuart Harrison
    Participant

    Definitely sounds like you’ve transposed the two rules in your heads – unlike the infantry rule, the artillery rule doesn’t have a buy in.  You get it even if you haven’t paid for any artillery.

    #190198
    Stuart Harrison
    Participant

    @Charles – “I thought vehicles got a half advance rate reverse move, and recce vehicles got a full advance rate reverse move, and dual direction recce vehicles got a full run rate reverse move?”  You are correct.  Also, most vehicles can’t manoeuvre going in reverse – it’s straight back, recce vehicles can manoeuvre as if going forward.

    #190174
    Stuart Harrison
    Participant

    Question has been asked before, Alessio responded but it never made it to an FAQ.  Nat has it right and it’s measurement to the closest that determines whether minimum range prevents the shot, even if some models are out of minimum range.

    Post being responded to was by Joshua Cope, 21 April 2019, Bolt Action Facebook page:

    https://www.facebook.com/groups/137052749798007/search/?q=minimum%20range

    Alessio Cavatore

    Had a read of the Shooting section and Indirect fire rule and this one seems clear to me. Units target units, and range is measured to the closest visible model in the target unit. So the target in the example is at 11″ from the mortar. This is inside the minimum range and therefore it cannot be hit.”

    I would still prefer to play it the other way – I don’t like the idea of a unit being immune to an indirect fire weapon just by having a single model inside minimum range – but my not liking it doesn’t change the rules!

    #190173
    Stuart Harrison
    Participant

    Confused fight only applies to units moving on from reserve.  First Wave units are not in reserve, they are a separate category and exempt from rules that specify reserves (such as the order test at -1).  The scenario still requires picking of a side, a step which has no function if the first wave are not tied to a particular side.  You’d have to ask the author whether he left out the sentence you see in Manhunt, or whether he left out something different, but I’d go with the default – first wave comes in from the player’s table edge unless stated otherwise.

    #190150
    Stuart Harrison
    Participant

    @Steve T Re “However, mortars are Indirect firers so don’t need to use Advance orders to rotate,   as they don’t have a facing.]” – Not sure where you’re getting that from about fixed mortars (or any indirect fire shot) not needing an advance order to get a shot into arc.  They have the same requirements as any other ‘fixed’ weapons, they just don’t suffer any -1 ‘to hit’ penalty for the advance order as they use the ranging in process instead, and they can shoot over intervening friendly units (even LOS blocking terrain with the benefit of a spotter).

    #190148
    Stuart Harrison
    Participant

    “a light mortar that can fire directly and is 10 points cheaper. But can move and fire” – should read ‘can’t move and fire’ – the 57mm M18 has the fixed rule.

    #190107
    Stuart Harrison
    Participant

    Re coaxial MGs on early Panzer IIIs, from the Errata for AoG:

    “Page 47, Panzer III (C, D, E, F). Add a second co-axial MMG
    and increase cost by +5pts. “

    #190050
    Stuart Harrison
    Participant

    No joy on a quick search of my usual suspects, but I did find a couple of 3D printable STLs – if you can use that option, just cut at the waterline…

    #190033
    Stuart Harrison
    Participant

    “counts as a heavy gun for the purposes of movement” – I’d say ‘heavy gun for the purposes of movement’ would require a tow capable of towing a heavy AA gun.  As it’s been defined as both an AA gun, and heavy, it would need something additional to that to vary those existing requirements.

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