Rules Questions
Home › Forums › Historical › Bolt Action › Rules Questions
Tagged: Forward Observers
- This topic has 497 replies, 119 voices, and was last updated 7 months ago by Marching10.
-
AuthorPosts
-
May 9, 2019 at 12:50 pm #161520NatParticipant
cheers guv
May 18, 2019 at 2:53 pm #161915Eric T HolmesParticipantQuestions about an LMG and Loader in Close Assault.
These questions involve an LMG and Loader contained within the squad.
Does the LMG roll all of its dice in an assault?
Does the loader roll as an assaulting figure?
If the loader figure is armed with an assault weapon, does it get its second die roll?
Roll Sixes!
Eric
- This reply was modified 5 years, 7 months ago by Eric T Holmes.
May 18, 2019 at 3:05 pm #161917Stuart HarrisonParticipantEach man gets one attack by default. You don’t get the number of shots, you don’t get any pen value, etc.
Weapons stats are irrelevant to close quarters with the exception of the assault special rule granting tough fighters, and other special rules that specifically affect close quarters (like the Polish cavalry lances granting an additional close quarters attack).
May 18, 2019 at 3:23 pm #161918HighlanderParticipantWhat he said. Firing and assaulting use different rules.
May 27, 2019 at 12:58 am #162341YuriyParticipantThe battle of Stalingrad was one of the most important for the whole of the second world war, in this regard, I was set on fire to play Scenario 7: The Volga Crossings from Ostfront, and therefore I have a question:
When a player for the Red Army receives reinforcements, for example, “4: 1x Rifle, Submachine gun or LMG squad” or “3: 3x Anti-tank teams (May be AT Rifle or Tank Hunters).”, does he get them in the basic “configuration”, or at the maximum, such as with a free Soviet squad?My first choice was “of course in the base”, since, of course, 5 soldiers with PPSH is a pretty good bonus and the Maxim machine gun, which is even better on the die roll (4 vs 5) than this option is cheaper..
but on the other hand:
1) Why include the Rifle squad and the LMG squad (both) in the list, if they are absolutely identical in the basic “configuration”?
2) in the basic configuration, 5 soldiers with rifles are worth 35 points, while the 3 teams with the ATR are 63 points, but they are worse than the die roll (3 vs 4).May 27, 2019 at 1:57 am #162343YuriyParticipantAnother question I have long wanted to ask, how does a gun shoot? on 6″ distance, this is the Long range and this is the Blank range, how much should I throw on the dice to hit with with a pistol at 6″ 2+ (I get a bonus for the Long range, but I do not get a penalty for the Blank range), 3+ (I get both a bonus and a penalty both) or 4+ (I do not get a bonus, but I get a penalty)?
May 27, 2019 at 2:03 am #162345Master ChiefParticipantA weapon with a maximum range of 6in (e.g. pistol) shooting at 6in will get both the -1 penalty for shooting at long range and +1 bonus for point blank, so it hits on a 3+.
May 27, 2019 at 2:09 am #162346YuriyParticipantas expected, thanks!
May 27, 2019 at 2:13 am #162347Master ChiefParticipantI would say all reinforcement squads are base configurations. The rifle squad is green so it starts off “worse” than the LMG squad (but with a chance of becoming regular), although weaponswise both have rifles.
- This reply was modified 5 years, 7 months ago by Master Chief.
- This reply was modified 5 years, 7 months ago by Master Chief.
- This reply was modified 5 years, 7 months ago by Master Chief.
- This reply was modified 5 years, 7 months ago by Master Chief.
- This reply was modified 5 years, 7 months ago by Master Chief.
May 27, 2019 at 2:22 am #162351YuriyParticipantaccording to the Scenario all the reinforcements are inexperienced.
Yes, Green is what distinguishes them, which means the player has a choice, try his luck and take 5 rifles with Green, or not try his luck and take just 5 rifles. Yes, there is a difference. Thanks for noticing this difference.May 27, 2019 at 5:49 am #162357YuriyParticipantI also had questions on minefields:
in the rules about mines (Fortress Budapest, Ostfront) it is indicated that the unit causes 1 minefield trigger/attack/dice when executing the advance order, did I understand correctly that it equally seemed like a single lieutenant and a detachment of 20 partisans? will both in the worst case get only 1 hit?it is also not entirely clear against which armor a throw is made against armored vehicles, against frontal or against side or top armor, since this is the basis for an increase in the penetration value of +3 instead of +2. did I understand correctly that in such a case, armor penetration +5 for anti-tank mines will also increase by +1 against armored targets (damage roll of7 +)?
- This reply was modified 5 years, 7 months ago by Yuriy.
May 27, 2019 at 6:40 am #162359Master ChiefParticipantI am looking at the minefield rules in Ostfront, and the answer to your first question should be “Yes”. While it “over simplify” things, I believe the logic is that if 1 attack “fails”, the unit (20 men or 1 man) has found a “safe” path through and hence will not trigger further attacks.
For your 2nd question, page 106 of Ostfront says:
If the minefield scores hits, then each successful hit is resolved with a Penetration value of +2 against non-armoured targets and +3 against armoured targets (Damage roll of 7+)
So armoured units have armoured value 7+, and a Tiger would ignore its 10+.
However it is not clear what damage value infantry and artillery units will use i.e. do all units have Damage Value 7+ or just armoured vehicles? I would go with all units, and different Pen values.
If anti-tank mines are used the Pen value becomes +5 for vehicles (both armoured and non-armoured), and no effect on infantry and artillery.
- This reply was modified 5 years, 7 months ago by Master Chief.
- This reply was modified 5 years, 7 months ago by Master Chief.
- This reply was modified 5 years, 7 months ago by Master Chief.
May 27, 2019 at 6:54 am #162363YuriyParticipantYes, I thought this in the first question, although in my opinion it would be logical to assume 1 attack for every 5 or 10 people in the unit.
the second question is more complicated. I suppose the problem is that I am not very good in English, as this is not my native or even the first foreign language, and I misrepresented my thoughts.
My question was:
against which armor i will throw die with armor penetration +5 when i exercise antitank mine ambush against opponents tank?
(Yes, I understand that anti-tank mines do not work against infantry. the text about +2 and +3 penetration was my reflections on the possibility that a throw is being made against side armor)May 27, 2019 at 7:02 am #162364Master ChiefParticipantNo worries. For your 2nd question, page 106 of Ostfront says:
If the minefield scores hits, then each successful hit is resolved with a Penetration value of +2 against non-armoured targets and +3 against armoured targets (Damage roll of 7+) ….. Note that the higher value Pen against armoured targets reflects the fact that the anti-personnel mine hits the weakly armoured belly of the vehicle – not normally considered from the point of view of other hits.
So all armoured units are attacked with +3 Pen and Damage Value 7+ (a Tiger ignores its 10+ value presumably being hit in the belly). I do not think there are any other modifiers (for top, side or rear armour).
May 27, 2019 at 7:11 am #162365YuriyParticipantI’m talking about anti-tank mines, this is the next subsection.
“ANTI-TANK MINEFIELDS
At the beginning of the game, y ou may secretly write down that any of y our minefields is an anti-tank minefield. Anti-tank minefields only affect vehicles, and are ignored by infantry and artillery units that move over them. However, hits inflicted on vehicles are at +5 Pen rather than the normal +2”Judging by the fact that the section says about +2 ordinary mines, it means that +5 is applied against the side of the armor.
-
AuthorPosts
- You must be logged in to reply to this topic.