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  • #140701
    Master Chief
    Participant

    If I am not wrong the 2D6 applies only if the target is in a building. It needs to roll a 6 for each target to hit it, and then use the template (or the dice if target is in a building) to determine how many hits, and then the target can go Down (if it does not have an Order yet) to half the number of hits.

    I think you cannot use the 2D6 which was meant for buildings, for units elsewhere. Defintely it will result in an imbalance. I would say the best is to create your own scaled-down template. Otherwise you can just come up with your own dice damage as long as all players agree e.g. D2/D3/D6/2D6 damage for 1″/2″/3″/4″ respectively.

    #140702
    Gerry Brawley
    Participant

    The 1d6/2d6/3d6 hits are for when you hit a building. If a 3″ template hits a unit it only gets the number hits equal to the number of models under it. ( so 4 model are 4 hits with +3 pen )

    #140708
    Janos900
    Participant

    Thanks very much. This is my opinion as well:

    “I think you cannot use the 2D6 which was meant for buildings, for units elsewhere. Defintely it will result in an imbalance. I would say the best is to create your own scaled-down template. Otherwise you can just come up with your own dice damage as long as all players agree e.g. D2/D3/D6/2D6 damage for 1″/2″/3″/4″ respectively.”

    #140724
    Janos900
    Participant

    How can I get official Warlord Games advice for this? 😀
    Just for the sake of my friend who had an opposite view point? 😀

    #140743
    Stuart Harrison
    Participant

    You’re highly unlikely to get an official ruling on playing in a different scale – that’s something you need to work out for yourselves as a house rule.

    My suggestion about using the dice rolls was purely if you didn’t want to go the path of making your own templates. Limiting the hits to the number of models in the target unit is a compromise between first edition, when those numbers were used for HE hits, and templates which can only hit each model once (one way HE could have been tamed a little without opting for templates).

    #140750
    Janos900
    Participant

    Thanks very much your answers.

    About official advice: I think I am a customer who bought 2 rule book, and all the army books, so totally natural wish from my side to ask for some support when I am using the books. Warlord Games changed from dice to template, I can favor the dice in my 28mm games as well, not a big deal. I even use the 1st edition for 28mm WW1 games. But will see, I have meet with the Warlord staff on many shows, they does not that narrow minded bigot scale maniacs. 😀 And I am not asking to change the competition rules. 😀

    Back to the topic!

    Damage results on vehicles.
    Why the crew stunned and on fire result can happening multiple times while the immobilized only once? Any idea or explanation please?

    #140752
    Gerry Brawley
    Participant

    If you get a 2nd Immobilise result the vehicle counts as destroyed. You have the chance to put the fire out and a stunned crew can recover, but being a sitting duck isn’t the best idea in the world 🙂

    #140763
    Troy Hill
    Participant

    AMBUSH QUESTION:

    Ambush seems to have two times that it can be used after it is placed:
    1. Any time a target unit moves. Flip the die to FIRE and roll to hit as normal once you indicate where the moving unit stops to be fired at.

    2. End of the turn… you look and say “Oh Crikeys! Forgot to fire that unit. I’ll do so now before we go to next turn…” — At this point, you would need to make a check to see if the ambush actually triggers (4+)

    Am I reading this correctly? NO 4+ check to use ambush on situation #1 (They’re moving… SHOOT!) but there is a check to see if the order go through if you try to use it as an end of turn situation.

    #140765
    Master Chief
    Participant

    Yes I believe you are reading it right, as explained on page 43 of the 2nd edition rulebook.

    #140766
    Stuart Harrison
    Participant

    Yes, you are correct.

    Moving unit is the intent of ambush – in first edition it was the only way to trigger it. There is no test required as you took the required order test setting the ambush.

    The means with a test is a second edition bonus option. It gives you a chance not to have wasted a turn when you decide not to leave your unit in ambush for next turn. It has a test because you are basically trying to change the units task for the turn.

    #140825
    Ghettotech
    Participant

    Also got a question or two :
    1. In the “market Garden” Book there is a description for the “Hermann Göring training unit” on page 59.
    It is written :…and due to their Fallschirmjäger background, also do not suffer the “-1″ fire on the move penalty.”
    Never read before about that Fallschirmjägers not get this penalty. Is that true? Where to find?

    2. at the end of a round my 8.8cm is still in ambush.
    so I decide to roll a “4” (and do so, of course:) ).
    is it possible to :
    1. switch to “indirect Fire”?
    2. switch to use “HE”?(“AP” was loaded for the ambush situation before)
    3.shoot in any direction because of the rotating platform the gun is mounted on? is the “rotating platform” described somewhere?

    Also have to say the german translation of the rules seems a little bit “strange”. until this Thread we played the “small team” and the “Check if losing half of group” rule totally wrong.
    In the german translation it sounds like “small team” only affects units that are “small” at the beginning of the game.
    We also read the “check” rule as : if a squad lose half of troops=checK”..booth seems wrong

    Thanks

    #140827
    Gerry Brawley
    Participant

    Some of the Campaign books have some of their own special “twist” for games in the book scenario.

    1. Fallschirmjager have to the penalty for moving and shooting like any other German unit.

    2.1 You can indirect fire from ambush ( RB page 72 )
    2.2 If a gun has both HE and AP you have to say which round is loaded when you go into Ambush and that is the round you fire when you spring your Ambush.
    2.3 If you have a rotating platform you can turn 360 if you use a fire order so I would say you could once you have changed your dice from Ambush to Fure.

    3.1 Small teams are any Infantry units that either start the game with 2 men or a larger unit that is reduced to 1/2 men. ( not artillery units )
    3.2 Every time a unit is reduced to half or less of the size it is when it is fired on it takes a morale test as per the rulebook.

    #140828
    Ghettotech
    Participant

    ok, Thanks.
    But when the rotate ability only affects “fire” orders it can not go in ambush in another direction than actually placed, correct?

    thanks again

    #140830
    Stuart Harrison
    Participant

    “2.1 You can indirect fire from ambush ( RB page 72 )”

    should read:

    2.1 You can NOT indirect fire from ambush ( RB page 72 )

    relevant rule:

    Weapons can not be fired indirectly by a unit that was in Ambush that turn – indirect fire takes time. (p72, Weapons, Weapon Special Rules, Indirect Fire, second complete para on the page).

    #140835
    Kory
    Participant

    I’m relatively on par w/ RAW. I take Issues on this however: if you have a loader and are in ambush I would figure this would be a possibility. No loader… it takes time.

Viewing 15 posts - 76 through 90 (of 498 total)
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