• @Audacity:

    You been on holiday DL?  Hope you had a great time.  I think Mot has been having a good time filling in.

    Sorry, things have just been getting rather busy again. I’m making an effort now to go on the boards more though.

    @Motdc:

    Can someone explain how you can use a unit with Gun Transport to move Large Artillery?  I understand that you can start it loaded on the transport, but how do you unload the Artillery piece without exceeding the stacking limit?

    Thanks for the help,
    Mot

    Units don’t count against the stacking limit while being transported, but once the large artillery (or heavy gun) is unloaded it overstacks the hex; the unloading player must then place the gun in the closest legal hex; this will usually simply be an adjacent one in a larger game, but could possibly be 1 or more hexes away in a large and packed game.

    It used to be that your opponent chose which hex the gun unloaded in, but this was changed some time around the D-Day set IIRC.

  • '19 Moderator

    So is that “official” or the accepted solution?


  • Thank you for the answer, I appreciate it!

    Mot


  • Follow up question, I assume that applies to all units unloading, not just the Large/Heavy artillery units?

    What about movement rolls, in cases like a bordering river?

  • '19 Moderator

    Cool thanks.


  • These are the official rulings:

    Disembarking into an Overstacked Hex
    If a disembarking unit would break the stacking limit you must put it in the nearest legal hex of your choice.

    Disembarking & Movement Rolls
    This is still considered movement so does require a movement roll if applicable (eg the hex you are disembarking into is across a stream).
    If the roll is failed the unit remains in the transport, but counts as having moved. You also cannot disembark units into terrain types they can’t normally move into (eg you can’t infantry into a pond, or units with Thin Wheels into a marsh/across a stream.

    Disembarking & Defencive Fire
    Disembarking triggers defencive-fire. If a unit disembarks into an overstacked hex but is hit by DF in that hex, it remains on the transport. The usual rules and limitations to DF still apply, eg tanks can’t DF against infantry unless they have an SA that specifically allows it.


  • @dezrtfish:

    Cool thanks.

    Rewrote it and added some more.


  • Cool, thanks.

    Next question:

    The T-35 says it can make two attacks, one must be a unit in front, one a unit not in front.  How many attacks can ut make against unit in the same hex (distance 0)?

    Thanks again!
    Mot


  • @Motdc:

    The T-35 says it can make two attacks, one must be a unit in front, one a unit not in front.  How many attacks can ut make against unit in the same hex (distance 0)?

    Front or Rear arcs never include the hex you are in or those directly to the left/right (ie blue on the image below).

    Since the T-35 is allowed one attack that is not in the front, as opposed to a rear attack, it can have one shot at range 0.

    [attachment deleted by admin]


  • Nice picture!

    Next question:

    Does the Eagle-Eyed NCO Improved Accuracy ability (Friendly Soldiers adjacent to this unit have a medium range of 2-6 hexes) increase the range of a unit with Limited Range like the PPSh-41 SMG (This unit can attack Soldiers only at ranges of 2 or less).

    Mot


  • The NCO improves medium range from 2-4 to 2-6. But either way a PPSh is still restricted to firing at ranges of 2 or less due to the limited range.


  • That’s a “Can’t Trumps Can” kind of thing I guess.

    Next question:

    I assume that a vehicle with No Turret can only perform Defensive Fire in it’s front arc?

    Mot


  • @Motdc:

    That’s a “Can’t Trumps Can” kind of thing I guess.

    @Motdc:

    I assume that a vehicle with No Turret can only perform Defensive Fire in it’s front arc?

    It’s not a matter of Can’t Trumps Can, it’s more that the two simply don’t interact. If the NCO gave +2 range then it may have allowed the PPSh to fire from range 2-4, but it doesn’t.

    Correct, remembering that the front arc doesn’t include the same hex or those directly to the sides.


  • OK, next question:

    I assumed that units cannot move through enemy units, but I quickly browsed the rules and didn’t see it spelled out.  Defensive fire aside, can units move through enemy units?

    Mot


  • Another question, when roads connect into one or more town hexes and then continue on, is the road considered contiguous?  Put another way, are there effectively roads IN all of the town hexes?


  • @Motdc:

    OK, next question:

    I assumed that units cannot move through enemy units, but I quickly browsed the rules and didn’t see it spelled out.  Defensive fire aside, can units move through enemy units?

    Mot

    There is no restriction about moving through enemy units.
    However at the end of the unit’s movement, it must still adhere to the stacking limits. For example, your vehicle couldn’t remain in the same hex as an enemy vehicle.


  • @Motdc:

    Another question, when roads connect into one or more town hexes and then continue on, is the road considered contiguous?  Put another way, are there effectively roads IN all of the town hexes?

    Yes.


  • I believe this to be true, please confirm:

    When it says that SS-Haup ignores face-up disruption counters, it means all effects of the disruption counters including the normal loss of the initiative bonus?

    Mot


  • @Motdc:

    I believe this to be true, please confirm:

    When it says that SS-Haup ignores face-up disruption counters, it means all effects of the disruption counters including the normal loss of the initiative bonus?

    Mot

    Ignore means you treat it as if it weren’t there, so yes the SS-HSF still gives its initiative bonus.


  • Here is another noob question. Can you move units during the combat phase if you don’t intend to have them attack? I haven’t rad any thing that says you can’t just wondering.

    -LT04

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