Transport and Cover



  • Ive check but didnt find…does a Units boarding a transport has cover or can it be attackd in the first place…



  • if what your asking is does a unit boarding or unloading from a vehicle provoke defensive fire?  the answer to that is no.  as im not to sure your exact question here.

    ~if your wondering if a unit on a transport has cover.  not exactly.  the unit can’t be targeted, (unless its hit with a blast effect) but if the vehicle is destoyed then the unit on board is also destroyed.

    hope that helps



  • yeah it did. 2nd part. We always played that if a unit was on a transport it could be targeting. So now im going to have the advantage thx!!!



  • While normally a transported unit is invulnerable, there is one way you can attack them; Blast, which attacks every unit in the hex regardless of it’s status.

    Also, just to clarify: boarding/unloading does not provoke defencive fire.



  • I’ve become a big fan of the HHR version of transports, in that the unit is destroyed on a 4+ if the transport is destroyed. It makes it less devastating and more unpredictable. Which we like.

    🙂

    -=Grim=-



  • That’s funny Grim, because our group has also been playing that the attacker has to roll 4+ afterwards to destroy the transported unit.  However, if it survives, we do put an immediate face-up Disruption marker on that unit (which gets removed of course at end of the turn if he’s still around…)    But we were not aware of the HHR you mention.
        Is it one composite set of suggested optional rules?    If so, could you post where the HHR would be found?
        Also, I have been looking for a HOUSE RULES topic header to see if people are posting all their favorites into one location.  Haven’t seen one (but then perhaps I’m just blind, heh-heh).    I think it would be a good Topic to start… one stop where people could go to look at what other groups are doing.
        Would like to hear the opinion of you or others, of the few houserules we play with.  We are experienced historical gamers, although still relatively new to A&A Miniatures specifically.    Here are the modifications we like:

    1)  Hidden Deployment.  After agreeing on the map and Objective hex, we put a divider through the middle and set up forces having no idea what the opponent will select or where he’ll deploy.
        2)  Four Hexes In, instead of Five.  Seems rather small and innoculous, but after a couple plays, everyone agrees that the advance into combat is more strategic and interesting with that two extra hex seperation.  To make up for it, we play you can win on Turn 7, but game ends after T 11 (instead of 10).
        3)  Paratroopers cannot land in Forest Hexes.
        4)  The sIG33 has +1 defense on it’s front factor, vs. Small Arms fire (any rifle or hand held weapon).



  • @Rikolus:

    That’s funny Grim, because our group has also been playing that the attacker has to roll 4+ afterwards to destroy the transported unit.  However, if it survives, we do put an immediate face-up Disruption marker on that unit (which gets removed of course at end of the turn if he’s still around…)    But we were not aware of the HHR you mention.
        Is it one composite set of suggested optional rules?    If so, could you post where the HHR would be found?

    Ask And Ye Shall Receive

    @Rikolus:

    1)  Hidden Deployment.  After agreeing on the map and Objective hex, we put a divider through the middle and set up forces having no idea what the opponent will select or where he’ll deploy.

    We used to do that for Warhammer and Flames of War, but now we use pennies we painted white and marked with the name of the unit underneath. This is so that we can play with a Fog of War sometimes as well, since we can move them around the board and the enemy still not know what’s there until LoS is determined. It’s cool for night battles too (or a good ol’ fashioned “dawn raid”).

    @Rikolus:

    2)  Four Hexes In, instead of Five.  Seems rather small and innocuous, but after a couple plays, everyone agrees that the advance into combat is more strategic and interesting with that two extra hex separation.  To make up for it, we play you can win on Turn 7, but game ends after T 11 (instead of 10).

    We play on 8 maps (I bought a second starter just for more maps) and up to 3 hexes in. The tactical maneuvers before any shots are fired are way more complex than the 5 hexes on 4 map pieces. Blegh.

    @Rikolus:

    3)  Paratroopers cannot land in Forest Hexes.

    We play with a rule that a Paratrooper must “target” a hex. On a 4+ he lands in the hex he wanted to land in. On a 1-6 he lands in an adjacent hex (it’s a hex and the game uses a d6, so it’s easy to determine where he lands). If he lands in a forest he lands disrupted. If he lands in a lake he’s removed from the game.

    -=Grim=-


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