Showing posts with label Rules Dive. Show all posts
Showing posts with label Rules Dive. Show all posts

Thursday, January 20, 2011

Might As Well Jump.

Brushing up on the chapter E Airdrop rules for DB077 Speed, Shock & Surprise, has brought to light a few things I either forgot or never knew in the first place.

First off, until they land, parachute sticks are Aerial targets. (Not Ariel targets. Relax. No one is shooting at The Little Mermaid.) Range is always doubled for Aerial targets, and PBF/TPBF do not apply. Though the partisans will still get some -2 shots, this will help the Germans considerably in DB077, as the partisans have a pretty limited range to begin with. That one's easy.

Hurting the Germans a bit, is the fact that Aerial parachute sticks always check morale as a 7 morale unit, regardless of the morale of the elite SS Fallschirmjagers they represent.

Ground units always have LOS to an Aerial stick unless they are in a blind hex formed by an Adjacent obstacle.

The only possible LOS hindrance affecting fire at an Aerial target is SMOKE. (LV Hindrances may still apply) However, level 2 Smoke (the kind we will have from the Blazing Rubble in DB077), only affects the shot if ground level firer is IN the hex with the Smoke. Even if the parachute ITSELF is in the Smoke hex, fire is unaffected if the firer is not IN Smoke.

In the example, (after all drift has been resolved and during Defensive First Fire) the 337 w/LMG in J6 can fire on stick A with 2FP -2. The Aerial range is six hexes, making it long range for both the inherit firepower and the LMG. (E.5) There is a -2 mod for Hazardous Movement. The level 2 Smoke does not affect the shot, because it is not In the same hex as the ground level unit.(E.6)

In addition, if the squad was concealed, they would remain so after firing, because the stick is treated as "Broken" for LOS purposes. (9.6) Even if the LMG should get ROF, it could not fire again at this time, because "No Aerial target can be attacked twice in the same hex by the same firer." (9.3)

The 337 in J8 can not fire on stick A because the Aerial range is 10 (5x2). It does have a LOS to stick A. The obstacle in K7 creates only one Blind Hex (7.25). This squad can fire on stick 'B' with 1FP (3 / 2 for long range) -2.

The 337 in G8 can fire on stick 'B' with 3FP -2.  TPBF/PBF is NA vs Aerial targets (.5). After Defensive First Fire, stick 'B' will take a NMC as it's landing DR, because it has landed in a building hex. The squad then MUST fire TPBF at the stick (9.43). Assuming the squad is already marked First Fire, this attack is 4FP +2. If the squad is already marked Final Fire due to Cowering in First Fire, this would be a Final Protective Fire shot.

At the end of First Fire all German parachutes land in their current hex. Non-German paratroops would would be able to move one hex just prior to landing. (9.4). All must take a landing DR. If landing in a building or woods hex (plus many other terrain types listed in E9.42), this is a NMC, still using the 7 morale printed on the parachute counter. Otherwise, it a NTC, failure of which results in any squad deploying, and one HS drifting one hex downwind. (9.42) During a Mild Breeze, as we have in this scenario, these become 1TC and 1MC. Could be ugly.

Tuesday, August 4, 2009

Rules Dive #1: Molotov Cocktails.




On the Two Half Squads podcast this past week, they covered the rules involving Molotov cocktails. I realized that this is one of those rules I never take full advantage of. Usually when my side has Molotov ability, either I forget about it, or I'm hesitant because I don't want to do the rules dive and figure it isn't worth it.

I'm typing this post as a quick exercise in committing to memory the basics of Mol rules once and for all.

A) When does your unit have one?

On a Mol check dr 1-3. Mods are: CX +1, HS +1, SMC +2, vs, non-AFV +1.
There is no penalty for rolling a '6' on your Mol check dr.
A Mol check counts as use of a SW

B) What happens vs infantry?

A unit with a Mol adds 4FP to it's IFT attack.

c) What happens vs an AVF?

A unit with a Mol attacks an AFV on the HE & Flame TK table.

D) What's the funky part?

It's all about the colored dr. Again, the chrome on the mol rules are all about
the colored dr.

If the colored dr of the IFT attack is '6', the unit possessing the mol is
broken, and if in burnable terrain, a flame is placed in it's location.

If the colored dr of the IFT attack is a '1', a flame is place in the target
location.

And the rule I never knew until T2HS mentioned it: You can not use a mol across a woods or orchard hexside.


Now I just have to re-read this post 400 times, and maybe I'll remember it all when it matters.


...adding. Trying to come up with a mnemonic device for this. Something like "Roll a one, burn the hun, roll a six, ...uh...flick your bics.."? Guess it needs work.