Post by Ritterkrieg on Oct 9, 2013 20:31:01 GMT
Hey All!
Action Points have now been changed to AP to differenciate between AP ammunition.
Infantry AT weapons have been extensively reworked.
Also there have been many changes and additions to the rulebook, some of which are listed below...all dropbox files online updated.
Troy
5.3.2.1 Exposed: Any Infantry team that has conducted either a Movement or Combat Impulse is considered Exposed and qualifies for a -1 modifier to all To-Kill rolls (Infantry and Ordnance).
5.3.2.2 In Cover: Any Infantry team that has neither moved nor fired is considered In Cover and qualifies for a +1 modifier to all To-Kill rolls (Infantry and Ordnance).
5.2.7.1 White Phosphorus (WP): WP was not only an effective chemical agent for smoke screens due to its ability to create an instant smoke cloud but also for its anti-personal effects. First used in WWI, The US and United Kingdom used WP for many of their smoke rounds and grenades. Infantry Teams with WP capabilities will be noted on cards with the grey smoke icon. Any Infantry team under or in base contact with a WP smoke counter must roll a Break Test as per 5.3.1.3. If failed, they are marked as Broken. Otherwise, WP is identical to all other Infantry Smoke.
5.3.11 Inherent Weapons: Some weapon type's effects are included within an Infantry teams H-2-H# or VCA# without special rules such as Rifle and hand grenades, as well as various types of anti-tank grenades. The following inherent weapon types use special rules. Some Squads may also be listed with an inherent anti-tank weapon on its' Infantry card under the SPECIAL rules section.
5.3.11.1.5 Goliath: A German- developed tracked vehicle used for the purpose of remote demolition. The Goliath was controlled remotely via a joystick control box. The control box was attached to the Goliath by a cable connected to the rear of the vehicle that would spool out as the vehicle moved. Goliaths are a special type of Demolition Charge and use the following rules:
· A Goliath uses fully-tracked movement and thus uses the associated costs from the terrain chart.
· Goliath may only be operated by designated controller team and must remain in its' LOS.
· Maximum distance to controller team is 12 inches.
· Controller team and Goliath may move together while within ½ inch, utilizing controller teams' AP.
· If Goliath is not within ½ inch, controller team must stop and Goliath may only utilize any remaining controller teams' AP.
· Controller may detonate a Goliath at anytime during movement. Detonation range dependent on model.
· Roll 2D6 and consult the Goliath HE To-Kill# from card. For attacks on vehicles, modify roll with worst armor value of closest target facing. For Infantry, modify To-Kill roll with by Chart 1.
· Any enemy unit moving within ½ inch or between Goliath and Controller may disarm Goliath on D6 roll of 3 or less.
· Goliath may be attacked as a vehicle target type with a Size+2 modifier. Any Infantry To-Kill roll that rolls a 1 or any Ordnance To-Kill roll that rolls doubles causes the Goliath to detonate.
5.3.11.2 Anti-Tank Mines (ATM): This category covers all Teller mines and grenade bundles capable of immobilizing a vehicle. ATMs may be used by any nation by scenario special rules. ATMs are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be successfully placed, the player must roll less than their ATM# on a d6 from Infantry card. If successful, the vehicle is considered automatically immobilized and the crew must take a Break Test. A crew that breaks must exit the vehicle immediately and is placed in a broken state within ½-inch of the vehicle. A team using an ATM may still use its Vehicle Close Assault attack (including other inherent AT weapons) in that same turn. Thus it is possible for a Squad to first immobilize the vehicle with an ATM and then to assault the vehicle and qualify for the 1 to its Vehicle Close Assault attack for close assaulting an immobilized vehicle.
5.3.11.3 Anti-Tank Magnetic Mine (ATMM): Hafthohlladung, a German invented shape-charge explosive device that had three strong magnets on the bottom to it to allow it to be attached to an enemy vehicle. Considered inherent for some German squads as early as May 1942 (see cards) but may be used by any nation by scenario special rules. ATMMs are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be successfully placed, the player must roll less than their ATMM# on a d6. ATMMs increase an Infantry teams VCA number by three indicated with a Red To-Kill# superscript.
5.3.11.4 RPG-43: Ruchnaya Protivotankovaya Granata (RPG-43) was an AT grenade used by the Soviet Union and entering service in 1943 (replacing the less effective high explosive RPG-40). The RPG-43 used a shaped charge HEAT warhead. In order to be effective, the RPG-43 had to be thrown at a right angle and hard enough in order to detonate its` charge. RPG-43 are considered inherent for some Soviet squads in April 1943 (see cards). RPG-43 are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be successfully thrown, the player must roll less than their RPG-43# on a d6. RPG-43 increase an Infantry teams VCA number by two indicated with a Green To-Kill# superscript.
5.3.11.5 Molotov Cocktail (MC): Essentially, a glass bottle filled with highly flammable liquid, plugged by a cloth and set afire before throwing. Considered inherent for some Finnish and Soviet Squads but may be used by any nation by scenario special rules. MCs are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be available, the player must roll less than their Molotov number on Infantry card on a d6. Molotov's increase an Infantry teams VCA numbers by one and will be indicated with a Red Kill number subscript. If the vehicle is destroyed while using a Molotov, the crew is considered to have perished and the vehicle is a Burning Wreck (see rule 9.4.1) for the remainder of the scenario.
7.4.4.1 Ordnance White Phosphorus (WP): WP was not only an effective chemical agent for smoke screens due to its ability to create an instant smoke cloud but also for its anti-personal effects. Ordnance with WP capabilities will be noted on cards with the grey smoke icon. Any Infantry team under or in base contact with a WP smoke counter must roll a Break Test as per 5.3.1.3. If failed, they are marked as Broken. Otherwise, WP is identical to all other Ordnance smoke.
7.10 Lucky Shot: Even though ordnance might not have a chance of penetrating a vehicle's armor, a chance hit on a vision block, view port, or critical area could still disable or destroy a target. Occasionally, a well-placed HE round could bring catastrophic results to personal in cover. When firing ordnance, anytime an unmodified `2' is rolled during any Direct Fire Ordnance 2D6 To-Hit roll, a Lucky Shot has occurred Treat the shot as a Hit with a -2 To-Kill modifier.
7.12 Ordnance Rate-of-Fire (ROF): Some WWII guns fired quick enough to be classified as semi-automatic. Others, due to lighter rounds or stable carriages, could be brought back to target very quickly once fired. ROF for ordnance will be listed on vehicle or gun cards by the following:
· ROF*: Gun may fire once per turn.
· ROF1: Gun may fire once per Combat Impulse.
· ROF2: Gun may fire twice per Combat Impulse.
· ROF3: Gun may fire three times per Combat Impulse.
ROF may be adjusted for ammo or target type with a superscript added to ROF number. (Example: ROF2Inf ROF1 would indicate a normal ROF of 2 but only ROF1 vs. Infantry targets).
10.7.5 Conscript Squad (1939-41): Early Soviet 1st Line squads were generally slightly larger and less equipped than their western counterparts. Leadership was lacking due to Stalin's purges of the high-ranking Officers and expelling of many others. The rigid discipline imposed by the Party coupled with the lack of trained NCOs and lack of equipment resulted in a less than effective fighting force. Conscript Squads are 1st Line squads that have ROF2 Rifle and no Squad LMG. If Reduced, they are given ROF1. Conscript Squads may not deploy.
10.7.7 Storm Squad (1942-45): The Storm squad was a mid-war concept for an all-SMG armed team. This came about as a solution for street fighting when troops were at close proximity. These squads were principally armed with the PPSH-41 as well as extra grenades. Storm Squads are similar to Assault Squads in all respects except the following: Storm Squads have ROF2 but no Squad LMG. If Reduced, they are given ROF1. Storm Squads may only deploy into:
· 2 x Reduced ROF1 Storm Squads.
· 1 x Scout team and 1 x ROF1 Storm Squad.
Action Points have now been changed to AP to differenciate between AP ammunition.
Infantry AT weapons have been extensively reworked.
Also there have been many changes and additions to the rulebook, some of which are listed below...all dropbox files online updated.
Troy
5.3.2.1 Exposed: Any Infantry team that has conducted either a Movement or Combat Impulse is considered Exposed and qualifies for a -1 modifier to all To-Kill rolls (Infantry and Ordnance).
5.3.2.2 In Cover: Any Infantry team that has neither moved nor fired is considered In Cover and qualifies for a +1 modifier to all To-Kill rolls (Infantry and Ordnance).
5.2.7.1 White Phosphorus (WP): WP was not only an effective chemical agent for smoke screens due to its ability to create an instant smoke cloud but also for its anti-personal effects. First used in WWI, The US and United Kingdom used WP for many of their smoke rounds and grenades. Infantry Teams with WP capabilities will be noted on cards with the grey smoke icon. Any Infantry team under or in base contact with a WP smoke counter must roll a Break Test as per 5.3.1.3. If failed, they are marked as Broken. Otherwise, WP is identical to all other Infantry Smoke.
5.3.11 Inherent Weapons: Some weapon type's effects are included within an Infantry teams H-2-H# or VCA# without special rules such as Rifle and hand grenades, as well as various types of anti-tank grenades. The following inherent weapon types use special rules. Some Squads may also be listed with an inherent anti-tank weapon on its' Infantry card under the SPECIAL rules section.
5.3.11.1.5 Goliath: A German- developed tracked vehicle used for the purpose of remote demolition. The Goliath was controlled remotely via a joystick control box. The control box was attached to the Goliath by a cable connected to the rear of the vehicle that would spool out as the vehicle moved. Goliaths are a special type of Demolition Charge and use the following rules:
· A Goliath uses fully-tracked movement and thus uses the associated costs from the terrain chart.
· Goliath may only be operated by designated controller team and must remain in its' LOS.
· Maximum distance to controller team is 12 inches.
· Controller team and Goliath may move together while within ½ inch, utilizing controller teams' AP.
· If Goliath is not within ½ inch, controller team must stop and Goliath may only utilize any remaining controller teams' AP.
· Controller may detonate a Goliath at anytime during movement. Detonation range dependent on model.
· Roll 2D6 and consult the Goliath HE To-Kill# from card. For attacks on vehicles, modify roll with worst armor value of closest target facing. For Infantry, modify To-Kill roll with by Chart 1.
· Any enemy unit moving within ½ inch or between Goliath and Controller may disarm Goliath on D6 roll of 3 or less.
· Goliath may be attacked as a vehicle target type with a Size+2 modifier. Any Infantry To-Kill roll that rolls a 1 or any Ordnance To-Kill roll that rolls doubles causes the Goliath to detonate.
5.3.11.2 Anti-Tank Mines (ATM): This category covers all Teller mines and grenade bundles capable of immobilizing a vehicle. ATMs may be used by any nation by scenario special rules. ATMs are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be successfully placed, the player must roll less than their ATM# on a d6 from Infantry card. If successful, the vehicle is considered automatically immobilized and the crew must take a Break Test. A crew that breaks must exit the vehicle immediately and is placed in a broken state within ½-inch of the vehicle. A team using an ATM may still use its Vehicle Close Assault attack (including other inherent AT weapons) in that same turn. Thus it is possible for a Squad to first immobilize the vehicle with an ATM and then to assault the vehicle and qualify for the 1 to its Vehicle Close Assault attack for close assaulting an immobilized vehicle.
5.3.11.3 Anti-Tank Magnetic Mine (ATMM): Hafthohlladung, a German invented shape-charge explosive device that had three strong magnets on the bottom to it to allow it to be attached to an enemy vehicle. Considered inherent for some German squads as early as May 1942 (see cards) but may be used by any nation by scenario special rules. ATMMs are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be successfully placed, the player must roll less than their ATMM# on a d6. ATMMs increase an Infantry teams VCA number by three indicated with a Red To-Kill# superscript.
5.3.11.4 RPG-43: Ruchnaya Protivotankovaya Granata (RPG-43) was an AT grenade used by the Soviet Union and entering service in 1943 (replacing the less effective high explosive RPG-40). The RPG-43 used a shaped charge HEAT warhead. In order to be effective, the RPG-43 had to be thrown at a right angle and hard enough in order to detonate its` charge. RPG-43 are considered inherent for some Soviet squads in April 1943 (see cards). RPG-43 are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be successfully thrown, the player must roll less than their RPG-43# on a d6. RPG-43 increase an Infantry teams VCA number by two indicated with a Green To-Kill# superscript.
5.3.11.5 Molotov Cocktail (MC): Essentially, a glass bottle filled with highly flammable liquid, plugged by a cloth and set afire before throwing. Considered inherent for some Finnish and Soviet Squads but may be used by any nation by scenario special rules. MCs are used in Vehicle Close Assaults and do not cost the Infantry team any additional AP other than ½ total AP for Vehicle Close Assault. To be available, the player must roll less than their Molotov number on Infantry card on a d6. Molotov's increase an Infantry teams VCA numbers by one and will be indicated with a Red Kill number subscript. If the vehicle is destroyed while using a Molotov, the crew is considered to have perished and the vehicle is a Burning Wreck (see rule 9.4.1) for the remainder of the scenario.
7.4.4.1 Ordnance White Phosphorus (WP): WP was not only an effective chemical agent for smoke screens due to its ability to create an instant smoke cloud but also for its anti-personal effects. Ordnance with WP capabilities will be noted on cards with the grey smoke icon. Any Infantry team under or in base contact with a WP smoke counter must roll a Break Test as per 5.3.1.3. If failed, they are marked as Broken. Otherwise, WP is identical to all other Ordnance smoke.
7.10 Lucky Shot: Even though ordnance might not have a chance of penetrating a vehicle's armor, a chance hit on a vision block, view port, or critical area could still disable or destroy a target. Occasionally, a well-placed HE round could bring catastrophic results to personal in cover. When firing ordnance, anytime an unmodified `2' is rolled during any Direct Fire Ordnance 2D6 To-Hit roll, a Lucky Shot has occurred Treat the shot as a Hit with a -2 To-Kill modifier.
7.12 Ordnance Rate-of-Fire (ROF): Some WWII guns fired quick enough to be classified as semi-automatic. Others, due to lighter rounds or stable carriages, could be brought back to target very quickly once fired. ROF for ordnance will be listed on vehicle or gun cards by the following:
· ROF*: Gun may fire once per turn.
· ROF1: Gun may fire once per Combat Impulse.
· ROF2: Gun may fire twice per Combat Impulse.
· ROF3: Gun may fire three times per Combat Impulse.
ROF may be adjusted for ammo or target type with a superscript added to ROF number. (Example: ROF2Inf ROF1 would indicate a normal ROF of 2 but only ROF1 vs. Infantry targets).
10.7.5 Conscript Squad (1939-41): Early Soviet 1st Line squads were generally slightly larger and less equipped than their western counterparts. Leadership was lacking due to Stalin's purges of the high-ranking Officers and expelling of many others. The rigid discipline imposed by the Party coupled with the lack of trained NCOs and lack of equipment resulted in a less than effective fighting force. Conscript Squads are 1st Line squads that have ROF2 Rifle and no Squad LMG. If Reduced, they are given ROF1. Conscript Squads may not deploy.
10.7.7 Storm Squad (1942-45): The Storm squad was a mid-war concept for an all-SMG armed team. This came about as a solution for street fighting when troops were at close proximity. These squads were principally armed with the PPSH-41 as well as extra grenades. Storm Squads are similar to Assault Squads in all respects except the following: Storm Squads have ROF2 but no Squad LMG. If Reduced, they are given ROF1. Storm Squads may only deploy into:
· 2 x Reduced ROF1 Storm Squads.
· 1 x Scout team and 1 x ROF1 Storm Squad.