Post by Ritterkrieg on Jul 30, 2014 19:36:33 GMT
Proposed new rule: Assault Move.
5.2.1 Assault Move: Every WWII-era army practiced what became known as ‘Fire and Movement’. This involved one team or section covering the advance of a second with a high rate of somewhat inaccurate fire. This ‘Covering Fire’ was intended to allow an assaulting team a better chance of survival by keeping enemies heads down. Assault Move is a special type of Infantry movement that involves both teams moving and providing covering fire to those moving. Similar to Platoon Movement, Assault Move allows a minimum of two and a maximum of five Infantry teams to act together during a single Impulse. Assault Move is made up of at least one Fire and one Maneuver team. All units wishing to use Assault Move must be within 2 inches of a Platoon HQ at the beginning of the Assault Move. In addition, they must not have conducted any other Impulse that turn. All teams using Assault Move (both Manoeuvre and Fire) are marked as spent upon conclusion of the Assault Move.
5.2.1.1 Maneuver Team: All Infantry teams moving are referred to as Maneuver Teams. They are given a bonus 2 AP while using Assault Move. Maneuver Teams are not subject to the Exposed modifier when targeted by enemy Infantry teams as long as the enemy team is within range and LOS of a single friendly Fire Team.
5.2.1.2 Fire Team: All teams that provide covering fire are referred to as Fire Teams. Fire teams may not move. Fire Teams are subject to the Exposed modifier.
5.3.3.1 Exposed: Any Infantry team that is/has conducted either a Movement or Combat Impulse is considered Exposed and is subject to a –1 modifier to all To-Kill rolls (Infantry and Ordnance) but only during the next enemy Impulse. Once the enemy players following Impulse is resolved (regardless of type), the Exposed modifier no longer applies.
5.2.1 Assault Move: Every WWII-era army practiced what became known as ‘Fire and Movement’. This involved one team or section covering the advance of a second with a high rate of somewhat inaccurate fire. This ‘Covering Fire’ was intended to allow an assaulting team a better chance of survival by keeping enemies heads down. Assault Move is a special type of Infantry movement that involves both teams moving and providing covering fire to those moving. Similar to Platoon Movement, Assault Move allows a minimum of two and a maximum of five Infantry teams to act together during a single Impulse. Assault Move is made up of at least one Fire and one Maneuver team. All units wishing to use Assault Move must be within 2 inches of a Platoon HQ at the beginning of the Assault Move. In addition, they must not have conducted any other Impulse that turn. All teams using Assault Move (both Manoeuvre and Fire) are marked as spent upon conclusion of the Assault Move.
5.2.1.1 Maneuver Team: All Infantry teams moving are referred to as Maneuver Teams. They are given a bonus 2 AP while using Assault Move. Maneuver Teams are not subject to the Exposed modifier when targeted by enemy Infantry teams as long as the enemy team is within range and LOS of a single friendly Fire Team.
5.2.1.2 Fire Team: All teams that provide covering fire are referred to as Fire Teams. Fire teams may not move. Fire Teams are subject to the Exposed modifier.
5.3.3.1 Exposed: Any Infantry team that is/has conducted either a Movement or Combat Impulse is considered Exposed and is subject to a –1 modifier to all To-Kill rolls (Infantry and Ordnance) but only during the next enemy Impulse. Once the enemy players following Impulse is resolved (regardless of type), the Exposed modifier no longer applies.