Q&A

OVERWATCH

Q-Michael Kiefte:

How does Overwatch Fire work exactly when both players have fired? Do you resolve overwatch fire in the order that the original direct fire units fired? Does first player resolve first, or second player?

A-Jim Day:

Reference the 4th paragraph in section 4.4.2. As it states, all of the same rules and limitations as described for Direct Fire are applied with the addition of the 3 bullets listed. So, Overwatch is resolved by the first player followed by the second player

INDIRECT FIRE

Q-Robert B:

Is it possible to switch forward observers without having one turn of checked fire? Say you have two artillery observers and an off-board battery. During the previous turn, Observer A called off-board artillery fire onto an enemy unit which then moved out of line-of-sight. This turn, both observers have Overwatch commands and are in good order. Can Observer A cancel it's called indirect fire from last turn (which now has nothing to shoot at anyway) and can Observer B then make a new indirect fire call to the same battery, all in the same Indirect Fire Combat step?

A related question is whether cancelled indirect fire is different from checked indirect fire.

For reference see 6.5.1.9 Checking Indirect Fire (p. 37)

A-Jim Day:

No, section 6.5.1.9 states in the second paragraph that an artillery battery may not participate in any other Indirect Fire missions, including Planned Indirect Fire missions, during the turn in which its fire is checked.

Checked and cancelled are the same thing. That's why the two words are listed together.

INDIRECT FIRE

Q-Ahmed Hadzi

Is there any limit on how many sources of IF you may have called by DIFFERENT observers, provided for example that each firing unit responds to a different observer on 1 to 1 basis?

A-Jim Day:

There isn't a limit as long as the number of unique firing units per observer listed in 6.5.1.1 are not exceeded.

DUAL FIRE

Q-Ahmed Hadzi:

Rule 6.6.7.2: Does dual fire rule applies to the passengers if they are combining their shot with the unit driving them (shooting on the same target)? Do passengers have to apply -1 or -3 depending on the target choice? Or are they considered to be firing on their own?

A-Jim Day:

No, not to passengers. The rule does not state any crossover from the vehicle to passengers.

FULL COVER

Q-Ahmed Hadzi:

Rule 6.1.4.2: Can leg units START the scenario in FC or do they have to wait till the end of T1 to adjust the cover?

A-Jim Day:

No, they cannot start the scenario in FC unless stated in the set up rules for the scenario.

WALL HEXSIDES

Q-Ahmed Hadzi:

Does Rule 6.1.4.3.2, as written in the new Living rules, only apply to an adjacent vehicle? The right tank in the illustration is not PHD according to this rewritten rule?

A-Jim Day:

The low-res version posted online doesn't show that the wall in the example extends under the red arrow to the tank.

DF SMOKE

Q-Ahmed Hadzi:

Firing DF smoke: PzIVs have SMK designation. In order to fire smoke according to the 6.1.4.3.10 they have to have a FIRE order. Announce the hex, roll for ammo limit and fire the smoke. On the other hand, the rules forbid placing the FIRE order on a unit unless you can spot the target. Is this the exception to the rule?

A-Jim Day:

Rule 6.1.4.3.10 supersedes that requirement.

FIRE COMMAND RANGE

Q-Ahmed Hadzi:

If a stack of tanks are sharing a FIRE order, do they still need to coordinate their fire according the rules? Meaning if 3 tanks share a fire order of veteran quality, 2 attack a legitimate target, the third one wants to fire smoke. The smoke can be fired only in the attacked unit hex or adjacent to it, or anywhere within range and LOS?

A-Jim Day:

It must follow the command control rules for sharing commands as stated.

ON MAP INDIRECT FIRE

Q-Ahmed Hadzi:

Can you order an IF on map smoke mission without your FO or CHQ or Recon unit spotting an actual target unit?

A-Jim Day:

No, indirect fire requires an observer as stated.

INDIRECT FIRE

Q-Ahmed Hadzi:

Does adjustment of Planned IF (6.5.1.11.3) also needs to be written down, or adjusted on each turn as the player wishes. Does this means that within 5 turns, barrage can traverse 25 hexes max?

A-Jim Day:

Al aspects of planned fire must be plotted. There's no making it up as you go, as stated.

Yes, a barrage can traverse 25 hexes, but it must be plotted.

INDIRECT FIRE

Q-Ahmed Hadzi:

Can units which failed to respond to IF call, still fire in the DF step of the turn (no mention of this in the rules as far as I can see)?

A-Jim Day:

No, see section 6.5.1.7, Called Indirect Fire Response, 2nd paragraph.

TRANSPORTED UNITS

Q-Ahmed Hadzi:

If a weapon which has a dual AP and GP fire capability attacks a transport unit with A defense and carrying a squad, do you roll for each attack separately? Or use the same roll and just different tables and modifiers for each target?

A-Jim Day:

Each combat is rolled individually as stated. Low results are best for AP fire, while high results are best for GP fire. It wouldn't make sense to use the same results.

Explanation of firing GP at an A-Type or a P-Type vehicle that's transporting a leg unit:

Let's take two examples.

First, a T-34/85 is firing GP at a PzKpfw IVH transporting a squad at a range of 10. Neither vehicle is moving and both are in Clear terrain. First you determine that the Soviet tank's GP Factor is 5. Since it's Short Range it doesn't get the Coax modifier. The German tank's GP Defense is 3A. Comparing the 5 vs 3 on the GP Combat results table yields N=43 and S=72. The only modifier is -20 for an A-Type target. So, if the net result is 73 or more it's an Effective result. If it's 44-72 the German tank is Suppressed. Otherwise, no effect.

Now vs. the squad the GP combat is 5 vs. 1S. Comparing the 5 vs 1 on the GP Combat results table yields N=34 and S=63. No modifiers apply. So, if the result is 64 or more it's an Effective result. If it's 35-63 the German squad is Suppressed. Otherwise, no effect.

Second, a T-34/85 is firing GP at a SPW 251/1 transporting a squad at a range of 10. Neither vehicle is moving and both are in Clear terrain. First you determine that the Soviet tank's GP Factor is 5. Since it's Short Range it doesn't get the Coax modifier. The German SPW's GP Defense is 1P. Comparing the 5 vs 1 on the GP Combat results table yields N=34 and S=63. The only modifier is -10 for a P-Type target. So, if the net result is 64 or more it's an Effective result. If it's 35-63 the German SPW is Suppressed. Otherwise, no effect.

Now vs. the squad the GP combat is 5 vs. 3S. It's 3S for transport by a vehicle providing under cover transport. Comparing the 5 vs 3 on the GP Combat results table yields N=43 and S=72. No modifiers apply. So, if the result is 73 or more it's an Effective result. If it's 44-72 the German squad is Suppressed. Otherwise, no effect.

In the second case, the German squad isn't transformed into a P-Type target. That's why it has "Transported 1/3S" listed in the Defensive Information section of its Data Card.

TRANSPORTED UNITS

Q-Ahmed Hadzi:

If transported unit shares Fire command with its passengers, do they still have to coordinate fire?

A-Jim Day:

Passenger units don't receive commands. Reference section 6.6.7, first paragraph (Sept 2014) or section 6.6.7.2, 2nd paragraph (original rulebook).

CRAWLING

Q-Ahmed Hadzi:

Crawling (6.6.4.3): the limitation of not being able to move adjacent to a spotted opposing unit applies to a unit being spotted by ANYONE or by the unit doing the crawl?

A-Jim Day:

Anyone. The rule doesn't state spotted by the unit itself.

INDIRECT FIRE

Q-Ahmed Hadzi:

Danger Close rule: the units which might have their arty land on their head need to be spotted by any unit of the opposing side? Not necessarily by unit which was originally targeted (this one looks straight forward, but just want to make sure).

A-Jim Day:

Anyone, the rules states a spotted opposing unit.

ATTACHED WEAPONS

Q-Ahmed Hadzi:

If a platoon of Rifle Squads has a designation Panzerfaust or any other weapon next to it, do all squads carry this crew served weapon or just 1 squad within the platoon?

A-Jim Day:

All. For example, in Scenario 6, one of the Soviet Rifle Squads has an M1 Bazooka attached, while the other two don't.

SHARING COMMANDS

Q-Robert B:

In the image below, does the player have to commit T-34 #102 to move or fire during the Command phase or can he wait until the combat phase (after the initiative rolls are made) to decide which command it will use?

A-Jim Day:

Reference rule section 6.2.1.1.3, second paragraph. It states that all questionable situations must be clarified. So, in your example, the units sharing the two commends must be clearly stated during the command phase.

SHARING COMMANDS

Q-Martin Lane:

When units are sharing a Fire or Short Halt Command, do they have to engage all enemy units in command range or can they elect simply to target one (or less than all) unit(s)?

And if they do target all the enemy units in command range, does it have to be done evenly (a command shared by six meaning a group of three enemy units would have to be attacked by two units each) or is that up to the attacker, as long as each enemy is attacked by at least one unit? (i.e. he could choose to attack one with three another with two and the last one with one unit)

A-Jim Day:

When units are sharing a Fire or Short Halt Command they may fire at any single or number of units desired as long as the targets fall within the firing units' command range.

There's no requirement stated or implied in the rules that all or any specific number of opposing targets must be engaged.

SCENARIO QUESTION

Q-Frederic Delstanches:

Shouldn't the SU-100 be part of a single platoon with the SU-85's as in the advanced version of this scenario (scenario 4)?

A-Jim Day:

No, not really. Scenarios 1 and 2 are included as basic, introductory battles. They're not intended for play with the Advanced Rules.

DOCTRINE

Q-Kev:

One of the aspects of early Eastern Front warfare was the Soviet strict command and control/doctrine and the manner in which tanks and even troops fought. Is there any reason not to have some optional advanced rules for how platoons of tanks (say non Veteran only) must fight?

A-Jim Day:

I never really cared for the doctrine rules in MBT/IDF. They were added by the series developer. I never felt that those rules really captured the aspects of doctrine. I felt that they imposed an artificial penalty on the Soviets to boost the opposing forces.

All of the rules necessary to simulate the limitations are included in the game. Earlier in the war use the optional rules for the lack of radios for the Soviets, which forces the Soviets to stay together. Along with the formation grade rules, this creates a very good representation of the limitations faced by the Soviets.

WEAPON MALFUNCTION

Q-Warre Wawrosch:

If I have a malfunctioning weapon and the unit has a N/C marker, when I attempt a repair roll, does a 10 result mean that the weapon malfunction is permanent or is it a 8 (-2 modifier for N/C) so that I can continue trying to repair on future turns? Currently I am interpreting that I can never permanently malfunction the weapon as long as the unit is under a N/C marker.

A-Brent Pollock:

That's how we played it, too. So, "If the result is a final 10..." rather than "If the result is an original 10..."

A-Fernando Sola:

A final 10 breaks the weapon permanently. It should be stated more clearly in the rules.

A-Jim Day:

I'll make certain that's clearly noted.

ROF

Q-Pete Maidhof:

Do AAA assets with greater than "N" ROF get multiple shots on marauding enemy aircraft assuming all other LOS and Tracking requirements are met? I cannot seem to locate a GP Multiple Hits chart.

A-Jim Day:

No. Reference 6.5.2.1, last paragraph.

SPOTTING

Q-Pete Maidhof:

Is there a limit to the number of Limited Spotting attempts that a second player unit with an Overwatch Command can make against a moving, and previously unspotted, first player unit, one best attempt, or once per hex entered?

A-Jim Day:

It's once per hex entered, since each hex entered is a new event. Think of it in the context of the Overwatch command. When a moving unit enters a new hex, all overwatching units that want to fire must declare and resolve their fire. If the same unit were to then move into a new hex, additional overwatching units could then declare and resolve their fire against it. The first fire attempt does not cancel any subsequent attempts as long as it’s triggered by a new event.

The Limited Spotting option, rule 7.7, adds the additional step of making the spotting attempt a variable situation. If it's not successful, the unit(s) attempting it never knew anything was there so it continues to observe and look for targets.

If a unit continues to move in the LOS of overwatching units, the odds are that it's going to be eventually spotted. Its luck is going to run out.

CLOSE ASSAULT

Q-John Spinello:

Does the unsupported modifier (+30) only apply in rough/woods/town? If not, then what is the significance of these terrain features having a "7" on the terrain chart? So would a tank in open terrain with no support also be penalized?

A-Fernando Sola:

The +30 is only applied in terrain with a superscripted 7 on Game Card A (if conditions are met). So, a tank in open terrain with no support would not be penalized.

CLOSE ASSAULT

Q-John Spinello:

How is Close Combat or Hand to Hand resolved if the stack that is attacked is 'mixed' (armor and infantry together)? Do you simply choose one unit that you are attacking? So, say you choose to attack the tank, does the supporting infantry just sit idly by?

A-Fernando Sola:

The attacker must choose its objective, either the tank or the infantry.

A-Jim Day:

Keep in mind that each hex is 100 meters across, that's an area about 6,500 square meters in size. The units are not necessarily adjacent to each other.

AP FIRE

Q-John Spinello:

In the basic game you roll 100 and follow the procedure. In the advanced game do you roll 100 twice (once to see if the shot hit and again to determine where it hit and how much damage was done) or do you use that same initial 100 roll for the whole procedure?

A-Fernando Sola:

You must roll twice: the first roll to determine if hit occurs and the number of hits. The second to determine hit location and damage.

SUPPRESSION

Q-Marc Blume

Rule 6.1.3.1 (Suppressed Units) states “All eligible Suppressed units can only spot to the area identified and described as their Front Field-of-Fire (or Rear Field-of- Fire) and apply a –2 modifier by moving 2 rows down on the Spotting Ranges Table.

Turreted, Turretless 360o and Non-Turreted vehicles can only spot to the area identified and described from the front (or rear) of the vehicle and apply a –2 modifier by moving 2 rows down on the table.”

I assume the second paragraph should read: «Suppressed Turreted, Turretless, and...»?

A-Brent Pollock:

6.1.3.1 is focussed on Suppression, so the reiteration you suggest seems a tad excessive.

SPOTTING

Q-Marc Blume:

Am I correct that unsupressed vehicles have a 360° Field-of-view?

A-Brent Pollock:

Yes, unsuppressed vehicles spot in all directions, as per 4.1.2.

HIDDEN UNITS

Q-Warren Wawrosch:

Are hidden units’ fields of fire recorded?

A-Brent Pollock:

No. This is one aspect of the game that makes Hidden Units quite freeing. Also note that better formations can spawn from that hex with their command radius and are not just restricted to the hidden marker's hex.

This is also a good reason to hide during the game - it gives you more response flexibility.

DUAL FIRE

Q-John Spinello:

Can you fire GP and AP from the same vehicle in the same turn?

A-Jason Cawley:

You can fire AP or GP from the same gun, not both.

A-C M

2 weapons can only be used with one activation if the unit qualifies for Dual Fire as per rule 5.14.

SCENARIO QUESTION

Q-JunYu Zhoud:

I just played two games with my friend (basic and partially advanced) and the games were fun and exciting. However, the games were also really fast: after KO or BU two tanks, the game is finished (Base Unit VPs for each unit arenearly the victory margin). Am I following the rules?

A-Jim Day:

No, not quite. The Victory Point Margin is used to determine the magnitude of victory. Subtract the lower total VPs from the higher total VPs. If the difference is greater than the listed Victory Point Margin, it's a complete tactical victory, if equal or less, it's a marginal victory. See section 9.1.4.4 in the Playbook.

OVERRUN

Q-Thierry Seguy:

It's impossible for a tank with 3T or 4T movement points to overrun a squad Inside a building.

2 MP to enter the Alley + 3MP to enter Inside the building to overrun in one turn and the tank can't stay in alley with the squad Inside the building (same hex) to overrun Inside the building on the next turn. Is it right?

A-Jim Day:

No. The vehicle doesn't pay the movement cost for both the alley and the building. Since the vehicle is attempting to enter the building, it's just the 3MP. Remember, a vehicle may move one hex, no matter the cost of the terrain, as long as it doesn't expend any MP turning (see 4.5.1.1.3 and 6.6.3 (last paragraph)).

After resolving the overrun, if the target unit is still in the building hex and the overrunning vehicle doesn't have enough MPs to exit the hex, it's returned to the hex it entered from (see 6.6.10.1 (last paragraph)).

OPEN TURRET

Q-Thierry Seguy:

What is the Open (-20) found in the vehicle data cards?

A-Jim Day:

Are you by chance referring to the 'AA' row of a data card, for example, card G-2B PzKpfw V Panther, where it lists Open (-20)? That means the vehicle must be Open to fire its AA weapon (Optional Rule 7.8 Turrets), and it applies a -20 modifier to the AA shot (6.7.4 Anti-Aircraft Combat).

OVERWATCH

Q-Thierry Seguy:

When a vehicle moves into a new hex, can I overwatch fire at it before it makes its free turn in the hex it enters? It’s important in the Advanced game, because the hit angle can be different.

A-Jim Day:

Yes, you may take the shot before the turn is made. It's up to the overwatching player to call the shot at any point during the move. Don't forget that you may also take an Overwatch shot against a unit executing a no move move (4.5.1.1.8).

VICTORY POINTS

Q-Thomas Scheben:

Rule 8.2.2.1 in the Palybook states that VPs for vehicles are only awarded for knocked-out and brewed-up vehicles. What about vehicles which are immobilized by track hits and undamaged vehicles which were abandoned by the bailed-out crew? Are there VPs for such vehicles or does the opposing player have to knock them out by additional attacks? In terms of simulation it’s not a very likely behaviour on the battlefield.

A-Jim Day:

Yes, only Knocked Out and Brewed Up vehicles score VPs. It was very common to destroy immobilized or bailed vehicles, because you didn't want the enemy to recover them and then repair and return them to service.

SHARING COMMANDS

Q-Bruce Diamond:

I had three tanks each with SMG tank riders in two separate hexes around a single enemy unit. All shared a Move command. Hand-to-Hand initiated and first tank rider killed off. Second tank rider got it right and eliminated enemy. Now I want to continue the rest of my movement. Since they shared a single Move command, sec 6.2.1.1.4 says units must end movement within command range of each other. Does this mean the SMG unit that jumped off to fight in Hand-to-Hand must also be in command range after my movement? Effectively it would mean my tanks could barely move to stay with one hex of the SMG unit.

Can I "leave behind" the SMG unit and move my tanks their full 5 MP's in this case?

A-Jason Cawley:

Yes they have to end in command range. Which would have been a reason to use two commands rather than one, but too late to go back and change that now. Effectively when you decided to economize on move orders for the platoon, you gave up the option to split them with some exploiting much farther.

You can’t “leave behind” the SMG unit. If you want to separate on the coming move, you need to foresee it when giving orders and use more than one command - one for each ending group. You have to announce who is sharing in the specific move command when activating them, before seeing the results of your overruns. You can see the results of one command group's efforts, and potentially move off with the next group. But that flexibility needs both foresight planning, and the larger order budget that higher quality troops get. When the platoon has to get by with just one order, for whatever reason, they are not that flexible. That is the intent of the order limits. The most elite forces may get an order per unit, nearly, and each operate with pure flexibility. But average ones will not. They stick together, and fight as one force.

SHARING COMMANDS

Q-Danny Daasbjerg:

If I have a stack of 3 tanks moving along a road, and one tank suffers a track hit due to overwatch fire, do all three tanks have to stop at that spot?

A-Jim Day:

No, reference rule section 6.5.2.2.1, last paragraph.

VEHICLE COEXISTENCE

Q-DJ Johnson:

If a tank, while passing through an enemy tank hex, suffers a track hit due to overwatch fire, and therefore cannot move from that hex (assume the crew does not bail) does it stay there? If so, how do the two tanks engage one another from that point?

A-Jim Day:

You would return it to the hex it entered from (keep moving it back as necessary) since opposing units can't occupy the same hex.

INITIATIVE

Q-Mark Stout:

I've noticed that the initiative modifiers in the special conditions section of a given scenario seems to coincide with the force grade modifiers of game card C. This got me to wondering. Are these cumulative, or does the special conditions section take the force grade into account.

Example: Scenario 12's special conditions state that the Soviet Force applies a -20 DRM when determining initiative. And the Soviet Force Grade is Regular. Would this be a -20 or -40?

A-Jim Day:

-20. It's a summary of the initiative situation.

LOS

Q-Mark Stout:

Does the brown area that bleeds over into a hex from an adjacent hill hex block los?

A-Jim Day:

No.

WALL HEXSIDES

Q-Mark Stout:

If two units are firing at each other across a wall hexside, are they BOTH hull down to each other, no matter the respective distances from/to the wall? For instance: If unit A is in the hex formed by the wall hexside, and unit B is 10 hexes away. It is logical to think that a tank would drive up to the wall and claim (sorry about the ASLism) Wall advantage over a tank 1000 meters away.

A-Jim Day:

As per the example 6.1.4.3.2 on p.29, the vehicle must be adjacent to the wall hexside to benefit from the hull down effects. It's hard to see in the example, but the vehicle on the right is adjacent to the wall hexside with the LOS (arrow) running directly along the wall length and the vehicle at its point.

A vehicle adjacent to a wall hexside, and receiving DF from a unit across that hexside is hulldown to that same unit.

LOS

Q-Warren Wawrosch:

When may LOS checks be performed?

A-Shauneroo:

At any time.