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  1. Simon62

    Placing demo charge from a smoke hex

    Hi, not sure on this one. I have two engineers (one with a demo charge) and a leader and an enemy unit 2 hexes away all units are in a roofed factory so MF entry is 1MP. Both engineers place infantry smoke into a hex adjacent to the enemy unit and the engineer with the DC and the leader...
  2. Simon62

    Units in melee and command/panic

    Hi, I have 2 enemy units held in melee by 2 friendly units - it is the enemy player turn. Do any of these units have to roll for command/panic? - the friendly units are not within 2 hexes of a friendly leader so would normally have to roll to see if they panic on the first action (attack...
  3. Simon62

    Movement exception modifier to sighting task check

    Hi the following came up in our game this afternoon: A offboard observer is making a sighting task check to place an AR in the Dfph, the unit it is sighting moved in the previous movement phase and moved 1 hex from outside to inside a building. On the sighting task check there is a + 1...
  4. Simon62

    Retention of DC's in VOTG or RB when thrown against an AFV target

    Hi, playing VOTG and looking at a thrown DC at an AFV moving in an adjacent road hex as a Defensive fire attack - the placement DR is a 10 with a +2 for motion vehicle, +2 for thrown DC, -1 for thrown through rear target facing and -1 for TK case B aerial modifier giving a total +2. A position...
  5. Simon62

    Actions from rubble hexes in VOTG as opposed to RB

    Hi, playing VOTG and have a MMC in a wrecked rail car which is looking to street fight an AFV moving in the street adjacent. VOTG indicates that the Wrecked rail car should be treated as rubble and refers to Red Barricades rubble rules - these say that street fighting can be undertaken from a...
  6. Simon62

    Street fighting

    Hi, there seems to be no restriction on number of MF's available to a MMC when street fighting - E.G. a MMC with a 50mm Mtr SW (portage 5 PPs) has a movement allowance of 2 Mf's. It is in a building adjacent to a road/debris hex and there is a wall to cross. To move into the hex to make a...
  7. Simon62

    Overrun & CC reaction fire process questions

    Hi, not done allot of overruns before but having to deal with one now and not sure if I have got this correct so any confirmation or correction would be helpful. The situation is an AFV with malf MA but a functioning coax MG is currently stationary in a debris/road hex holding an enemy unit in...
  8. Simon62

    Followed enemy AVF command but MP's still remaining

    Hi, I have the following situation: At the start of the enemy turn a stationery enemy AFV is in a hex with a friendly MMC which it is holding in Melee (the friendly unit and AFV failed to do any damage to each other in the friendly CC phase of the last player turn). In the prep fire phase...
  9. Simon62

    Concealment of activated enemy units

    Hi, a very simple question - I have a enemy suspect in a building and in the friendly advance phase I move next to it, check it fore activation and it generates a squad. As this is the advance phase the just generated enemy unit cannot fire is it placed under a concealment counter? I cannot...
  10. Simon62

    Infantry IFT attacks

    Hi, reading through table A3a Enemy IFT attacks vs infantry/PRC. Some of the result specify target must be in normal range (E.G. result 7,8) or within max range (e.g. result 6) others do not specify normal or max range (e.g. result 9) - do those results that do not specify normal/max range...
  11. Simon62

    AFV Defensive fire but needs a covered arc change

    Hi need some help with understanding part of this rule from S8.61: The ENEMY unit must First/Subsequent First/Final Protective Fire (as appropriate) at the moving non-vehicular Target if an AC dr would otherwise be necessary [EXC: 8.613 also, if the ENEMY unit is a ⅝" Ordnance with an Acquired...
  12. Simon62

    Selection of units to jitter firr

    Hi Playing a night scenario and the following situation occurred and not sure if we got the rules interpretation correct and some clarity from the guru’s would be appreciated. A unit rolls 1,1 on a straying DR resulting in no straying but jitter fire by the closest defender. E1.551 states...
  13. Simon62

    entry of a hex witrh a vehicle in bypass

    Hi, feel I should know this but got a cold and everything a bit fuzzy or I am just getting old!! I have a building hex with a BU AVF stopped in bypass - can an infantry unit move into the building during the Movement phase or does this contradict A4.14 if it crosses the hexside the AVF is...
  14. Simon62

    Night combat modifiers in illuminated area

    Hi, not sure about this: E1.9 Illumination states that "night effects remain in effect in an illuminated location) does this mean that the +1 E1.7 combat modifier applies if a unit s fired upon in an open ground hex within an illuminated area or not? Simon
  15. Simon62

    foxhole exit costs

    Hi all, thought I understood this rule but confused by my game this week now and hoping someone can put me back on the straight and narrow! A woods hex has a foxhole in it - the questions are: 1) a unit moving into the woods and then into the foxhole during the movement phase costs 3 MF (2...
  16. Simon62

    Tables in rules transposed

    Hi i have tecieved my copy of Orsogna and it is supurb, however, I notice that the tables for the refit stages 3.6121 and 3.6132 seem to habe been transposed. 3.6121 deals with AFV bog removal but has the crew replacement table and 3.6132 dealing with crew replacement has the immobilization table.
  17. Simon62

    Night movement and straying questions

    Hi, I have two questions here that I am unsure of: 1) E1.51 indicates that an additional MF must be expended for moving into concealment terrain during night (with a few exceptions) - what about changing levels within a building or moving within a multi hex building without exiting the...
  18. Simon62

    berserk charge into a melee

    Hi, not sure on what is correct in this example: a Unit starts it's movement phase berserk - it's only berserk charge target is an enemy unit locked in melee with a friendly unit. it charges and enters the hex with the melee. In the advance Fire phase what is correct: a) It must fire into...
  19. Simon62

    activated enemy unit and wall advantage

    Hi, when activating an enemy unit in a hex with a wall hex side what are the rules pertaining to wall advantage for that just generated enemy unit. I assume if it is in an open ground hex it would automatically have wall advantage when activated but what if it was say a wooden building hex, a...
  20. Simon62

    Activation of suspect AFV in hex that it would have to be in bypass

    Hi, I am playing a VotG SASL campaign and I have a friendly German unit move adjacent to an enemy suspect counter in a railcar hex. The suspect counter activates and a AFV is generated. AVF cannot be in railcars but can be in the hex in bypass - is there any rule for which hex the AFV will...
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