Priest
Member
I'm still having some problems with the sniper rules, can some one explain this to me in easy to understand words? What happens when you roll your SAN.
Bad things can happen when you roll your opponent's SAN when making a TH, MC, TC and a few other things I don't know about.Priest said:OK, so what happens when yoy roll your opponents SAN?
Yep two bites of the apple (if you get the Hit).Jeff H said:While on the subject of triggering snipers :
Am I right in playing that a roll for effects on the IFT for an ordnance hit can trigger a sniper as well as the original TH roll ?
i.e. possibly two sniper effects from the one attack.
I've played it that way as that's how the rule reads; specifically only excluding OBA from the IFT rolls, but maybe I'm missing something because that seems like two chances from one attack ?
..... Thanks in advance.
Priest said:I'm still having some problems with the sniper rules, can some one explain this to me in easy to understand words? What happens when you roll your SAN.
If you are asking if the Sniper is forcing you to rout, then no. Snipers are not units (A14.01 last sentence) and so by itself cannot force you to rout. Because the attack grants DM status though, you have the option to rout if you want - that could be advantageous in some situations.CPRad said:I have a question about Snipers ... once the sniper is activated, (we are both in the same bldg, he rolled a DR 1, 1.) If he decided to break my MMC do I have to rout out of that bldg?
Thanks
Thanks Peter.Commissar Piotr said:That depends if you are forced to by the rout rules.
You may disregard the building you are in when determining where to you hav to rout, in other words closest wodds/building in MF with some adjustment for where there is enemy units OBA/Minefields and so forth.
You could also stay in the building if you are not ADJACENT to a Known enemy unit.
Peter Rogneholt
tommyl said:If you are asking if the Sniper is forcing you to rout, then no. Snipers are not units (A14.01 last sentence) and so by itself cannot force you to rout. Because the attack grants DM status though, you have the option to rout if you want - that could be advantageous in some situations.
The presence of other, ADJACENT unbroken and armed uints would force you to rout.
The full distance, and then to the closet target from that point.wiretwister63 said:check my sniper procedure:
SAN is a 7 for Belgians. A Ruskie rolls a 7 on an MC the Belgian sniper is activated. I roll a 1. then I roll two die, colored die for direction, white die distance.
I move my sniper marker, the full distance rolled? Or just to the closest target?
DJ
Not sure what you mean here, but the Sniper stays in the hex it attacks after the attack has been resolved.wiretwister63 said:after i resolve the attack does my sniper get replaced as per the placement rules ( I know this happens if I rolled a >2)?
DJ
No; the Sniper is not affected in any way by enemy movement into its hex.wiretwister63 said:what happens when an enemy unit moves into the sniper hex? Is the sniper repositioned?
Yes.wiretwister63 said:Is the only way to permanetly lose a sniper if the SAN drops below 2?
OKay I reread the rule on a roll of >2 the attack does not take place and the sniper stays put.Not sure what you mean here, but the Sniper stays in the hex it attacks after the attack has been resolved.