Well, now I am glad that I started this thread. I learned something good today.Soft hindrances only eliminate FFMO... Moving units are attacked with -1 for NAM with normal residual. ie one FP below the actual FP of the MG
Hard hindrances add +1DRM per hex
What pertains are FL residual rules in Chapter A, but as it happens the example to G5.21 is particularly clear...Maybe that is why I am getting wrong.
When placing a FL w/ a MMG, do you reduce the FL strength for each hindrance between the MG and it's target (IE: 2 hindrances would reduce a MMG to zero) or
Does the FL factor remain the same (2) and as the enemy enters the hex, the DRM are applied to the IFT (MMC enters hex and is attacked with 2 FP + 2 for the hindrances between firer and target)?
That shot could be through 6 huts in a row... still two FP... and as with Hut so with Kunai, or regular grain or smoke or brush (bamboo however is an obstacle) any of the soft hindrances listed in FL residual in Chap A. FL residual is the great unhinderer! (also don't forget as I so often have that FL residual is not 1/2'd it is moved a column left... which makes a difference with HMGs.)5.21 FIRE LANE: A hut does not affect a Fire Lane [EXC: it cancels the FFMO DRM of each target Hindered by that hut].
EX: See the 5.2 illustration. If the crew sets up a Fire Lane through oI7, any unit entering oI6 or oI7, or entering oI5 by Bypassing along hexside oI5-oI6, will be attacked by two FP but neither the hut Hindrance nor the FFMO DRM will apply.
Hide like a coward out of LOSCan you HW on one turn, stop at the end of that turn, and then announce HW again for the next turn & the same for next turn (3 consecutive turns in a row)?
If the answer is yes, then how does a regular unit poop out after 6 MF? He cannot CX again until one full turn has passed.