SMC wrote:Wow I have a lot to learn :/ ok so can you go through a scenario for me of attacking a tank with gammon bomb equipped infantry? I couldn't find it in the third edition pocket rules. I didn't even know you could capture an enemy tank. I'm getting a little overwhelmed by the rules.
Briefly covering attacking a tank (assuming you have already passed your tank terror test and charged into contact successfully with the enemy) with your paras:
Roll a skill test for each team within 2" of an enemy team. (being veterans, you should need a 3+ to pass)
For each hit you score the opposing player must roll a die, adding their TOP armor to the die roll. They will then compare this total to your Tank Assault rating (Gammon bombs with AT3 using your paras) If your tank assault rating exceeds this total, the tank is automatically destroyed. If your tank assault rating is equal to their roll, the tank is "bailed out"
Now, if they have teams eligible to continue the assault, the enemy rolls their motivation to counterattack . If they fail, they must break off. Just like immobile guns, bailed tanks can't break off and get far enough away (4"
from the assaulting platoon. This means they are captured (a.k.a. destroyed) by your victorious troops.
IMPORTANT NOTES:
1. Unlike when assaulting infantry, your troops will need to roll a motivation check when charging into contact with tank teams.
2. Unlike infantry, tanks do get a save (just like shooting) in assaults. Though this save is always taken and added to their top armor (well, unless they're assaulting ROF2+ guns, but that's a different story)
3. Unlike shooting, if you tie or beat a tank's top armor +armor save roll with your tank assault rating then no firepower check is required. The tank is either bailed or destroyed (tied=bailed, Tank assault > top armor + armor save=destroyed)
If the enemy had passed their motivation and driven you off during their counterattack, their bailed tank would have survived (though it still would be bailed out at the end of the assault).