Yes, flamethrows and vehicle flamethrowers are very different. They all now must roll to hit, but ignore cover and down but taking minus to hits for movement, long range, pins and small team. 6" for infantry, 12" for vehicle. infantry causes
d6 hits, vehicle causes
d6+1 hits. +1 penetration. Flamethrowers run out of fuel on a 1.
MrMoustaffa wrote:How do officers *specifically* work now? We've been given vague descriptions but not the the difference in say a 1st and 2nd LT?
2LT and 1LT have 6"; Captain and Major have 12".
When you activate an officer, you also activate up to x number of other units within your command range. X = 1 for 2LT, 2 for 1LT, 3 for Captain, 4 for Major. You pull those dice out from the bag. assign them to each of the units. Then after dice are assigned to officer and anyone else, you then execute the orders one at a time.
MrMoustaffa wrote:What are Germany's special rules in the generic army list? They should be different from the way Warlord has been talking
NCO squad training on a 2+. Hitler's Buzzsaw ALLLLL LMG and MMG have +1 dice; infantry and vehicle.
Command vehicles are covered. Army building section lists two ways of building your army: based on historical TOE or a scenario, or, for competetive games, use the platoon selectors.
I assume Tank War might still be compatible with the unit upgrades etc.
It uses the new vehicle pinning rules. Any weapon with penetration will cause pins on Inexperienced crews. Any weapon with penetration might cause pins on regular crews. Veteran crews ignore weapons that cannot penetrate from the art. So a +4 fired at long range against a Tiger's front will do nothing at all. Fired at the rear, will cause a pin.
Here's a list!
Automatically Appended Next Post:
- suggests 25mm bases.
- Multiple models on one bases you "imagine" a 25mm bases around them.
- Squads bought and still at full strength re-roll order tests.
- Rally ignores pins to pass order.
- Double 1 on order check removes 1+
d6 pins instead of 1.
- Down is -2 to hit.
- Staying down over the turns loses d3 pins
- If you're on ambush at the end of the turn, you can choose to leave it on ambush or on a 4+ you can change it to a fire order, otherwise the dice goes back in the bag.
- You can fire over your own models as the 1" bubble is above the models as well as around.
- Dense terrain. Area terrain that you can't draw
LOS through and give soft or hard cover if you're in it.
- Ambush against any type of enemy movement.
- Assault rifle range to 18".
- LMG/MMG get +1 shot.
- LMG gets 36" range.
- Medium/heavy mortar minimum range 12".
- Minimum and maximum range for medium/heavy howitzers indirect fire increased.
- Infantry flamethrowers get +1 pen.
- Vehicle flamethrowers have hits reduced to
d6+1.
- Assault weapon gives tough fighter.
- Fixed weapons can pivot for -1 to hit on an advance.
- Flamethrowers roll to hit ignoring cover and down, but taking minus to hits for movement, long range, pins and small team.
- Flamethrowers run out of fuel on a 1.
- HE now uses templates! If shot misses, no scatter. If hits must cover most amount of models it can. Possible to hit multiple units.
- Reverts back to
d6 system to determine hits in buildings.
- Inexperienced units cannot use spotters!
- Spotters always count as down.
- Spotters can come on the board as reserve/first wave at the same time as weapon they are spotting for.
- Shaped charge loses the -1 to hit.
- Multiple barrage measures 6" from template and not squads to see if other units are hit. Can fire smoke.
- Must nominate a loader for squad based team weapon for the game. Cannot be NCO.
- Out of range weapons for defensive fire count as shooting at long range.
- Don't lose pins after combat.
- Captain and major bonus morale range increased to 12".
- Snap to it. Officer can draw extra dice out of the bag for units with their morale bonus range. Those units then carry out their order as normal.
- Medics can't attack or claim objectives.
- FAO cannot ambush.
- Artillery scatters
3d6" on a 1.
- Uses template for a heavy howitzer if it hits a unit.
- Air strikes are stopped if 3 hits scored on plane.
- Most plane types use templates now.
- Flak doesn't use up ambush or orders.
- Cavalry no longer is 3 attacks, just tough fighter.
- Cavalry cannot recce if they have had an order that turn.
- Fanatic cannot be pinned out of the game.
- Motorbikes are hit in combat as if they were normal infantry.
- Motorbikes cannot recce if they have already had an order that turn.
- Sniper minimum range of 12". Loses the +1 to hit, but no longer take any penalties for anything other than pins and last man. Can fire normal small arms on an advance.
- Tough fighters is no longer 2 attacks. 1 attack and roll an additional dice for every hit you get (only the first time!).
- Artillery measurements from/to the breach.
- Artillery can be pivoted 360 for a -1 to hit on an advance.
- Turntable/platform has 360 fire arc.
- Gun shield give you +1 to your would roll (inexp 4+, regular 5+ and vet 6+). HE, snipers snd flamethrower ignores this.
- You have until the end of the game to re-crew a gun.
- Smoke is soft cover and dense terrain.
- All measurements for vehicles from the hull.
- Vehicles only reverse on failed order if enemy is visible in front arc.
- Vehicles can be ordered to go down (no -2 to hit though!).
- Firing pintle mounted weapons make them open topped for that turn.
- HE templates placed in centre of vehicle. If HE clips only, it hits front armour.
- Soft skins roll on the vehicle damage table if damaged (not the superficial).
- If stunned, immobilised or on fire roll a further dice. On a 4+ the turret is jammed in the direction of the incoming fire.
- Rally order works inside vehicle!
- Declare what units are in what vehicles before the game starts. Officers moral works for order check to come on.
- Cannot recce vehicles if they have already had an order that turn.
- Command vehicle does not give snap too rule.
- Can "make an opening" in a building of the unit is deployed in it at the start of a game. Counts as a window.
- Buildings only give +1 to protect like gun shields.
- HE doesn't take minus to hit for cover against units in buildings.
- 10 HE hits brings down a building. Can fire on empty buildings.
- 12 missions. 6 battle scenarios and 6 attacker-defender.
- Can deploy units in buildings that straddle deployment zones.