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![[Post New]](/s/i/i.gif) 2013/06/18 15:22:44
Subject: Question re guns
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Regular Dakkanaut
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Question: Do man-portable weapons like HMG's and light mortars count as gun teams when fired at? IE, if they shoot does their saving throws jump from 3+ to 5+ ?
Also, my Italian army has the option of attaching three brixia light mortar teams to an infantry platoon (company). They fire direct, but are also capable of bombardments. Not very good bombardments - they have no AT factor, firepower of only 6, short range and they cant fire smoke, but bombardments nevertheless. That being the case, can they use the Company commander or any member of their platoon as observers (at +1 for ranging)?
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![[Post New]](/s/i/i.gif) 2013/06/18 18:28:20
Subject: Question re guns
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Unteroffizier
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HMG teams and mortar teams (and all other man-packed gun teams) have 3+ save if they haven't moved or shooted in the previous turn but if they did either of this they only have 5+ save.
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![[Post New]](/s/i/i.gif) 2013/06/18 21:09:10
Subject: Question re guns
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Fixture of Dakka
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Vanders wrote:Also, my Italian army has the option of attaching three brixia light mortar teams to an infantry platoon (company). They fire direct, but are also capable of bombardments. Not very good bombardments - they have no AT factor, firepower of only 6, short range and they cant fire smoke, but bombardments nevertheless. That being the case, can they use the Company commander or any member of their platoon as observers (at +1 for ranging)?
Only the firing teams, the platoon commander or the company commander(s) (at +1 to range in) can can spot for them.
Unlike other mortars Brixias can also defensive fire at ( RoF: 2) due to having no minimum range for direct fire.
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![[Post New]](/s/i/i.gif) 2013/06/22 15:18:47
Subject: Question re guns
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Lieutenant Colonel
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Halkomahooli wrote:HMG teams and mortar teams (and all other man-packed gun teams) have 3+ save if they haven't moved or shooted in the previous turn but if they did either of this they only have 5+ save.
This is why when infantry are used in defence, you should consider when your HMG's/ Mortars will fire. It's not always a good idea to fire at the earliest opportunity, it's better to fire at the most opportune moment / point where you will do the most damage.
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Collecting Forge World 30k????? If you prefix any Thread Subject line on 30k or Pre-heresy or Horus Heresy with [30K] we can convince LEGO and the Admin team to create a 30K mini board if we can show there is enough interest! |
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![[Post New]](/s/i/i.gif) 2013/06/24 11:34:36
Subject: Question re guns
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Regular Dakkanaut
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Halkomahooli wrote:HMG teams and mortar teams (and all other man-packed gun teams) have 3+ save if they haven't moved or shooted in the previous turn but if they did either of this they only have 5+ save.
But anti-tank rifles, being infantry groups, still get 3+ saves correct? And they cannot be picked on specifically by the firer?
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![[Post New]](/s/i/i.gif) 2013/06/25 06:54:15
Subject: Question re guns
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Unteroffizier
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Vanders wrote: Halkomahooli wrote:HMG teams and mortar teams (and all other man-packed gun teams) have 3+ save if they haven't moved or shooted in the previous turn but if they did either of this they only have 5+ save.
But anti-tank rifles, being infantry groups, still get 3+ saves correct? And they cannot be picked on specifically by the firer?
If in their arsenal entry it says they are infantry then yes they always have 3+ save. Otherwise if you find them from gun section of the arsenal then no, they have 5+ save when moving or shootin and in that case they can be targeted
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