That is a very good database. I use it almost daily. Thanks!!!
Rules Questions
-
I’ve been wondering several things about the game that I could not find clarified enough in the handbook, so I have compiled a list of questions.
-How many units in a hex, infantry and vehicles, infantry with vehicles?
-Do units have Line of Sight through friendly units, and if so can they fire through them at the enemy?
-Does a hill give your units the capability of shooting over friendly units not on a hill?
-How does charging an enemy hex work?
-If a unit dies from defensive fire, can it still fire back?Hope you guys can help. Thnx
-
I’m no Grand Pubah of A&AM, but I’ll take a shot at these…
-How many units in a hex, infantry and vehicles, infantry with vehicles?
You can have 2 of your own in a hex, but no more than one vehicle. So you could have 2 Garands, or 1 garand and 1 Sherman, but not two Shermans. The grand total of units including enemy units is four units, but again, no more than one vehicle. So if you had that Garand and Sherman in a hex, the enemy could move two SS-Panzergrenadiers into the hex, but not one of them and a King Tiger.
-Do units have Line of Sight through friendly units, and if so can they fire through them at the enemy?
Yes.
-Does a hill give your units the capability of shooting over friendly units not on a hill?
See above question. Hills give cover, block line of sight and often funnel AFVs who have a hard time getting through them, but other than that they don’t do much (except for some special abilities, that function in hills).
-How does charging an enemy hex work?
You move into the hex and provoke defensive fire. Soldiers don’t provoke defensive fire from vehicles.
-If a unit dies from defensive fire, can it still fire back?
Yes, defensive fire only causes disruption (which means that the enemy who gets shot up doesn’t make it into the hex he was going for). The disruption is immediate in that you don’t wait for the casualty phase to flip it over. This means that the guy firing back, the whole who provoked the DF, has a harder time shooting back now (as per disruption).
-=Grim=-
-
1. On stacking limits in a two player game you’re correct - 4 Units total. Only 2 units per player, and only 1 of the 4 can be a vehicle (whether it’s a Jeep or a King Tiger doesn’t matter). However in multiplayer games it may work a bit differently.
2. Units never block line of sight.
3. Hills are basically no different from forests - they don’t give you any extra vision on their own (though some units can benefit from them because of SAs, like the Nashorn); the only difference is vehicles have to make a movement roll into the forest. That’s it. AH/WotC kept the rules fairly simple so no extra LOS mechanics.
4. You can move into a hex with an enemy unit, but doing so provokes defencive fire, as GrimJesta states. However remember disrupted units can’t defencive fire either. Defencive Fire is provoked if a unit moves from an adjacent hex to another adjacent hex (note moving out of an adjacent hex does not provoke defencive fire). The defencive firing unit can decide which hex to make the attack in. Roll the attack normally, but if you would score 1+ hits you simply cause an immediate disruption instead, causing the provoking unit to stop in that hex and end its movement. If the hex the provoking unit is being attacked in provides cover, then the unit rolls; if successful then the provoking unit isn’t disrupted and continues on. Each unit can make one defencive fire attack per phase, so a standard tactic is to move in first with a less threatening unit to draw fire.
5. You can’t die from defencive fire unless it was caused by a flamethrower; the three 6’s effect still applies. Except for units which are immediately destroyed (death by flamethrower, or a Carro Armato going up) the effects of damaged/destroyed/etc aren’t applied until the casualty phase after both players have made their attacks.