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EL PENSAMIENTO, EL LENGUAJE Y LA REALIDAD .1 Cambio de la Realidad por el Lenguaje

In document Habilidades Comunicativas (página 150-156)

Solución de Problemas

AMOR POR EL BOSQUE

3.4 EL PENSAMIENTO, EL LENGUAJE Y LA REALIDAD .1 Cambio de la Realidad por el Lenguaje

There are a few rules to be found in the older Intelligence Briefings’ Arsenals that no longer apply in the rules. These include: Limited Vision, Mobile Rocket Launcher, and Slow Traverse.

MINIMUM RANGE 8”/20CM

Indirect firing weapons such as medium mortars lob their round in a high trajectory even when not firing bombardments, so cannot fire at targets that are close to them.

Weapons with a Minimum Range 8”/20cm cannot target Teams closer than 8”/20cm from them when Shooting, hence these weapon cannot conduct Defensive Fire in Assaults.

MULTIPLE WEAPONS

Tanks like the US M3 Lee or Soviet T-35 have a hull-mounted gun and a secondary turret or turrets. While these can be fired at the same time, the tank’s commander can only assist the gunner of the main gun to find targets, leaving the other weapon’s gun- ners to their own devices.

When shooting multiple weapons (other than MGs), you may choose which weapon is the Main Weapon. A Tank may fire its additional weapons (other than MGs) at ROF 1 at the same time as its Main Weapon. If they do this, the additional weapons suffer +1 penalty to hit. Each weapon may fire at a different target.

NO HE

Some specialist anti-tank weapons do not HE (High Explosive) ammunition making them much less effective against infantry and other soft targets.

A weapon with No HE targeting an Infantry or Gun Team, adds +1 to the score needed to hit.

ONE-MAN TURRET

Some tanks and armoured cars have tiny one-man turrets, leav- ing one man the job of commander, gunner, and loader. A One-man Turret main weapon adds +1 to the score needed To Hit when moving.

OVERLOADED

Super-heavy tanks and heavily-laden assault guns often overload their engines and suspensions, making them very poor at crossing obstacles.

Overloaded Tank Teams increase their Cross number by +1.

PASSENGER-FIRED WEAPONS

Some transport vehicles come equipped with an onboard machine-gun, but are only crewed by the driver, meaning the weapon can only be fired when passengers are mounted. A Team with a Passenger-fired weapon must have a Passenger mounted to be able to shoot the weapon.

RECOILLESS

Recoilless weapons vent propellant gases to the rear to offset the recoil creating a large cloud of dust and debris behind the gun. Recoilless weapons never count as Concealed if they fired in their last Shooting Step.

CAVALRY

Horse-mounted cavalry may seem an anachronism in the age of tanks and blitzkrieg, but they still have a role in less developed areas like the Ardennes and Russia’s Pripyat Marshes where their mobility is far greater than road-bound trucks.

Cavalry Teams shooting add +1 to the score needed To Hit when moving.

Cavalry Heavy Weapon Teams cannot shoot until they dismount.

Friendly Teams cannot shoot over Cavalry Teams. Flat Terrain does not provide Concealment to Cavalry Teams that did not move. They cannot be in Foxholes nor enter a building.

A Cavalry Team can dismount as the equivalent Infantry Team armed with the same weapons. Once they dismount they are Infantry Teams for the remainder of the game. Cavalry Teams cannot Sneak up on Tanks (page 56) and cannot roll to hit an Armoured Tank Team in an Assault. Cavalry Teams can Assault if they are within 6”/15cm of the enemy and can move up to 6”/15cm when Charging into Contact (page 53).

A Unit entirely made up of Cavalry Teams decreases the score needed to Rally (page 41) and to do a Follow Me Movement Order by -1 (page 25).

HORSE ARTILLERY

Horse artillery has a long tradition of galloping the guns to the fore. Within 30 seconds of the order ‘Into Action’ being given, the well-drilled crews have the guns unlimbered and are deliv- ering fire. Trading their horses for mechanical gun tractors has changed the drill a little, but crash action remains.

Unlike most Gun Teams, Gun Teams that are Horse Artillery can do a Blitz Movement Order.

INDEPENDENT

The specialists of Independent Teams are valuable and are pro- tected by those around them.

An Independent Team can use the Mistaken Target rule (see page 35) to reassign hits to nearby Units, but cannot Charge into Contact (see page 52), nor take an Objective (see page 94).

MOTORCYCLE RECONNAISSANCE

Motorcycle scouts fight mounted against light opposition, but when things get tough, they dismount and finish the fight on foot. Motorcycle Reconnaissance Teams and Units use the Reconnaissance and Recce rule.

Motorcycle Reconnaissance Teams have a 4+ Save.

When Motorcycle Reconnaissance Teams choose to dis- mount they replace their Team with an Infantry Team as noted in their Arsenal entry and are no longer Motorcycle Reconnaissance Teams.

MOUNTAINEERS

Some infantry are trained as mountaineers. They can scale cliffs that are impassable to normal infantry

Mountaineers treat Steep Hills and Rocky Hills as Cross- country Dash.

Mountaineers can cross Impassable Cliffs, Cuttings, High Seawall, or High Embankment (but not Impassable terrain in general). To do so they must start the Movement Step touching the terrain. The Team crosses the terrain, halting at the top or bottom of the Impassable Terrain.

OBSERVER

Artillery observers have extra radios and other specialist equip- ment to allow them to call in artillery fire quickly and accurately. An Observer Team can Spot for any friendly Artillery Unit (see page 45). An Observer Team is Independent and a Scout.

RECONNAISSANCE AND RECCE

The purpose of reconnaissance units is reconnaissance and every soldier in the platoon is trained in the art of stealth and observation.

Recce Teams and Teams in a Reconnaissance Platoon use the Scout rule. Reconnaissance Platoons use the Spearhead rule. Unarmoured Tank Teams that are Recce Teams or are in a Reconnaissance Platoon have a 4+ Save.

SCOUT

Scouts are there to keep track of the enemy, not to get into a fight. The best way to do this is ‘sneak and peek’.

Scouts are Gone to Ground unless they Shoot or Assault (see page 33). This means that if they are Concealed, the enemy will suffer an additional +1 penalty to hit them (see page 33).

SPEARHEAD

The spearhead travels ahead of the main force during advances and screens retreats. This allows the combat elements to move quickly into position, secure in the knowledge that they will not bump into unexpected enemy units.

When a Spearhead Unit is placed on table during Deployment (but not if it arrives from Reserves or is placed outside the normal Deployment Area using this rule), the player may immediately Move its Teams at Tactical or Dash speed. This movement may not use any Movement Orders, and may not take a Team within:

• 16”/40cm of an enemy Team it is not Concealed from, • 8”/20cm of any enemy Team,

• 16”/40cm of the enemy Deployment Area or any Objective outside your own Deployment Area.

When Deploying their remaining Units, a player may treat the area entirely within 8”/20cm of a Spearhead Team that is In Command as an extension of their Deployment Area. Teams placed here may not be placed in the areas that a Spearhead Team may not move into.

TRANSPORT PLATOONS

A Transport Platoon must be attached to a Unit before deployment. It becomes that Unit’s Transport Unit for the entire game and follows the rules for Attachments on pages 7 and 60.

AUTOMATIC RIFLES

The US Army is equipped with the M1 Garand self-loading rifle, M1 Carbine, and the Browning Automatic Rifle (BAR), giving their infantry the ability to maintain their rate of fire while moving.

Rifle and Carbine Teams with Automatic Rifles do not suffer the usual +1 penalty to hit for firing while moving or Pinned Down as a ROF 1 Weapon (page 67).

DETROIT’S FINEST

The Ford V8 engine improved the performance of the M4A3 series of tanks. Its power gave them a good top speed, while it robustness and reliability allowed them to take advantage of this without worrying about breaking down,

Tank Teams with Detroit’s Finest add +2”/5cm to their Terrain, Cross-country, and Road Dash movement.

DISMOUNTING MACHINE-GUNS

Any Infantry Team carried as a Passenger in a Transport team may Dismount in the Movement Step with the vehi- cle’s Passenger-fired .50 cal AA MG, becoming an M2 .50 cal Team, or with its Passenger-fired AA MG becoming a LMG Team.

An Infantry Team normally mounted in a vehicle can start the game Dismounted with their vehicle’s Passenger-fired machine-gun.

Once the machine-gun has been Dismounted from a vehi- cle, all of the platoon’s vehicles must be Sent to the Rear (see page 23) and cannot be Brought Forward again.

You may not Dismount a Passenger-fired .50 cal AA MG or AA MG unless you have the appropriate model to replace the Infantry team that Dismounted it.

DUCKBILLS

Duckbill tracks extensions gave the Sherman better mobility in boggy ground. However, they were attached to the pins linking two pieces of track, so the tank had to keep its speed down to avoid breaking them off and throwing a track.

At the Start of the game a player may elect to fit all of their allowed Tank Teams (as listed in the Intelligence Handbook) with Duckbills. Tanks fitted with Duckbills change to Cross on 2+, but their Mobility rating becomes Slow Tank.

HEDGEROW CUTTERS

Many American tanks were fitted with the ‘Cullin Device’ for the breakout from Normandy. This allowed them to punch through the Bocage.

A Tank Team fitted with Hedgerow Cutters re-rolls unsuc- cessful rolls to cross Hedge and Bocage Hedge terrain.

MOUNTING HMG’S AND LMG’S

Up to two HMG or LMG Teams carried as Passengers in a half-track can fit their machine-guns to the sides of the vehicle, converting them to side-mounted AA MG’s. When the team Dismounts or is Destroyed, its machine-gun goes with it.

SMOOTH RIDE

The driving force behind the development of HVSS (Horizontal Volute Spring Suspension) was the need for wider tracks for crossing soft ground, and a smoother ride.

Tank Teams with Smooth Ride have a Cross of 2+.

STABILISER

Stabilisers keep the gun on target while moving across country. They are not perfect, especially at high speed, but they make fighting on the move much more effective.

A weapon with a Stabiliser retains its Halted ROF on the move, but increases the score needed To Hit by +1.

TANK DESTROYERS

The Tank Destroyer Command was tasked with stopped armoured breakthroughs and relied on massed ambushes to deal with fast moving enemy tank attacks.

The Tank Destroyer Section of a Tank Destroyer unit is a separate Unit and uses Seek, Strike, and Destroy and Scout special rules.

The Security Section of a Tank Destroyer unit is a separate Unit and uses the Spearhead and Scout rules (but not the Seek, Strike, and Destroy special rule).

SEEK, STRIKE, AND DESTROY

American tank destroyer doctrine was based round a fast, mobile and aggressive defence against the German panzers.

Tank Destroyer Units may attempt a Shoot and Scoot Movement Order after succeeding in another Movement Order.

TIME ON TARGET

American artillery had a system of centralised control that allowed them to coordinate the fire of all of their guns so that the entire first salvo landed on the target at the same time, catching the enemy before they have time to take cover.

If a US Artillery Unit with a Staff Team in their unit dia- gram successfully Ranges In (page 47on the first attempt, all Infantry and Gun Teams under the Template must Re-roll successful Saves.

THE TRUSCOTT TROT

Long-distance speed marches were a major feature of an infan- tryman’s training. Some officers, like General Truscott of the 3rd Infantry Division, trained their troops so hard that they dubbed speed marching the ‘Truscott Trot’.

All this practice paid off during Patton’s drive to Palermo in the Sicily campaign. The men of the 3rd Infantry Division marching on foot were able to keep pace with the neighbouring 2nd Armored Division!

US Infantry Teams increase their Cross-country and Road Dash by 2”/5cm.

UNDER COMMAND

An excellent communication network allows the platoons of a US company to quickly call for artillery support.

A US Unit Leader can a be Spotting Team for an Artillery Bombardment.

RULES NO LONGER USED

The following US special rules are no longer used: Column Security, Excellent Communications, Hit ‘em with Everything You’ve Got, Jumbos Lead the Way, and Tank Telephones.

SCHÜRZEN

The German’s fitted their tanks with Schürzen to protect their tanks from hand-held anti-tank weapons.

A Tank Team with Schürzen increases their Side armour to 5 against Infantry weapons with Firepower 5+ or 6.

STORMTROOPERS

German stormtrooper tactics learned during the First World War emphasised the importance of initiative and decisive action. A German Unit may attempt a second Movement Order after succeeding in its first Movement Order. The second Movement Order must be different from the first.

MOUNTED ASSAULT

German armoured half-tracks are unique in having a dedicated vehicle commander (who crews the machine-gun) as well as a driver. This gives them a greater degree of independence than similar vehicles in other armies. They have learned to fight from their half-tracks in contrast to others who just use their half- tracks as battle taxis.

A Mounted Assault Transport Team carrying Infantry Team Passengers may Charge into Contact and Counterattack in Assaults.

Infantry Team Passengers carried in an Armoured Transport Team with the Mounted Assault rule can roll to hit in Assaults when their Transport Team is an Assaulting Team.

TIGER ACE

German Tiger crews were hand picked as the best of the best. They had confidence in themselves and their machines.

A Unit with Tiger Ace reduces the number needed to pass Last Stand by -1.

A Unit with Tiger Ace reduces the number needed to pass a Skill Test to make a Blitz move by -1.

A Formation Commander Tank Team with Tiger Ace re-rolls any failed roll to hit when shooting their main gun.

BEGLEIT ESCORTS

The German copied the Soviet practice of providing their assault guns with Begleit, or escort, infantry to protect them against infantry assaults.

A Tank Team with Begleit Escorts increases its Vehicle MG ROF by +1 at up to 8”/20cm (Assault Rifle weapon Range). A Tank Team with Begleit Escorts re-rolls unsuccessful To Hit rolls in Assaults.

A Tank Team with Begleit Escorts can Defensive Fire against Infantry Teams sneaking up on it (see page 56) as an Assault Rifle Team.

STUKA ZU FUSS

Sd Kfz 251 half-tracks in the third platoon of the Panzerpionierkompanie are fitted with Wurfrahmen, frames for six huge 28cm rockets. These were so devastating that they were called Stuka zu Fuss—Stuka on foot.

A Sd Kfz 251/1 (Stuka) half-track is a Rocket Launcher (see page 50). Each Sd Kfz 251/1 (Stuka) half-track counts as six 28cm sW40 Rocket Launcher weapons firing. All the Sd Kfz 251/1 (Stuka) half-tracks in a Unit fire as one Artillery Bombardment.

At the start of the game, place a Full Salvo marker with a Unit equipped with Sd Kfz 251/1 (Stuka) half-tracks. Remove this marker after firing an Artillery Bombardment. If a Unit equipped with Super-heavy Rockets does not have a Full Salvo marker when it fires an Artillery Bombardment, roll a Skill Test for each Rocket Launcher able to fire in the Bombardment. Only those that pass the Skill Test can fire as part of the Bombardment.

Place a Full Salvo marker on a Unit equipped with Super- heavy Rockets at the end of any Shooting Step in which every Rocket Launcher in the Unit was able to fire an Artillery Bombardment, but none did so.

The half-track is still available to transport its passengers after the Stuka zu Fuss fires.

RULES NO LONGER USED

The following German special rules are no longer used: Armoured Rocket Launchers, Kampfgruppe, Mission Tactics, and Reich Divided.

BAGPIPES

Nominate one Infantry Team in your Company HQ, other than your Commander, to be a Bagpiper. Any Unit within 6”/15cm of the Bagpiper requires one extra hit in the Shooting Step and in Defensive Fire to become Pinned Down.

BRITISH BULLDOG

Some 200 years ago, a French general remarked that the British troops his infantry attacked appeared to have taken root and be stuck to the ground. They refused to run away when other troops would have. Nothing has changed and British soldiers still have a reputation for tenacity and stubbornly refusing to give up ground that they have taken.

British Units reduce the score required to pass a Motivation Test to Counterattack by -1.

DUCKBILLS

Duckbill tracks extensions gave the Sherman better mobility in boggy ground. However, they were attached to the pins linking two pieces of track, so the tank had to keep its speed down to avoid breaking them off and throwing a track.

At the Start of the game a player may elect to fit all of their allowed Tank Teams (as listed in the Intelligence Handbook) with Duckbills. Tanks fitted with Duckbills change to Cross on 2+, but their Mobility rating becomes Slow Tank.

EIGHT-GUN OR TWELVE-GUN BATTERIES British artillery batteries have two or three mostly independent troops of four guns apiece. By comparison, most countries have only four guns in the whole battery!

Each Gun Troop in any Battery, Royal Artillery or Royal Horse Artillery (or Commonwealth variant) operates as a separate Artillery Unit.

HMG BOMBARDMENT

The British concentrated most of their Vickers medium machine-guns in specialist machine-gun battalions. These used the full range of machine-gun tactics, including long range area bombardments.

Some units, such as the machine-gun platoon of a motor bat- talion, did not receive such specialised training and used their weapons in a more conventional fashion.

British Vickers HMG Teams, and HMG Carriers firing as HMG Teams, can fire Bombardments (unless their Unit entry specifically says otherwise). However, since they have Anti-tank and Firepower ratings of ’-‘, they cannot harm Armoured vehicles or Destroy Teams in Bulletproof Cover (page 48), although they can still Pin them Down.

MIKE TARGET

The British forces in the desert developed techniques allowing them to respond to their observers orders incredibly quickly. When a Spotting Team successfully Ranges In an Artillery Unit with Mike Target, they may immediately roll to Range In another Artillery Unit. If successful, the second Artillery Unit is treated as Ranging In on the same attempt as the first.

NIGHT ATTACK

British infantry often timed major attacks to start in the middle of the night. In theory this provided the infantry with a cloak of darkness to conceal them from enemy fire until they had taken their objectives and dug in to hold them.

In practice, delays often meant that the attack found itself still embroiled with the enemy at dawn and subjected to vicious counterattacks as the day began.

A player commanding a British Infantry Company (as noted under the Formations title) may elect to make a Night Attack in a mission where the defender has Minefields. If they do so, Night Fighting Dawn rules (see page 91) are in effect at the start of the game.

Units from Formations with Night Attack can move

In document Habilidades Comunicativas (página 150-156)