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EL PENSAMIENTO LINGÜÍSTICO Y SU FORMACION EN EL INDIVIDUO

In document Habilidades Comunicativas (página 141-145)

Solución de Problemas

AMOR POR EL BOSQUE

3.2 EL PENSAMIENTO LINGÜÍSTICO Y SU FORMACION EN EL INDIVIDUO

Armoured Trains cannot Charge into Contact and do not move when Counterattacking.

If any part of an Armoured Train is assaulted, any part of the train within 16”/40cm of an Assaulting Team can Defensive Fire at Teams up to 16”/40cm away.

If the Locomotive can still move when an Armoured Train Breaks Off from an assault, the train may move through or past any enemy Teams without hindrance, and the train does not need to be more than 4”/10cm from enemy Teams for the assault to end. If the Locomotive cannot move when the train Breaks Off, any part of the train within 4”/10cm of the Assaulting Unit is captured and Destroyed.

Any Infantry Unit or Supporting Tank Unit is a separate Unit from the Armoured Train. If the Infantry Unit is still mount- ed in the Infantry Car when the Infantry Car is Destroyed in an assault, the whole Infantry Unit will be Destroyed. Infantry and Supporting Tank Units can Dismount to Counterattack if they are assaulted.

Soldiers carry and tanks are fitted with various items of equip- ment. These special rules tell you how these affect the game.

AMPHIBIOUS

Many light tanks can swim, slowly, if needed, allowing them to cross rivers without the need for a bridge.

Amphibious Teams treat Impassable Water as Difficult Terrain.

BULLDOZER

Bulldozers are useful for filling in craters and anti-tank ditches, or burying anti-tank obstacles blocking the armour’s advance. A Bulldozer Team uses the Bulldozer rules on page 80.

GUN

Anti-tank guns and field guns need a gun tractor to move quickly. Guns cannot be carried as Passengers in Transports. They must be towed by a Tractor and cannot Charge into Contact with enemy Teams, but can fight back if charged by the enemy.

GUN SHIELD

Anti-tank guns usually have a gun shield to protect the crew from enemy tanks’ machine-guns.

A Gun Team with a Gun Shield is in Bulletproof Cover when shot at from in front of the Team’s base. A Gun Shield does not offer any protection against Bombardments or if the Team moved at Dash speed.

HEAVY WEAPON

Riflemen are backed by infantry heavy weapons like heavy machine-guns and mortars. Although they are heavy by the standards of a rifleman, they are still small and light enough for the crews to carry them on their backs, but not really suited for hand-to-hand combat.

A Heavy Weapon Team cannot Charge into Contact, but may be an Assaulting Team if in Contact with an enemy Team.

IMPROVISED TANK ASSAULT #

Some of the anti-tank grenades issued in World War Two were almost as dangerous to the troops using them as to the tanks they attacked. A good example of this is the British ‘Grenade, Hand, No. 74’, commonly known as the ‘Sticky Bomb’.

If a Team with the Improvised Tank Assault attribute rolls a 1 when rolling to hit in Assault combat, the team is Destroyed.

The # number shows the Anti-tank rating against a Tank’s Top Armour in Assaults.

A Team armed with Improvised Tank Assault weapons may, before rolling to hit, choose not to use them. In this case, the team reverts to its normal Tank Assault rating of 2.

LARGE GUN (HEAVY AND IMMOBILE GUNS) Some guns are nearly as big as a tank. They are difficult to hide and require a powerful gun tractor to move them more than a short distance.

Large Guns cannot be placed in buildings and cannot be placed from Ambush (see page 95) within 16”/40cm of enemy Teams.

MAN-PACKED GUN

Man-packed guns are weapons light enough to keep pace with the infantry.

Man-packed Guns are not Gun Teams, but are Infantry Teams they use the Heavy Weapon special rule.

MINE ROLLERS AND FLAILS

A Mine Roller or Mine Flail is a Mine Clearing Device

MINE CLEARING DEVICES

Mine rollers and flails clear minefields by setting off the mines by striking them with flailing chains or rolling over them with heavy steel drums.

Mine ploughs, rollers, and flails allow tanks to clear mine- fields (see page 78).

PORTEE

Some guns were carried ‘en portée’ on the load bed of a truck rather than towed to allow the gun to fire on the move.

Before the start of the game you may swap Portee Tank Team for the ground mounted Gun Team version of the same weapon (see appropriate Arsenal).

PROTECTED AMMO

Tanks with protected ammunition storage have their vulnerable rounds stored behind armoured bins or flame retardant liquid. Tank Teams with Protected Ammo reduces the score required to Remount by -1.

TRACTOR

Tractors move towed guns around the battlefield.

A Tractor Team can tow a single Gun Team as a Passenger. The gun model is placed behind the Tractor to show that it is being towed.

In a Unit diagram the Tractor is usually indicated by being placed under or next to the Gun Team silhouette in the same gun section.

UNARMOURED

While mounting a gun on a truck or half-track gives it mobility, it’s still not a tank and can’t assault.

An Unarmoured Tank team cannot Charge into Contact and must Break Off if assaulted.

FLYING TANK

Heavily-armoured ground-attack aircraft like the Soviet Il-2 ‘Shturmovik’ and the German Hs129 are known as ‘Flying Tanks’ because of their comparative invulnerability to anti- aircraft fire. Only large-calibre anti-aircraft guns have much chance of bringing down a flying tank.

Add +1 to the score needed for Firepower Tests against Aircraft rated as Flying Tanks in their Arsenal entry. This makes it impossible for a weapon with Firepower 6 to shoot down a Flying Tank.

FULL ROF WHEN MOVING

Submachine-gun and assault rifle-type weapons are very effective on the move, but lose their effectiveness when Pinned Down. These weapons have the same ROF whether Halted or Moving. However, the weapons ROF is 1 when Pinned Down.

HITS TOP ARMOUR

Some weapons either arrive at a step trajectory or take advan- tage of armour’s weaknesses.

Weapons with Hits Top Armour use their Anti-tank rating against a target Teams Top Armour rating.

HMG CARRIER

When they board their HMG carrier, the machine-gunners mount their machine-gun on their carrier so they can fire the gun while mounted.

An HMG Team that started the turn as a Passenger in an HMG Carrier may fire the carrier’s hull-mounted vehicle machine-gun as an HMG team at their full ROF of 6 and a range of 24”/60cm as long as the vehicle does not move. However when moving, the weapon is reduced to the usual ROF 3 and 16”/40cm range of a vehicle hull-MG. While firing the machine-gun as an HMG team, it counts as the vehicle’s Main Gun.

The HMG team that fires cannot Dismount in the same turn, except to escape the destruction of their vehicle.

HULL MOUNTED AND GUN TEAMS

Hull-mounted weapons and most towed guns cannot traverse to track targets to the side of the weapon.

Hull Mounted and Gun Team Weapon can only target Teams fully in front of the shooting Team, and can only fire an Artillery Bombardment if the Aiming Point is fully in front of the shooting Team.

IMPROVISED ARMOUR

Often tank crews would add improvised arour to their vehicle. This could be made of sandbags, tan tracks, or whatever they could find and add it to the outside of their vehicle.

A Tank Team with Improvised Armour always makes an Armour Save on a roll of 6 against weapons with a Firepower of 5+ or 6.

Some weapons have features or technology that make them more effective. These special rules reflect this.

ANTI-AIRCRAFT

Units tasked with air defence constantly scan the skies. They react quickly and lethally whenever enemy aircraft appear. Anti-aircraft weapons can Shoot at Aircraft using their normal ROF.

AA MGS, SELF-DEFENCE ANTI-AIRCRAFT, AND HEAVY ANTI-AIRCRAFT

Weapons need high-angle mountings and rapid traverse to track fast-moving aircraft.

AA MGs on Tank Teams, Self-defence Anti-aircraft, and Heavy Anti-aircraft weapons can Shoot at Aircraft using a ROF of 1.

AWKWARD LAYOUT

Some tanks have awkward internal layouts making it impos- sible to fire the gun on the move. A number of truck mounted guns also suffer from having to lower stabiliser jacks before being able to fire.

Tank Team with Awkward Layout have a Moving ROF of 0.

BOMBS AND ROCKETS

Aircraft bombs contain far more explosive than artillery shells, making them many times more effective.

Bombs and Rockets do not need to re-roll successful rolls To Hit for only having 1 or 2 weapons firing. Only Teams from the Bombarding Unit can Spot for it.

BREAKTHROUGH GUN

Large-calibre guns pack enough explosive to destroy any unpro- tected target outright.

Infantry, Gun, and Unarmoured Tank Teams (includ- ing when Passengers) re-roll successful Saves against Breakthrough Gun Weapons.

BUNKER BUSTER

Some Large-calibre guns are even more powerful and are often used against well-protected fortifications.

Bunker Buster weapons are Breakthrough Guns and have a Moving ROF of 0.

When a Bunker Buster weapon Hits a team in a Building in Shooting, is also Hits every other Infantry, Gun, and Unarmoured Tank Team in the Building. If the building is divided into multiple rooms is only hits teams in the same room as the target Team.

CAN FIRE OVER FRIENDLY TEAMS

Light mortars sit back firing over the heads of the advancing troops to knock out enemy machine-gun nests.

ROF 1 WEAPONS

Some weapons are slow to reload at the best of times, severely limiting their ability to hit anything while moving.

ROF 1 weapons add +1 to the score needed To Hit when moving.

SMOKE

Blowing the enemy up is always a good option, but sometimes blinding them is better.

Smoke weapons can Shoot Smoke ammunition (see page 42).

SMOKE BOMBARDMENT

Artillery delivered smoke screens allow you to cover the flank of your advance or blind the enemy defences as you advance. Smoke Bombardment weapons can fire a Smoke Bombard- ment once per game (see page 51).

TURNTABLE

Some guns, mostly anti-aircraft guns, are mounted on turntables allowing then to turn in any direction.

Weapons with a Turntable have a 360 degree (all around) firing arc.

TURRET-REAR MG

While not very practical for long-rang shooting, a machine-gun mounted in the back of the turret is perfect for discouraging boarders in an assault.

A Turret-rear MG may not shoot.

In an Assault, if hit by an Infantry or Gun Team the Team that Hit must re-roll its successful Skill Test to hit.

Bailed Out Tank Teams cannot use the Turret-rear MG rule.

UNRELIABLE

Some vehicles are poorly designed, unsuitable for the conditions or just badly maintained.

Unreliable Teams reduce their Cross-country and Road Dash by 2”/5cm.

WIDE TRACKS

Some excellent tank designs have successfully utilised wider tracks, allowing them to cross almost any terrain.

Tank Teams with Wide Tracks reduce their Cross number by -1.

In document Habilidades Comunicativas (página 141-145)