Special Abilities (pp. 39-50)
❗ Ambush (p. 39): A concealed unit *can* be the target of an assault, and if assaulted is turned over to its Inactive side. The original line was supposed to indicate you do not use the Active side of the token while fighting an Ambush.
❗ Crew (p. 39): The unit adds special abilities printed on the unit to those of the vehicle. Not abilities gained from Customizations or Options.
❗ Assault (p. 44): The description under the illustration at the top of the second column is wrong. It should read:
Unit A forbids the red movement action in its ZoC.
The American unit moves into the ZoC of units A and B with movement 1. It can launch an assault on unit B (while moving within Unit A's ZoC) because this movement is an assault.
❗ Mechanic (p. 46): The reference to "the Heroic feat" card should actually be a reference to the "Burst Into Action" card.
❓ NCO (p. 47): If you have lost all your stars, but still have any NCO on the board, you have one star as long as the NCO survives.
❓ Driver (p. 48): The "carrying capacity" is measured as Transport capacity. Each hero/officer counts as 1, each single-wound troop counts as 1, each two-wound troop counts as 2.
Vehicles with Driver require units be onboard as "crew" in order to move, but you still give the order to the Vehicle, not the crew if you want to move during the Activation phase. If you do not have sufficient crew, the vehicle cannot move.
As with other Vehicles you can give the crew their own orders if you want them to shoot or take any other actions during the Activation phase.
❓ Alternate Firing Action
If you first activate Alternate Firing Action (such as Sniper), the rules say that you must not use any other special abilities to modify your action. So, you cannot use your Fire on the Move special ability anymore.
But if you first activate your Fire on the Move special ability, which permits you to do a Firing Action with/without penalty and then you activate your Alternate Firing Action (grenade, Sniper, etc.), everything is good.
Reminder: the penalty from Fire on the Move is not applied to the die roll for Sniper, only Obstacle and Suppressed markers are applied to this die roll (or a penalty that is applied to any die roll, of course). If the Alternate Fire Action has its own combat bonuses (grenade, panzerfaust, etc.), those are still modified by the Fire on the Move modifier.
❓ Limited Range 0
No two belligerent units can ever occupy the same space. Firing is a physical impossibility. Zone of Control prevents two enemy units from ever occupying the same space during a Move action. While the Assault rules state you may ignore ZoC, that is only for the actual assault. The same rules state you overlap a unit to signify which units are engaged in the assault, but even then your unit remains in the space from which it launched the Assault. Belligerents cannot even occupy the same vehicle using Transport, because the enemy unit cannot enter the vehicle. While Civilians do have a stacking ability, they are not belligerents to each other.
|